[Archmage] The Peoples of Deutero


Homebrew and House Rules


Finally, PF stats for all most of these daft nubbins!

Living Kyne - Natural Species

Krodanos
The Krodanoi were the first species to gain the power of cognition. They arose from large plains predators of the felidae family. The polydactlyly and semi-upright stance of their ancestors allowed them to become tool-users. It was they that dominated the continent of Rurthekein Aman long before the rise of other sophonts. Their rapid evolution is popularly attributed to their favour with Argath, God of Strength and War. Thier forebears were chosen from amongst the beasts to be made worthy to create and use weapons and armour, for the glory of their divine patron.
The modern Krodanos adult stands on average 70" tall, although their slightly forward-leaning posture makes them appear shorter. Like their smilodon cousins, they have a small, stubby tail. They typically have a short covering of fur that is thicker about the neck and head, usually more pronounced in males. Fur colours range through light and dark tans and browns, to oranges and in some cases, even greens. Fur may be plain, striped, spotted or mixed. Family lines can very easily be traced by fur patterns. Their large canines are rarely used in combat against other kyne due to the risk of breakage against armour or tough clothing; most Krodanos cultures view such use of their fangs as disgusting. Female Krodanoi have six nipples on their abdomen, which are not pronounced except during pregnancy and nursing. Otherwise, Krodanoi express amongst the least gender dimorphism compared with other kyne species.

Standard Racial Traits
Abililty Score Racial Traits: +2 Str, +2 Con
Size: Krodanoi are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Krodanoi are humanoids with the catfolk subtype.
Base Speed: Krodanoi have a base speed of 30 feet.
Languages: Krodanoi begin play speaking Kroden and Rhudric. Krodanoi with high Intelligence scores can choose from any racial or regional language.

Feat and Skill Racial Traits
Close to Nature: Krodanoi gain a +2 racial bonus on Survival and Knowledge (nature) checks on land (not underground) and may make such checks untrained.
Keen Senses: Krodanoi gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Sprint: As a free action, a Krodanos may spend 2 stamina points to increase his or her base speed by 10 ft. for one round. This ability cannot be used while fatigued or exhausted.

Senses Racial Traits
Low-Light Vision: Krodanoi can see twice as far as humans in conditions of dim light.

Offense Racial Traits
Predator Soul: Krodanoi gain a +1 racial bonus on combat maneuver checks and a +1 racial bonus to the DC of touch-range spell-like and supernatural abilities they use.
Natural Attacks: Krodanoi have a natural bite attack that deals 1d3 damage. This is always a secondary attack.

Rhuz
Originating from cave-dwelling hominids in the Northern continent of Gotenkein, the Rhuz developed tool use and language without supernatural aid. Spirits did later discover them and begin to teach various forms of magic. They quickly became the favourites of the spirits of discovery and change.
Rhuz are short, stocky people with a fully upright stance, the males partially furred, especially on the chest and back. Female Rhuz do not have facial hair but can grow rockin' sideburns (it is of cultural importance to state how rockin' their sideburns are). Rhuz are slower on foot than other kyne but possess considerable health and fortitude and can remain active for very long periods without tiring. They see in the dark reasonably well and are not impaired in sunlight, though they cannot see in utter darkness like the Myrdanar. The adult Rhuz masses about the same as a Krodanos but stands about a foot and a half shorter. Rhuz are cognitively remarakable, possessing an excellent ability to store and retrieve information accurately relative to other kyne.

Standard Racial Traits
Abililty Score Racial Traits: +2 Con, +2 Int
Size: Rhuz are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Rhuz are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Rhuz have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Rhuz begin play speaking Hightongue and Rhudric. Rhuz with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Tough it Out: Before rolling a Constitution check or a Fortitude save, a Rhuz may spend up to 5 stamina points and gains a circumstance bonus on the roll equal to the number of stamina points spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Canny Marksman: Rhuz gain Amateur Gunslinger as a bonus feat and use their Intelligence in place of Wisdom for the purposes of firearm-based class features and feats.
Long Memory: Rhuz gain a +2 racial bonus on checks with a single Craft, Knowledge or Profession skill, chosen at 1st level, and on Intelligence checks to recall information.

