Sarunia: A Pathfinder World - The Races


Homebrew and House Rules

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Liberty's Edge Contributor, RPG Superstar 2012

Twin Agate Dragons wrote:

Here are the Nagendra, the snake folk of Sarunia. Nagendra are the descendants of a race that was far more powerful (racial trait wise) eons age and that has lefts ruins scattered about the face of the world.

** spoiler omitted **

Nagendra Racial Traits
+2 Strength, +2 Dexterity, -2 Charisma; Nagendra are strong and lithe, but lack proper social etiquette.
Medium: Nagendra are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Nagendra have a base speed of 30 feet.
Low-Light Vision: Nagendra can see twice as far as humans in conditions of dim light.
Amphibious: Nagendra are able to breathe air and water.
Aquatic: Nagendra are humanoids with the aquatic subtype and have a swim speed of 20 feet. They have a +8 racial bonus on any swim check to perform some special action or avoid a hazard and can move through water at their swim speed without having to make a skill check. They can always choose to Take 10 on a Swim skill check, even if distracted or endangered. Nagendra are able to use the Run action while swimming, provided they swim in a straight line.
Attentive: Nagendra treat Perception as a class skill for all classes and receive a racial +2 bonus on all checks with it.
Fast on Your Feet: Nagendra receive a +1 racial bonus on their Reflex saves.
Reptilian: Nagendra are humanoids with the reptilian subtype.
Scaled: Nagendra have a thin layer of scales which provide them with a +1 natural armor bonus.

Cool. An aquatic snake race. I like this one.


taig wrote:
Overall, I like this. I realize this is your setting and your races may differ from those in the Pathfinder RPG, but "Human Heritage" gives the exact same benefit as "Halfling Luck". I'd maybe change it to pick one saving throw type to give a +1 bonus. I'd also change "Preservation in the Face of Adversity" to by...

Just for the record, gnomes and halflings are absent from the face of Sarunia.

Thanks for the once over Taig, I always value your input.


taig wrote:
"Virile" doesn't fit the benefits listed, and I think it should be called something else ("Hardy" or something like that perhaps).

How about 'Stalwart'?

RPG Superstar 2012

Twin Agate Dragons wrote:
taig wrote:
"Virile" doesn't fit the benefits listed, and I think it should be called something else ("Hardy" or something like that perhaps).
How about 'Stalwart'?

I like that.

Regarding the Calmlyns, I kinda figured it was something along those lines. If that's the case, it seems like a good fit then.


Twin Agate Dragons wrote:

Here are the catfolk of Sarunia. Kifter is the placeholder name of the race until I can create one that I can settle on.

Kifter Racial Traits
+4 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom; Kifters are extremely agile and personable, but are weak and do not consider the consequences of their actions before acting.
Medium: Kifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kifters have a base speed of 30 feet.
Low-Light Vision: Kifters see three as far as hu¬mans in starlight, moonlight, torchlight, and other such similar conditions of poor lighting or illumination and retain the ability to distinguish color and detail under such conditions.
Fleeting Thoughts: Kifters receive a +2 racial bonus on saving throws bonus against enchantment and illusion spells and effects.
Heightened Awareness: Kifters treat Perception as a skill for all classes and receive a +2 racial bonus on all checks made with it.
Natural Climbers: Kifters treat Climb as a skill for all classes and receive a +2 racial bonus on all checks made with it.
Nimble: Kifters ignore the first 10 feet from any fall (allowing them to treat a 10 foot fall like it never happened), in addition they only take damage for every 20 feet thereafter, instead of the normal 10. The hands and feet of the kifter must be empty so that when they land they can evenly distribute the shock of the fall (using all fours).
Quick of Body, Quick of Mind: Kifters use Dexterity as the key ability for all skills which normally use Wisdom as their key ability.

I like! The abilities are all appropriately feline. I especially like fleeting thoughts -- it is a trait I probably wouldn't have thought of if I were designing a catlike race, but definitely evokes the classic feline personality.


Twin Agate Dragons wrote:

Here are the Nagendra, the snake folk of Sarunia. Nagendra are the descendants of a race that was far more powerful (racial trait wise) eons age and that has lefts ruins scattered about the face of the world.

