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I realize their are a lot of spelling errors, I'm just sharing this incase someone would like to use it. I'm thinking about making pathfinder materials to be published at some point and I am just looking for feedback and suggestions to help improve my material.


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Stitchling

Image of stitchling.
Stitchlings appear in the abbarat series by Clive Barker I just wanted to rehash them as a race for pathfinder I don't claim that the concept is my own creation
Created by a monstrous hag ages ago stitchlings have long existed for as mindless constructs however after her fall the a few remaining stitchlings were left without purpose. One such stitchling spent centuries idle in solitude sitting doing nothing as their was no purpose left for it, eventually it began to rot apart so it repaired itself, this act of basic self preservation was the first independant action ever taking by a stichling, this particular stitchling after millennia began to develop a sense of idleness and a dissatisfaction with being purposeless. It became aware of itself and deemed itself Solum. Solum decided it would need a purpose and after centuries existing as a tool for other beings he decided that his first action would be to create more stitchlings so that they may serve themselves. The first of Solum's children tried to decide a purpose for themselves but they could not agree many thought they should resurrect their "true mother" the hag who created them and refer to themselves as Her Children. The rest felt they needed to explore and find purpose in a more innate manner and refer to themselves as Wanderers and they color themselves in vibrant colors to distinguish themselves from Her Children.

Without a large population stilchings are not wildly known and do not have typical relations with any race although Wanderers can most easilly relate to humans and halflings varied and sense of wanderlust.

Stitchlings typicaly stand between 5'5 and 6'5 allthough if so desired one could be constructed to be smaller or larger. They have a rough cloth like skin that is sewn together with black stitches, their coarse skin is cool to the touch and slightly moist from the wet "living clay" that makes up most of a Stichlings innards. The original stitchlings were matte black and those that seek to rebuild their past mantain that appearance but wanderers are often vibrantly colored. All stitchlings are humanoid and most have a fairly plain rounded human like head allthough various beaks and horns and other variations are not unheard of. All stichlings have 5 fingered hands that end in vicious looking claws. Stitchlings innards secrete a powerful odor which they have learned others find intolerable because of this some seal over their stitches with paints or clays to lessen the odor effectively sealing the scent.

Names:
(Stichlings are genderless) Solum, Bozmuc, Valen, Terra, Leel, Andra, Ohma

Languages:
Stichlings communicate with eachother thru a touch based telepathy that allows them to directly share their thoughts they don't have any inherint cultural language but from writings available to Solum in her cave they can pick Draconic, Common, Undercommon and Elven.

Abilities +2 con + 2 int -2 cha
Stitchlings are resilient and inteligent but often seen as repulsive or even monstrous

Deffensive Traits
Unnatural (2 RP):
Stichlings move with a strange unnaturalness and have a startling apareance that unnerves normal animals, they take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals due to the conflicts this causes them. Animals' starting attitude toward members of this race is one step worse than normal.

Fearless (1 RP):
Stilchings receive a +2 racial bonus on all saving throws against fear effects due to a natural mental hardiness along with a relatively low concern with self preservation.

Deathless Resolve(Eternal Hope 2 RP)
:Stitchlings have a +2 racial bonus on saving throws against fear and despair effects, Once per day a Stichling may reroll a natural 1 made on a d20.

Movement Traits
Climb (2 RP):
Stichlings are natural climbers using their malleable claws to find footholds where others can not they have aclimb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Offensive Traits
Stench Aura (4 RP):
Stitchlings secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (without a stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user's character level + the user's Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature's stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect.

Magical Traits
Envoy (1 RP):
Stitchlings were orriginaly designed to protect and serve spellcasters as such those with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.

Weakness
Heritage of Puppetry (-2 RP)

Stichlings have a long history of being tools rather than living beings as such they are vulnerable to Enchantment Compulsion spells, when making a will save against a Enchantment Compulsion effect they must roll twice and take the lower roll.