Senses Racial Traits
Low-Light Vision: Rhuz can see twice as far as humans in conditions of dim light.
Moon Sight: Rhuz can see in dim light as if it were normal light at a distance up to 60 ft.
Offense Racial Traits
Weapon Familiarity: Rhuz treat firearms as martial weapons.

Other Racial Traits
Strong Back: Rhuz treat their strength score as 2 points higher when determining how much they can carry.

Living Kyne - Spirit-Wrought

Manirachis
Nobody knows the truth of where the kobolds came from. The High Dragon Auctol initially claimed to have created them from naught but dust, but after a group of Manirachis sold their secrets of ironworking to the Syldanar, Auctol disowned them and claimed not to be responsible after all. Manirachis are small, lizard-like people with plumes of feathers on their head and neck and sometimes their forearms.
Manirachis culture is divided between loyalists and the independents. The loyalists believe that if they can perform great enough deeds, the dragons will return to them and raise their nation to new heights of power. The independents say that the dragons have left for good and that it is best for them to attemp to be self-sufficient and prosper for themselves, not their absent masters.
An offshoot of Manirachis called the Grimbolds never had a dragon patron, but like their fellows have a long history of raiding Syldanar lands. Whereas most Manirachis raided for food, the Grimbolds enjoyed stealing Syldanar children to raise as their own. As a result, Grimbold society is full of adult Syldanar with Grimbold views on life and morality, aping Syldanar noble society in ways their original forebears find tremendously garish, flamboyant and offensive.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Cha, -2 Str
Size: Manirachis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Manirachis are humanoids with the saurian subtype.
Base Speed: Manirachis have a base speed of 30 feet.
Languages: Manirachis begin play speaking Drukol and Rhudric. Manirachis with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Natural Armour: Manirachis have a +1 racial bonus to natural armour.
Zippy: A Manirachis may spend up to 5 stamina points when using the withdraw action and ignore attacks of opportunity for an additional 5 ft. of movement for each stamina point spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Child of the Forgesire: Manirachis gain a +2 racial bonus on Craft checks primarily involving metal, and on Survival checks while underground.

Senses Racial Traits
Low-Light Vision: Manirachis can see twice as far as humans in conditions of dim light.
Moon Sight: Manirachis can see in dim light as if it were normal light at a distance up to 60 ft.

Offense Racial Traits
Natural Weapons: Manirachis have a natural bite attack that deals 1d2 damage. This is always a secondary attack.

Other Racial Traits
Tunnel Runner: Manirachis take no penalties while squeezing.