** spoiler omitted **

Nagendra Racial Traits
+2 Strength, +2 Dexterity, -2 Charisma; Nagendra are strong and lithe, but lack proper social etiquette.
Medium: Nagendra are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Nagendra have a base speed of 30 feet.
Low-Light Vision: Nagendra can see twice as far as humans in conditions of dim light.
Amphibious: Nagendra are able to breathe air and water.
Aquatic: Nagendra are humanoids with the aquatic subtype and have a swim speed of 20 feet. They have a +8 racial bonus on any swim check to perform some special action or avoid a hazard and can move through water at their swim speed without having to make a skill check. They can always choose to Take 10 on a Swim skill check, even if distracted or endangered. Nagendra are able to use the Run action while swimming, provided they swim in a straight line.
Attentive: Nagendra treat Perception as a class skill for all classes and receive a racial +2 bonus on all checks with it.
Fast on Your Feet: Nagendra receive a +1 racial bonus on their Reflex saves.
Reptilian: Nagendra are humanoids with the reptilian subtype.
Scaled: Nagendra have a thin layer of scales which provide them with a +1 natural armor bonus.

Really cool, TAD! My first impression was that these were somewhat more powerful than the other races, but on reviewing them, they all seem pretty well balanced with each other (though slightly better than the races in the PFCRB). This is a race I would like to play.

Regarding the other races, I have no useful comments other than to say that I like 'em, and they all seem to be balanced with each other, and they fit their base animal origins well. Nice work, as usual! :)


Thanks Mike. I'm really tempted to put the rest of the race info together (fluff) and release it as a PDF. I've even got an idea for a novel that is at the roots of the the world-migration event that led to the discovery of Sarunia.

I think this is going to be a good year for me.


Here are the Saelvhik (SAY-el-veek), the bear folk of Sarunia.

Saelvhik Racial Traits
+4 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma; Saelvhik have great strength and healthy bodies and are ponderous creatures, but their massive bodies make them ungainly and their content to live simplistic lives in the wilderness makes them gruff.
Medium: Saelvhik are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Saelvhik have a base speed of 30 feet.
Low-Light Vision: Saelvhik can see twice as far as humans in conditions of dim light.
Gaia's Blessing: Saelvhik treat Knowledge (Nature) and Survival as a skill for all classes and receive a +1 racial bonus on all skill checks with them. In addition the saelvhik may move through any sort of undergrowth at their normal speed without taking damage or suffering any other impairment. However, magically manipulated undergrowth that impedes motion still affects them. If the saelvhik gains the Woodland Stride class feature, the saelvhik may even ignore magically manipulated undergrowth that would ordinarily impede movement.
Improved Unarmed Strike: Saelvhik receive Improved Unarmed Strike as a racial bonus feat. Due to their Massive racial trait, they are treated as Large creatures when calculating their unarmed damage.
Massive: Even though saelvhik are medium size creatures, they function as though they are large in size; when determining CMB/CMD they take the most advantageous size modifiers and may wield weapons sized for either medium or large creatures without penalty. In addition, when occupying a space you completely fill it up as if you actually are one size category larger (and thus determines what spaces you can fit into). Though the saelvhik is treated as being large size they do not gain any reach bonuses, nor does their carrying capacity improve.

RPG Superstar 2012

Twin Agate Dragons wrote:

Here are the Saelvhik (SAY-el-veek), the bear folk of Sarunia.

Saelvhik Racial Traits
+4 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma; Saelvhik have great strength and healthy bodies and are ponderous creatures, but their massive bodies make them ungainly and their content to live simplistic lives in the wilderness makes them gruff.
Medium: Saelvhik are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Saelvhik have a base speed of 30 feet.
Low-Light Vision: Saelvhik can see twice as far as humans in conditions of dim light.
Gaia's Blessing: Saelvhik treat Knowledge (Nature) and Survival as a skill for all classes and receive a +1 racial bonus on all skill checks with them. In addition the saelvhik may move through any sort of undergrowth at their normal speed without taking damage or suffering any other impairment. However, magically manipulated undergrowth that impedes motion still affects them. If the saelvhik gains the Woodland Stride class feature, the saelvhik may even ignore magically manipulated undergrowth that would ordinarily impede movement.
Improved Unarmed Strike: Saelvhik receive Improved Unarmed Strike as a racial bonus feat. Due to their Massive racial trait, they are treated as Large creatures when calculating their unarmed damage.
Massive: Even though saelvhik are medium size creatures, they function as though they are large in size; when determining CMB/CMD they take the most advantageous size modifiers and may wield weapons sized for either medium or large creatures without penalty. In addition, when occupying a space you completely fill it up as if you actually are one size category larger (and thus determines what spaces you can fit into). Though the saelvhik is treated as being large size they do not gain any reach bonuses, nor does their carrying capacity improve.

