Arcana Unearthed races Pathfinderized!


Lost Omens Campaign Setting General Discussion

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So, I had a strange notion to make an Iconic party that consisted of a Sibeccai Warmain, a Mojh Magister, a Verrik Wood Witch and a Quickling Faen Unfettered.

Of course, I wanted to 'Pathfinderize' them, and, in so doing, take the 'racial levels' concept and change it to some racial feats that can be taken to pick and choose levels of racial potency.

These feats, being limited to a specific race, would be more potent than typical feats, and I tried to make sure to tweak some of the races other abilities as necessary for balance. (For instance, the Sibeccai ended up with a great set of ability modifiers, so I didn't give them any cool feats, merely the Bite and Scent options that they would have normally gained as class abilities for levels in the Sibeccai racial class. Other races, who ended up with less in the way of ability modifiers, got better feat options.)

There was quite a bit of fiddly converting to do, and some of the flavor text I just pulled out of a dark place, which would no doubt cause conniptions in someone more versed with the setting than myself.

Caveats aside, I think these conversions are true to the 'feel' of the Arcana Unearthed races, if not identical one-for-one conversions (which, IMO, would be clunky and end up throwing out the spirit in an attempt at mechanical precision).

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Faen, Loresong
Loresong faen have powerful minds, but spindly frames that lack physical power. Loresongs have a +2 racial bonus to Intelligence, but also a -2 racial penalty to Strength.
Loresong base speed is 20 feet.
Small: Because they are Small creatures, loresingers gain a +1 size bonus to Armor Class and attack rolls and a +4 size bonus to Stealth checks. They must use smaller-sized weapons and equipment and can lift and carry only three-quarters as much as a Medium-sized character.
Loresingers minds seem to naturally travel down the twisted paths of the arcane, so that all loresong faen benefit from a +2 racial bonus on Spellcraft checks.
Faerie Magic: A loresong faen with levels in any spellcasting class can add dancing lights, detect magic and ghost sound to their list of known or prepared cantrips, allowing them unlimited use of those three spells. If the loresinger has no levels in spellcasting classes, he can still use dancing lights, detect magic and ghost sound 3/day as spell-like abilities at 1st level.
Low-light vision: Loresingers can see twice as far as humans in starlight, torchlight, moonlight, and similar conditions of poor illumination. They also retain the ability to distinguish color and detail under these conditions.
Metamorphosis: A faen of at least 3rd level (in any class[es]) may choose to undergo a metamorphosis. This can only occur at a time when the faen is eligible to learn a new or bonus feat, and takes the place of that feat. The faen secretes a sticky substance that he wraps around himself. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which he emerges in a completely different form. Even smaller than before, the faen now has gossamer wings that can carry him aloft. He has become a spryte. A faen’s gear taken with him into the magical chrysalis emerges sized appropriately for the character’s new stature.
Automatic Languages: Common and Faen.
Bonus Languages: Any.

Racial Feats: Swift Singer – Tapping into your shared heritage with your quickling kin, you can choose at your next opportunity to increase your Ability scores via leveling to gain 2 points of Dexterity, in lieu of 1 point in any other Ability score. Mysteries of the Fey – 1/day you can cast charm person, disguise self, magic weapon and knock as spell-like abilities at your caster level.

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Faen, Quickling
Quickling faen can move with great speed, but their slight frames lack strength. Quicklings enjoy a +2 racial bonus to Dexterity, but are encumbered by a -2 racial penalty to Strength.
Quickling base speed is 30 feet.
Small: Because they are Small creatures, quicklings gain a +1 size bonus to Armor Class and attack rolls and a +4 size bonus to Stealth checks. They must use smaller-sized weapons and equipment and can lift and carry only three-quarters as much as a Medium-sized character.
Run: When a quickling runs, he moves five times his normal speed rather than four times. Quicklings cannot use this racial ability while wearing heavy armor.
Quicklings are light-footed and quiet when they wish to be, earning them a +2 racial bonus on Stealth checks.
All quicklings are nimble and react fast, they enjoy a +1 racial bonus on Initiative checks.
Low-light vision: Quicklings can see twice as far as humans in starlight, torchlight, moonlight, and similar conditions of poor illumination. They also retain the ability to distinguish color and detail under these conditions.
Metamorphosis: A faen of at least 3rd level (in any class[es]) may choose to undergo a metamorphosis. This can only occur at a time when the faen is eligible to learn a new or bonus feat, and takes the place of that feat. The faen secretes a sticky substance that he wraps around himself. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which he emerges in a completely different form. Even smaller than before, the faen now has gossamer wings that can carry him aloft. He has become a spryte. A faen’s gear taken with him into the magical chrysalis emerges sized appropriately for the character’s new stature.
Automatic Languages: Common and Faen.
Bonus Languages: Any.