Myrdanar
The Myrdanar are an offshoot of Syldanar that fled into the underground, to the uncharted Deeps to escape genocide after a failed civil war. Struggling to survive in the darkness, their leaders were approached by demons of darkness and offered a pact: To promise their entire peoples to Lyriasha, Goddess of Secrets and Shadows and self-proclaimed Goddess of Beauty (not recognised by other divine institutions). In a similar fashion to the original transformation of Krodanoi into Syldanar, the refugees were induced by spirits and demons of darkness to become a new species again: They named themselves the Myrdanar, after their champion that had fallen in the civil war, Vengeant Myrlith.
Changed again by spirits of the old world but in far less drastic ways, the Myrdanar are very similar in appearance to Syldanar. The unlearned might think they are still the same species, but Syldanar and Myrdanar cannot produce viable offspring. Myrdanar differ from their forebears in having increased femininity and altered colourations. Myrdanar skin can be white through grey and varying shades of blue and purple. Their hair is typically stark white or black, occasionally slightly bluish, with rare examples falling in between. The scleras of their eyes are utterly black, a trait shared with all other creatures that possess the mystical Deepsight. This allows supernaturally perfect vision in darkness, diminishing in areas of increased light. Myrdanar have difficulty seeing in bright light, especially sunlight. Their canines are slightly pronounced, thought a quirk in their transformation that harkens back to the Krodanoi. They almost universally consider themselves the most utterly gorgeous of all kyne, an opinion often shared by spirits with enough cognition to say so. Nonetheless, it is noted that they are more divergent from the image of the old gods than the Syldanar.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Cha
Size: Myrdanar are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Myrdanar have a base speed of 30 feet.
Type: Myrdanar are humanoids with the elf subtype.
Languages: Myrdanar begin play speaking Myrden and Rhudric. Myrdanar with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Shadow Blending (Su): Attacks against a Myrdanar in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Feat and Skill Racial Traits
Beguiling: Myrdanar gain a +2 racial bonus on Bluff and Sense Motive checks.
Keen Senses: Myrdanar gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Unseen Step (Su): A Myrdanar may, when making a 5 ft. step through or into dim or darker lighting, spend 2 stamina points to increase that movement to 10 ft. This ability cannot be used while fatigued or exhausted.

Senses Racial Traits
See In Darkness (Su): Myrdanar can see perfectly in darkness of any kind.
Light Blindness: Myrdanar suffer from light blindness. Abrupt exposure to any bright light blinds Myrdanar for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Syldanar
The Syldanar originated from Syl, an aggregate clan of Krodanoi formed from the exiled weak, deformed and crippled members of other clans. Despite the vast apparent differences between Syldanar and Krodanoi, there is plenty of historical evidence for the connection between the species. The transformation of Krodanoi into Syldanar was not a natural one. A vast collection of spirits of nature, harmony, change and renewal induced the clan to enact a magic ritual of a magnitude that has never been matched in known history. The ritual transformed every member of Clan Syl into wholly new beings, almost entirely unlike what they had been before. Additionally, every trace of disease or injury was wiped from them. It is said that their Krodanos forms had been cast off and they were clothed in wholly new flesh, in the very likeness of the gods.
While still felid genetically, the Syldanar phenotype has vastly more in common with extant hominids. The average male stands 68" tall and the average female 65". They are almost entirely unlike Krodanoi, having a more upright stance and very little body hair except on the head, where it can grow to any length. Facial hair is retained only in adult males, about the chin and lips and like their head hair can grow to great lengths, although it is typically kept short for practical or aesthetic reasons. Syldanar skin and hair colour follow similar ranges to Krodanoi, with patterns found only in head hair. A few feline traits remain in their long, mobile ears, a remarkable sense of agility that is only enhanced by their comparatively smaller bodies, and keen senses. They lack the Krodanos sense of smell and incredible sprinting ability and their finer structure makes them more fragile. This is commonly attributed to the spirits having used the weakest Krodanoi to create them. Adult Syldanar express sexual dimorphism similar to hominid kyne. Female Syldanar have two breasts high on the torso and Krodanoi typically find this incredibly strange.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Wis
Size: Syldanar are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Syldanar have a base speed of 30 feet.
Type: Syldanar are humanoids with the elf subtype.
Languages: Syldanar begin play speaking Rhudric and Sylden. Syldanar with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Sanctified Blood: Syldanar gain a +2 racial bonus on saving throws against negative energy, death effects and the abilities of the death sphere.
Will of the Ancients: Before rolling a Wisdom check or a Will save, a Syldanar may spend up to 5 stamina points and gains a circumstance bonus on the roll equal to the number of stamina points spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Keen Senses: Syldanar gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Agile Steps: Syldanar ignore rough terrain penalties for the first 5 ft. of their movement each round. This allows a Syldanar to make a 5 ft. step in rough terrain.

Senses Racial Traits
Far Sight: Syldanar can see clearly at great distances. They suffer half the normal penalty to Perception checks due to distance and gain Far Shot as a bonus feat.