Cool! I like this one too. One nitpick--I'd reword "their content to live simplistic lives in the wilderness makes them gruff" to be something like "they're content to live simplistic lives in the wilderness, which makes them gruff."


Twin Agate Dragons wrote:

Here are the Saelvhik (SAY-el-veek), the bear folk of Sarunia.

Saelvhik Racial Traits
+4 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma; Saelvhik have great strength and healthy bodies and are ponderous creatures, but their massive bodies make them ungainly and their content to live simplistic lives in the wilderness makes them gruff.
Medium: Saelvhik are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Saelvhik have a base speed of 30 feet.
Low-Light Vision: Saelvhik can see twice as far as humans in conditions of dim light.
Gaia's Blessing: Saelvhik treat Knowledge (Nature) and Survival as a skill for all classes and receive a +1 racial bonus on all skill checks with them. In addition the saelvhik may move through any sort of undergrowth at their normal speed without taking damage or suffering any other impairment. However, magically manipulated undergrowth that impedes motion still affects them. If the saelvhik gains the Woodland Stride class feature, the saelvhik may even ignore magically manipulated undergrowth that would ordinarily impede movement.
Improved Unarmed Strike: Saelvhik receive Improved Unarmed Strike as a racial bonus feat. Due to their Massive racial trait, they are treated as Large creatures when calculating their unarmed damage.
Massive: Even though saelvhik are medium size creatures, they function as though they are large in size; when determining CMB/CMD they take the most advantageous size modifiers and may wield weapons sized for either medium or large creatures without penalty. In addition, when occupying a space you completely fill it up as if you actually are one size category larger (and thus determines what spaces you can fit into). Though the saelvhik is treated as being large size they do not gain any reach bonuses, nor does their carrying capacity improve.

If they actually fill a 10' square and have all the other large bumps, why not just say they're large size with a 5' reach. I think the only other thing it would change is stealth.


Enkili wrote:
If they actually fill a 10' square and have all the other large bumps, why not just say they're large size with a 5' reach. I think the only other thing it would change is stealth.

Due to the fact that actually being size large comes with a host of bonuses to ab scores and would also overpower this race compared to the rest. I want them to be playable as 1st level PCs.


Last of the races unique to Sarunia are the Radorgans (the dog-folk).

Radorgan Racial Traits
+4 Constitution, +2 Strength, -2 Dexterity, -2 Wisdom; Radorgans are hardy and strong, but aren't as adroit as other humanoids and tend to stick their noses where they don't belong.
Medium: Radorgans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Radorgans have a base speed of 30 feet.
Low-Light Vision: Radorgans can see twice as far as humans in conditions of dim light.
Fervent Fervor: Radorgans use Strength as the key ability for the Acrobatics and Escape Artist skills instead of Dexterity. In addition they receive a +2 racial bonus on all checks made with these skills.
Mighty Stamina: Radorgans receive a +1 racial bonus on all Fortitude saves.
Run: Radorgans gain Run as a racial bonus feat.
Tenacious Hunter: Radrogans treat Survival as a skill for all classes and receive a +3 racial bonus on all checks made with it. In addition, radorgans use Constitution as the key ability for Survival instead of Wisdom.

RPG Superstar 2012

Nice selection of races, TAD!


Pathfinder Adventure Path Subscriber

Ok, I like what the races look like, but would now like to see something about the world!


Nice work, TAD. I look forward to learning more about Sarunia! :)


Well, before I delve into any details about the world, I want it to be playable first. That means finishing up tweaks to the existing classes, picking them apart and putting them back together in a way that is congruous with the feel of the world that I'm aiming for.


You should totally run a PbP of this once you get it up and running... I want to play it!