Racial Feats: Swiftling – the quickling gains a +10 racial bonus to ground speed and another +1 racial bonus to Dexterity. This feat can only be taken once. Untouchable – the quickling gains a +1 dodge bonus to Armor Class and another +1 racial bonus to Dexterity. This feat can only be taken once.

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Giant
The Giants’ massive physique grants them prodigious strength, but makes them less nimble than other creatures, and they are wise in the ways of others. They enjoy a +2 racial bonus to Strength and Wisdom but suffer a -2 racial penalty to Dexterity.
Giant: Unlike most other races, Giants are not humanoid in type, but Giant.
Medium: As Medium creatures, Giants have no special bonuses or penalties due to their size. Giants can grow to be quite large, however.
Mighty Thews: A Giant is treated as one size class larger for the determination of CMB, squeezing through tight spaces and for what size class of weapons can be wielded. The Giant does not gain any of the other mechanical benefits (or penalties) of larger size, such as attack or armor class penalties, or reach.
A Giants’ base speed is 30 feet.
Legendary builders of civilizations and societies, Giants earn themselves a +2 racial bonus to Craft, Diplomacy and Sense Motive skill checks.
Automatic Languages: Common and Giant.
Bonus Languages: Any.

Racial Feats: Blood Awakening – The giant increases to Large size. This replaces the effects of Mighty Thews, as the Giant is now size Large for all mechanical purposes. This process is mystical in nature, not merely physical, and any clothing or armor worn at the time of the transformation increases to fit the Giants new size category. Chi-Jaluud – the Giant has learned to repress the centuries of civilization that have changed their people, and return to a more primitive, but powerful, state of existence. With one hour of meditation in the morning, the Giant can negate his racial +2 Wisdom bonus and replace it with another +2 racial bonus to Strength. The mental restrictions of this more primal state also cause the Giant to suffer a -2 penalty to all skills checks that are not based on Strength. Ancient Strength – The Giant has learned to tap into the strength of his ancestors, and at the next opportunity to increase an Ability score through leveling, he can choose to gain 2 points of Strength, instead of 1 point in any other Ability score. He only gains this benefit once, and it must be taken at the next available opportunity to increase Ability scores.

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Litorian
Litorians are physical adroit, but while their bodies can move with a blur of motion, too often their minds also move in a blur, and they often lack the ability to focus and discipline their perceptions as keenly as other races. They benefit from a +2 racial bonus to Dexterity, but are hampered by a -2 racial penalty to Wisdom.
Bonus Feat: Litorians can choose one of the three Litorian racial feats at 1st level as a free bonus feat. No matter which is chosen, the Litorian can only choose any one of these feats a single time, but can later learn either or both of the others.
Litorian base speed is 30 feet.
Medium: As Medium creatures, Litorians have no special bonuses or penalties due to their size.
Low-light vision: Litorians can see twice as far as humans in starlight, torchlight, moonlight, and similar conditions of poor illumination. They also retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Common and Litorian.
Bonus Languages: Any.
Despite their impulsive natures, Litorians have adapted well to their wild surroundings. Litorians gain a +2 racial bonus on Intimidate, Perception and Survival checks.

Racial Feats: Strongfang – The Litorian gains a Bite attack usable as a secondary weapon that inflicts 1d6 +Str modifier Piercing damage, as well as a +1 racial bonus to it’s Strength score. Swiftpaws – The Litorian gains a +10 ft. racial bonus to it’s ground move, as well as a +1 racial bonus to it’s Dexterity score. Longbreath – The Litorian gains the Scent exceptional ability, as well as a +1 racial bonus to it’s Constitution score.