Living Kyne - Gene-Smithed

Chirops
Yet another product of gene-smithing, the Chirops are part cave-dwelling bat and part humanoid (it's not clear which species were used). The origin of the Chirops is shrouded in mystery. Rumour has it they were engineered as spies for the underground and when Rhayud fell, they escaped to breed true and form their own civilisation.
Chirops are small creatures, rarely standing taller than three feet and appearing shorter due to their usual hunched posture. They look like bats in clothes. Their wings allow them to jump and glide well, but their larger physique compared to common bats makes it difficult for them to achieve sustained flight. They have dextrous fingers on their wings but cannot grasp objects with them while in flight, so are typically seen wearing many-pocketed vests or belts. They have extremely keen hearing and adequate night-vision.
Chirops live in tight-knit colonies in the Deep, usually within a short distance of major trading routes or settlements of Myrdanar or Rhuz. It's not uncommon to see them acting as middlemen for merchants or neutral parties in negotiations, as their culture emphasises a detached, unbiassed political stance. It's well known, although they'll rarely admit it, that Chirops culture favours Lyriasha's aspect as Goddess of Secrets. The bats hear all, and might be willing to give up those secrets for a price.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Wis, -2 Str
Size: Chirops are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Chirops are humanoids with the batfolk subtype.
Base Speed: Chirops have a base speed of 20 feet.
Languages: Chirops begin play speaking Chitter and Rhudric. Chirops with high Intelligence scores can choose from any racial or regional language.

Feat and Skill Racial Traits
Keen Ears: Chirops gain a +4 racial bonus on hearing-based Perception checks.

Movement Racial Traits
Bat Wings: Chirops have a flight speed of 30 feet while holding nothing in their hands and carrying no more than a light load. Flying in this way prevents the use of their hands for any purpose, including spellcasting.

Senses Racial Traits
Blindsense: Chirops have uncanny hearing and have Blindsense 30 ft.
Echolocation: Chirops may spend up to 5 stamina points (minimum 1) as a free action on their turn to improve this to Blindsight 30 ft. plus 5 ft. per point of stamina spent beyond the first for one round. This ability cannot be used while fatigued or exhausted.
Low-Light Vision: Chirops can see twice as far as humans in conditions of dim light.

Other Racial Traits
Grasping Feet: Chirops may hold but not use or manipulate objects with their feet. When not holding anything in their feet, Chirops gain a 20 ft. climb speed.

Gnostra
Gnostra are small humanoids, standing on average three and a half feet tall at adulthood. They are furred, with strongly feline features including mobile ears and a tail. There are many varieties of modern Gnostra, often resembling the diverse breeds of cat. Though rumoured to be able to breed with housecats, this has never been proven and Gnostra tend to find the rumour offensive.
Gnostra are agile and due to their small stature, not particularly strong. They are known to be uncommonly clever albeit with a tendency toward skittishness and poor attention spans. They inherit the dwarvish predilection for scientific aptitude but lack the stoic dedication.
Gnostra generally live in small settlements governed by a 'tom', who has first breeding rights with the females of his choice. This is not exclusive, as Gnostra females are free to have multiple relationships. Gnostra find it difficult to form lasting romantic bonds and monogamy is uncommon.
Gnostra are naturally curious and intelligent and despite their lack of overarching government, their towns typically have good utilities and infrastructure. These utilities are often, however, in poor maintenance or dotted with experimental 'upgrades'. Gnostra gadgeteers have produced some of the world's most advanced and unreliable technologies, including primitive flying machines.
Magic is uncommon amongst Gnostra. Even with their keen minds, their difficulty with attention span makes arcane magic a chore. They tend to eschew the other paths of magic for being unscientific. Most young Gnostra are expected to explore the world. Curiosity is their most powerful drive and Deutero is full of many curious things.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, +2 Int, -2 Str
Size: Gnostra are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Gnostra are humanoids with the catfolk subtype.
Base Speed: Gnostra have a base speed of 30 feet.
Languages: Gnostra begin play speaking Kroden and Rhudric. Gnostra with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Feline Agility: Before rolling a Dexterity check or a Reflex save, a Gnostra may spend up to 5 stamina points and gains a circumstance bonus on the roll equal to the number of stamina points spent. This ability cannot be used while fatigued or exhausted.