Or release that pdf. This all looks awesome, and I can see a lot of good character concepts just from the racial descriptions. A bear-monk who wants to live in his quiet patch of woods until it is threatened by some BBEG, a cabal of secretive snake-clerics bent on returning their race to its former glory, a gang war between thugs of Kifter, Meusmen, and Radorgan in the slums of some big city, with each group having their band of mercs specialize in different things...

Personally, I'm partial to a bear-monk myself... Or a German Sheperd-type hot-blooded merc.

Still, definitely something I'll be keeping an eye on! This looks like a blast.


I've struck gold! Remember racial paragons from 3.5s Unearthed Arcana? Well, I'm making racial 'exemplar' classes for each race, expanding them out to 6 levels and at each level the character selects an exemplar ability from a list of appropriate option for Sarunia.

I've found this allows me to port in 4E racial abilities as options and can use the class as a makeshift template as cetain abilities are dependant on having other abilities.


Stalchild wrote:
You should totally run a PbP of this once you get it up and running... I want to play it!

This is totally the reason why I'm sharing this material. I want Sarunia to be the legacy I pass on after my time on Earth, plus I want to eventually run a pbp using it.


Finalized list of elf exemplar abilies:
Exemplar Abilities: At 1st level and every level thereafter (the exemplar class only has 6 levels) the character selects one of the following abilities.

Accurate Attack (Ex): A number of times per day equal to your Intelligence modifier you may roll an attack roll twice and use the better of the two results.

Amphibious (Ex): Exemplars that select this ability develop gills on the side of their necks that allow them to breathe both air and water. The character must have fey ancestry before selecting this ability.

Arcane Ascendancy (Ex): The character receives a +2 racial bonus on caster level checks made to overcome spell resistance. In addition the character receives two additional points of spell energy per exemplar class level and one additional point of spell energy per hit die that she has.

Beguiling Performance (Ex): The character gains a +1 on the DC of their enchantment [compulsion] spells when it is accompanied with a musical performance of some sort that the target or targets can hear. The character must have fey ancestry before selecting this ability. This ability can be taken more than once and its effects stack.

Bewildering Beauty (Ex): All humanoids within 30 feet of the character that look directly at her must make a Will save (DC 10 + half the character's level + the character's Charisma modifier) or be dazed for the remainder of the round plus the following round. The character must have fey ancestry and fey's grace before selecting this ability. Once subjected to this affect a target can't be affected by it again until 24 hours has passed, whether or not they succeeded on the saving throw.

Blinding Beauty (Su): All humanoids within 30 feet of the character that look directly at her must make a Will save (DC 10 + half the character's level + the character's Charisma modifier) or be permanently blinded. The character must have bewildering beauty, fey ancestry, fey's grace, stunning beauty and a Charisma score of 21 or higher before selecting this ability. This ability is independent from stunning beauty and the character can switch between the two (but can only use one or the other) as a free action. This ability can be suppressed or resumed as a free action. Once subjected to this affect a target can't be affected by it again until 24 hours has passed, whether or not they succeeded on the saving throw.

Crystal Clarity (Ex): The character can gain a temporary +4 bonus to her Intelligence for a number of rounds per day equal to 4 + twice her elven exemplar level. This ability does not grant the character bonus spells for having a higher Intelligence.

Eldritch Aggregation (Su): You can cast any spell you know as part of a full attack action and the spell affects each target the exemplar hits in melee combat that round. Doing this discharges the spell at the end of the round, in the case of a touch spell that would last longer than one round. The character must have arcane ascendancy, eldritch transference, greater martial might, martial might and superior martial might before selecting this ability.

Eldritch Artisan (Ex): The character is able to cast spells from her spell list without using up a daily spell slot by expending an amount of spell energy equal to four times the spell's level. The character must have arcane ascendancy for the appropriate class before selecting this ability.

Eldritch Might (Ex): The character's exemplar levels stack with her wizard or sorcerer levels for the purpose of determining the caster level of arcane spells granted through sorcerer or wizard levels. This ability can only be selected at 1st level.

Eldritch Transference (Su): The exemplar can use a standard action to cast any touch spell known (that has a casting time of one standard action or less) and deliver it through your weapon with a melee attack. Casting the spell in this manner doesn't provoke an attack of opportunity. If the attack is successful the attack deals damage normally then the affect of the spell is resolved. The character must have arcane ascendancy, greater martial might and martial might before selecting this ability.