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Mojh
The transformation every Mojh undergoes sharpens the mind, while ravaging the body. A Mojh has a +2 racial bonus to Intelligence, but a corresponding -2 racial penalty to Constitution.
Medium: As Medium creatures, Mojh have no special bonuses or penalties due to their size.
Mojh base speed is 30 feet.
Mojh have an instinctive understanding of languages, codes and arcane symbology. Every mojh benefits from a +2 racial bonus to Knowledge (arcana) and Linguistics checks, and Linguistics is always treated as a class skill.
Darkvision: Mojh can see in the dark up to 60 feet. This darkvision is black and white only, but otherwise it resembles normal sight. Mojh can function just fine with no light at all.
Arcane Sight: A mojh can cast detect magic as a spell-like ability at their character level 3/day.
Natural Armor: Their scaly hide provides mojh with a +1 natural armor bonus to armor class.
Automatic Languages: Common and Draconic.
Bonus Languages: Any.

Racial Feats: Dragon’s Eyes – The Mojh can cast detect magic at will at his caster level, and gains a +10 to Perception checks to spot invisible foes. Secrets of Scale – The Mojh can cast feather fall (self only) 3/day, as well as barkskin (also upon himself only, and his hide becomes more thickly scaled), scare and burning hands (which comes from the mouth and not the hands) as spell-like abilities 1/day at their caster level (minimum 1st level). The Mojh must have previously mastered the Dragon’s Eyes before he can learn the Secrets of Scale.

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Sibeccai
Sturdy and precise in their movements, Sibeccai have difficulties adapting to new situations, as their physical fortitude and rote movements come with a certain degree of mental inflexibility. Sibeccai boast a +2 racial bonus to both Dexterity and Constitution, but are held back by a -2 racial penalty to Intelligence.
Medium: As Medium creatures, Sibeccai have no special bonuses or penalties due to their size.
Sibeccai base speed is 30 feet.
Low-light vision: Sibeccai can see twice as far as humans in starlight, torchlight, moonlight, and similar conditions of poor illumination. They also retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Common and Giant.
Bonus Languages: Any.
Trained by their Giant masters to be socially aware, as well as skilled in maintaining the various trained animals of the empire, Sibeccai have a +2 racial bonus to Gather Information, Handle Animal and Sense Motive checks. While not specifically trained to do so, Sibeccai have also developed a gift for remaining quiet and unobserved, and so benefit from a +2 racial bonus to Stealth checks.

Racial Feats: Bite – The Sibeccai gains a Bite attack usable as a primary or secondary attack causing 1d6 + Str modifier in Piercing damage. Scent – The Sibeccai gains the Scent exceptional ability.

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Verrik
Verrik have keen senses and strong wills, but their minds follow strange pathways that cause them some difficulty when trying to relate to others, even others of their own kind! Verrik gain a +2 racial bonus to their Wisdom score, but must endure a -2 racial penalty to Charisma.
Medium: As Medium creatures, Verrik have no special bonuses or penalties due to their size.
Verrik base speed is 30 feet.
Sensory Control: Verrik can selectively shut off their senses. This means that they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects, but suffer a -2 circumstance penalty to attack rolls, Disable Device attempts or any other action the DM determines to be touch-dependent. Shutting off or reactivating a sense is a standard action.
Innate Spell-like Abilities: 3/day each, a Verrik with no levels in a spellcasting class can use mage hand or message as spell-like abilities at their character level. A Verrik who does have levels in a spellcasting class treats mage hand and message as bonus cantrips known or prepared, in addition to any others known or prepared by virtue of their class, and can use either of them at will.
Magic of the Mind: Verrik have long focused on more subtle magics and gain +1 to their caster level when casting spells from the Divination or Enchantment schools.
Automatic Languages: Common and Verrik.
Bonus Languages: Any.

Racial Feat: Mind-Witchery – 3/day detect magic, 1/day lesser confusion, daze, levitate and detect thoughts at caster level (minimum 1st level, for a character with no levels in a spellcasting class).

The Exchange

thank you very much for converting these races, i think they are nicely balanced and cool^^

The Exchange RPG Superstar 2010 Top 32

Top work, Set, and I love the mechanics. The way you slipped the powers into the advancement is pure genius!

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