Feat and Skill Racial Traits
Adorable: Gnostra gain a +2 racial bonus on Diplomacy checks.
Keen Senses: Gnostra gain a +2 racial bonus on Perception checks.

Movement Racial Traits
Deft Climber: Gnostra may use their Dexerity for Climb checks instead of Strength.

Offense Racial Traits
Natural Weapons: Gnostra have a natural bite attack that deals 1d2 damage. This is always a secondary attack.

Senses Racial Traits
Low-Light Vision: Gnostra can see twice as far as humans in conditions of dim light.
Moon Sight: Gnostra can see in dim light as if it were normal light at a distance up to 60 ft.

Gwehyrloch
Gwehyrlochs were a success in radical amalgamation of disparate forms, joining the forms of Syldanar with many traits of fish and other aquatic organisms. Contrary to popular myth, Gwehyrlochs have humanoid legs and not a fish tail, but are slow and weak on dry land. Gwehyrlochs exhibit a vast degree of variety in the shapes and placement of the fishy fins that adorn their bodies.
Gwehyrlochs are amphibious, preferring to live in coastal regions with good access to both land and water. They tend to compete with coastal land-dwellers for ideal living space, building their semi-flooded cities near river mouths and beaches.

No stats yet.

Hivekin
Hivekin are the result of a different type of gene-smithing amalgamation. Instead of adding animal traits to a kyne, kyne traits were added to animals. In this case, termites. Hivekin workers and soldiers share the same utter selflessness and loyalty to their hive as their mundane cousins. Hivekin queens train in the arts of necromancy and are served by vast numbers of 'Hollow Hivekin', animated exoskeletons. Hivekin are rarely seen outside a hive, but a few 'abberants' do walk the surface world, something in their brain having gone funny and lost the obsession to hive loyalty. The cost of freedom is never being able to go home. Abberants are killed on sight by loyal Hivekin.

No stats yet.

Human
According to legend, the long-standing goal of the highest spirits and gods has been to restore their earthly vessels upon this world, in perfect likeness of how they once were. The Syldanar were an early attempt at capturing the perfect image, the Myrdanar came as an exaggerated idealisation of that image, and with the discovery of the Rhuz and their intellectual prowess came the final phase of the plan. The Rhuz quickly developed the magical science of gene-smithing, said to have been inspired and guided by Yazrath, God of Change and Lyriasha, under the commission of Juric, God of Thrones and highest of the gods. The Gene Wars that followed were a series of expeditions by Rhuz military forces to gather vast numbers of biological specimens; Namely Krodanoi, Syldanar and even their own kind. The Myrdanar were largely spared due to their isolation in distant parts of the underground.
Once the gene-smiths had perfected their technique, humans were created in the thousands, all to be empty vessels for the gods and their servants. When the grand ceremony of awakening was held, the humans did indeed awaken, yet did so with their own newborn souls, fresh and impossible to dislodge from their flesh by even the greatest supernatural force. The Rhuz lost their powers of gene-smithing and the human race fled to fertile surface lands to begin their civilisation.
Humans are considered the perfect representations of the image of the gods. Indeed, they look remarkably like ancient sculptures representing the gods that predated their creation by thousands of years.

Standard Racial Traits
Ability Score Racial Traits: +1 all ability scores
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Humans are humanoids with the human subtype.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Hightongue and Rhudric. Humans with high Intelligence scores can choose from any racial or regional language.