Elfsight (Ex): When within 5 feet of a secret or concealed door, the character is entitled to a Perception check to notice it as if she were actively looking for it. The character must have heightened awareness before selecting this ability.

Feral Affinity (Ex): This ability works like the druid's wild empathy class feature, except that the character gains a racial bonus on the check equal to her exemplar level. The bonus with feral affinity stacks with any other bonuses the character may have if she has the wild empathy class feature. The character must have fey ancestry before selecting this ability.

Fey Ancestry (Ex): The character gains the fey type and loses the elf type, but retains all elven racial traits. In addition the character gains a bonus on her Reflex saves equal to half her exemplar level (minimum +1). This ability can only be selected at 1st level.

Feys' Grace (Su): The character adds her Charisma modifier as a racial bonus on all her saving throws. The character must have fey ancestry before selecting this ability.

Frightful Presence (Su): All creatures that have line of sight to the character and has half as many hit dice as the her must make a Will save (DC 20 + half the character's level + the character's Charisma modifier) or become shaken. The character must have fey ancestry and fey's grace higher before selecting this ability. This ability can be suppressed or resumed as a free action. Once subjected to this affect a target can't be affected by it again until 24 hours has passed, whether or not they succeeded on the saving throw. Frightful presence and bewildering beauty are mutually exclusive.

Greater Martial Might (Ex): The characters base attack bonus for her wizard or sorcerer class improves by one category (from half class level to three-quarters). The character must have martial might before selecting this ability. This ability can be selected twice, once for the sorcerer class and once for the wizard class.

Heightened Awareness (Ex): The character gains a racial bonus on her Perception checks equal to her class level.

Magnetic Personality (Ex): The character can gain a temporary +4 bonus to her Charisma for a number of rounds per day equal to 4 + twice her elven exemplar level. This ability does not grant the character bonus spells for having a higher Charisma.

Martial Might (Ex): The character's base attack bonus for her elven exemplar class improves one category (to being equal with her class level). In addition, the character treats any weapon with the word "elven" in its name as a martial weapon. This ability can only be selected at 1st level.

Primordial Spirit (Su): Once per day the exemplar can assume a form composed of elemental material (air, earth, fire or water) as per the spell elemental body I. The character must have fey ancestry, feys' grace, safeguarded soul, sea-warded soul and woodland stride before selecting this ability.

Resist Enchantments (Ex): The character gains a racial bonus on her saving throws against spells from the enchantment school equal to her exemplar level.

Safeguarded Soul (Su): The character gains a deflection bonus to their AC equal to their Charisma modifier.

Sea-Warded Soul (Su): The exemplar is immune to sirines' Charming Song and the Intelligence damage that they can deal. In addition when the character is immersed in water, she heals at twice the normal rate. The character must have amphibious, fey ancestry, feys' grace and safeguarded soul before selecting this ability.

Stunning Beauty (Ex): All humanoids within 30 feet of the character that look directly at her must make a Will save (DC 10 + half the character's level + the character's Charisma modifier) or be stunned for 1D4 rounds plus one additional round for every two exemplar levels. The character must have bewildering beauty, fey ancestry and fey's grace before selecting this ability. This ability replaces and does not stack with the effect from bewildering beauty. This ability can be suppressed or resumed as a free action. Once subjected to this affect a target can't be affected by it again until 24 hours has passed, whether or not they succeeded on the saving throw.

Superior Martial Might (Ex): The characters base attack bonus for her wizard or sorcerer class improves by one category (from three-quarters class level to being equal with her class level). The character must have greater martial might for the appropriate class before selecting this ability. This ability can be selected twice, once for the sorcerer class and once for the wizard class.

Superior Eyesight (Ex): The exemplars low-light vision improves by one step (x2 becomes x3). This ability can be selected twice to extend low-light vision out to x4. The character must have heightened awareness for the appropriate class before selecting this ability.

Woodland Stride (Ex): The character can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. The character must have fey ancestry before selecting this ability.


Twin Agate Dragons wrote:
Stalchild wrote:
You should totally run a PbP of this once you get it up and running... I want to play it!
This is totally the reason why I'm sharing this material. I want Sarunia to be the legacy I pass on after my time on Earth, plus I want to eventually run a pbp using it.

... AWESOME. I want in! You want an email?


bump.

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