Feat and Skill Racial Traits
Bonus Feat: Humans select one extra feat at 1st level.
Maximum Effort: A human may, before rolling a skill check that takes no more than one round, spend up to 5 stamina points, gaining a circumstance bonus equal to the number of stamina points spent on that check. This ability cannot be used while fatigued or exhausted.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Construct Kyne
Construct kyne retain their constitution score and use it to determine their hit points and Fortitude save as normal. They are subject to construct-specific diseases called 'corrosions' (which usually just do acid damage to living creatures) and they are subject to ability damage or drain from sources that are not limited to living creatures. They do not gain bonus hit points for their size. Constructs may be repaired by the Craft skill as follows:
Repair Construct: DC 20 Craft (mechanical)
Requirement: You must expend 10 gp of materials to perform this task.
When repairing a construct, you can restore hit points and damaged ability scores. Repairing a construct restores 1 hit point per level of the creature and up to 1 point of ability damage. If you exceed the DC by 5 or more, add your Intelligence modifier (if positive) to the amount of hit points restored.
Action/Time: 1 hour
A repair kit grants a +2 circumstance bonus on Craft checks to repair damaged objects and constructs. A repair kit costs 50 gp and weighs 2 lbs.

Fabricant
The Fabricants are an iteration of the Forgecursed created by human artificers in hopes of fulfilling the ancient divine mission and creating worthy shells for the divine. Unlike Forgecursed, Fabricants were never alive. The working parts of captured Forgecursed were dismantled and studied in order to develop a science that could produce living constructs without the need for a living sacrifice. When the first Fabricants awakened, they like their human creators awoke with a newborn soul. The project failed its intended purpose, but the Fabricants themselves were a viable 'species'. Fabricants found it remarkably intuitive to learn how to create more of their kind using appropriate tools and materials.
Fabricants look like approximations of humans, crafted out of fine metals, wood and ivory. The first few were decorated with precious metals and gems. Originally designed to be vessels of the gods, they naturally appear to resemble depictions of those gods. Despite having gendered appearance, Fabricants do not usually identify as their apparent gender. Most are content to be agender, and a few identify as the opposite of their initial form. Fortunately for them, their outer shells can be customised without doing any harm to their workings.
Fabricants are the newest species, the original fifteen little more than a human generation old.

Standard Racial Traits
Abililty Score Racial Traits: +2 Dex, -2 Cha
Size: Fabricants are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Fabricants are constructs with the ensouled subtype.
Base Speed: Fabricants have a base speed of 30 feet.
Languages: Fabricants begin play speaking Hightongue and Rhudric. Fabricants with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Armoured Body: Fabricants are made of materials that are tougher than flesh. They are treated as wearing a chain shirt, gaining a +4 armour bonus and suffering a -4 armour check penalty. This can be upgraded to masterwork or upgraded to heavier forms of metal armour by paying the difference. This armour is not affected by armour-piercing. Fabricants are always proficient in their armoured body. Additionally, it never has a chance of spell failure and does not reduce their movement.
Ensouled Construct: Fabricants count as both humanoids and constructs for the purpose of spells and abilities that affect only humanoids or only constructs.
Lingering Essence: Fabricants reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.

Feat and Skill Racial Traits
Machine Empathy: Fabricants gain a +4 racial bonus on Craft (mechanical) checks and on Knowledge (engineering) checks regarding mechanical objects and constructs.
Precision Gearing: Fabricants take half the normal time to take 20 on Dexterity-based checks and may take 10 on Dexterity-based checks even when threatened or distracted.

Other Racial Traits
Personal Light (Ex): A Fabricant may, as a free action, emit a cone of light from his or her eyes, producing normal light up to 30 ft. and dim light up to 60 ft. Personal Light may be activated or deactivated at will and may be reoriented as a free action during the Fabricant's turn.

Forgecursed
Once stripped of their powers, the former gene-smiths had no desire to abandon the art of creating life. Turning to necromantic means, a process was developed whereby a living organism could be slowly retooled into a creature of entirely synthetic materials. This process was incredibly painful and the resulting 'Forgecursed' retained that agony even after the process was complete.
A Forgecursed is often a terrible sight, a thing of wire and rods resembling a skinned version of its original species wrought in oily metals. Red stains often adorn the Forgecursed's body at the joints and amongst the muscles and the tubing in their torso. Forgecursed do not need blood, but their body continues to produce a small amount of something much like it from somewhere inside them. It's probably not actually blood. Somewhere deep underground, the necromantic forges remain in operation by elder Forgecursed smith-priests. The Forgecursed population is rising. It is terrifying.

Standard Racial Traits
Abililty Score Racial Traits: +2 Con, -2 Cha
Size: Forgecursed are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Forgecursed are constructs with the ensouled subtype.
Base Speed: Forgecursed have a base speed of 30 feet.
Languages: Forgecursed begin play speaking one racial language and Rhudric. Forgecursed with high Intelligence scores can choose from any racial or regional language.

Defense Racial Traits
Armoured Body: Forgecursed are made of materials that are tougher than flesh. They are treated as wearing a chain shirt, gaining a +4 armour bonus and suffering a -4 armour check penalty. This can be upgraded to masterwork or upgraded to heavier forms of metal armour by paying the difference. This armour is not affected by armour-piercing. Forgecursed are always proficient in their armoured body. Additionally, it never has a chance of spell failure and does not reduce their movement.
Ensouled Construct: Forgecursed count as both humanoids and constructs for the purpose of spells and abilities that affect only humanoids or only constructs.
Eternal Agony: Forgecursed are immune to pain and fear effects.
Death Pact (Su): Forgecursed may be healed by spells, spell-like and supernatural abilities as though they were undead.
Lingering Essence: Forgecursed reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.

Senses Racial Traits
See In Darkness (Su): Forgecursed can see perfectly in darkness of any kind.
Light Blindness: Forgecursed suffer from light blindness. Abrupt exposure to any bright light blinds Forgecursed for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Undead Kyne
Undead kyne retain their constitution score and use it to determine their hit points and Fortitude save as normal. They are subject to undead-specific diseases called 'rot' (living creatures may catch filth fever or other conventional diseases from a source of rot) and they are subject to ability damage or drain from sources that are not limited to living creatures.
The Treat Deadly Wounds use of the Heal skill may be used on corporeal undead.

Ghoul (template)
Ghoul is a template that may be applied to any living kyne and changes the character's type to undead. Ghouls gain the following special qualities:
Undead Energy: Ghouls have a pool of stamina points as though they were living but cannot regain stamina by resting.
Corpse Eater: A Ghoul may spend a standard action to feed on dead kyne flesh it is holding or is in its space, healing up to 1d6 hit points and 1 point of ability damage, and gaining 1 stamina point, up to his or her normal maximum. A medium-sized corpse may be fed on a number of times up to half its former Constitution score, minus 1 for each day it has been dead unless preserved. For each size category smaller or larger, this number is halved or doubled respectively. A damaged corpse is worth proportionally less (corpses of creatures killed by normal damage are assumed not to be missing any substantial mass).
Ensouled Undead: Ghouls count as both humanoids and undead for the purpose of spells and abilities that affect only humanoids or only undead.
Lingering Essence: Ghouls reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.
The Masquerade (Su): Ghouls with at least half their normal hit points and at least half their normal stamina points appear as living members of their original species and are not detected by abilities that detect undead.
Undead Senses: See in Darkness and Light Blindness replace the kyne's original sense racial traits.
See In Darkness (Su): Ghouls can see perfectly in darkness of any kind.
Light Blindness: Ghouls suffer from light blindness. Abrupt exposure to any bright light blinds Ghouls for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Vampire (template)
Vampire is a template that may be applied to any living kyne and changes the character's type to undead. Vampires gain the following special qualities:
Undead Energy: Vampires have a pool of stamina points as though they were living but cannot regain stamina by resting.
Light Weakness: Vampires suffer a -2 penalty to all ability scores and cannot use Vampire feats while in bright sunlight.
Blood Drain: A Vampire that ends his or her turn grappling a living creature may drink blood, causing 2 points of Constitution damage and healing up to 1d6 hit points and 1 point of ability damage. If drinking from a kyne, the Vampire gains 1 stamina point, up to his or her normal maximum.
Ensouled Undead: Vampires count as both humanoids and undead for the purpose of spells and abilities that affect only humanoids or only undead.
Lingering Essence: Vampires reduced to 0 hit points or less become inert, but are not destroyed until their hit points are reduced to a negative number equal to their Constitution score.
The Masquerade (Su): Vampires with at least half their normal hit points and at least half their normal stamina points appear as living members of their original species and are not detected by abilities that detect undead.
Undead Senses: See in Darkness and Light Blindness replace the kyne's original sense racial traits.
See In Darkness (Su): Vampires can see perfectly in darkness of any kind.
Light Blindness: Vampires suffer from light blindness. Abrupt exposure to any bright light blinds Vampires for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Racial statistics tables

Age
Race, Adult, Middle-Age, Old, Venerable, Max Age

Chirops
12, 28, 42, 56, 56 + 2d6

Gnostra
10, 23, 35, 46, 46 + 2d6

Gwehyrloch
30, 45, 68, 90, 90 + 2d12

Hivekin Drone
6, 14, 21, 28, 28 + 2d4

Human
15, 35, 53, 70, 70 + 2d10

Krodanos
13, 30, 46, 60, 60 + 2d8

Manirachis
10, 23, 35, 46, 46 + 2d6

Myrdanar
24, 60, 90, 120, 120 + 3d12

Rhuz
18, 50, 75, 100, 100 + 3d10

Syldanar
25, 65, 100, 130, 130 + 4d10

Height and Weight
Race, Base Height, Base Weight, Modifier, Weight Multiplier

Chirops, female
2 ft. 10 in., 18, 2d4, ×1 lbs.
Chirops, male
3 ft. 0 in., 22, 2d4, ×1 lbs.

Gnostra, female
2 ft. 6 in., 17, 2d4, ×1 lbs.
Gnostra, male
2 ft. 8 in., 21, 2d4, ×1 lbs.

Gwehyrloch, female
4 ft. 3 in., 80, 2d8, ×5 lbs.
Gwehyrloch, male
4 ft. 7 in., 110, 2d8, ×5 lbs.

Hivekin Drone
4 ft. 2 in., 110, 2d8, ×7 lbs.

Human, female
4 ft. 5 in., 85, 2d10, ×5 lbs.
Human, male
4 ft. 10 in., 120, 2d10, ×5 lbs.

Krodanos, female
4 ft. 9 in., 110, 2d10, ×5 lbs.
Krodanos, male
4 ft. 10 in., 130, 2d10, ×5 lbs.

Manirachis, female
3 ft. 0 in., 30, 2d4, ×1 lbs.
Manirachis, male
3 ft. 2 in., 36, 2d4, ×1 lbs.

Myrdanar, female
4 ft. 9 in., 90, 2d8, ×3 lbs.
Myrdanar, male
5 ft. 0 in., 100, 2d8, ×3 lbs.

Rhuz, female
3 ft. 7 in., 120 lbs., 2d4, ×7 lbs.
Rhuz, male
3 ft. 9 in., 150 lbs., 2d4, ×7 lbs.

Syldanar, female
4 ft. 9 in., 85, 2d8, ×3 lbs.
Syldanar, male
5 ft. 0 in., 100, 2d8, ×3 lbs.

Fabricant/Forgecursed
Fabricants weigh 3 times the form they are modelled on, Forgecursed weigh 4 times.

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