Transplanting the Sharakim to Golarion as Enlightened, Evolved Orcs!


Pathfinder First Edition General Discussion


Now, I have always loved 'ugly' races, because not every hero is Conan or Red Sonja or any other god-like vision of the perfect physical form. And I'm sure there is a circle of Hell devoted purely to the eternal torment of people who believe that pretty = good everything else = evil, but that is a different rant altogether!

And the Sharakim from the Races of Destiny were, to me, basically the crystalisation of this concept, even going so far as to bump the Diaboli, Hobgoblins and Half-Orcs off their shared pinnacle in my mind. Ugly as sin, but smart and possessing a deep, rich culture, they appealed to me greatly .... even if mechanically they tended to roll over and die frequently.

But in Golarion, while I miss Eberron's take on 'every race started neutral and then went their own way' take, Golarion's pitched battle between the standard forces of Good (pretty races + Half-Orcs ... bleh) vs the standard Forces of Evil (everything else .... + Half-Orcs double-bleh!) and the concept of small forces of the normally 'good' or 'evil' races having unusual alignments and/or societies. Drows are the descendants of the Elves that got trapped on Golarion and fled Underground, Duegar are Dwarves made twisted and cruel by some unknown force, Lizardfolk trapped inland during ancient cataclysms developed in different ways than their swamp and coast-living kin, so on and so forth.

But what about the Orcs? In another post I made, I mentioned that the Sharakim, the Horned Orcs, could be relics of the ancient Orcish tribe-society that existed before the Dwarves began their push to the surface world. That survivours of the great Dwarven purges of the Orcish race might have trickled down into the abandoned Dwarven kingdoms and begun to learn from the books, scrolls and murals left behind. Slowly evolving, in part socially, in part physically, the Sharakim became more intelligent, losing some of their innate strength and gaining wisdom from the gleanings of the Dwarven cities, going from tribal hunter-gathers to farmers, then from farmers to scholars until some greater evil from underground sent them fleeing to the surface, ironicly mimicking the very flight of their ancestors to the surface, where the visage of an Orc is a nominal death-sentence in most races' eyes.

I could see them living quietly in reclusive areas, hidden valleys, dark forests, close enough to try and establish peaceful relations with the locals but far enough away that they cannot easily be found if such relationships sour or are rejected with cold, hard steel. A 'Hidden' race of mystics and seers, trying to make sense of this 'over-world' and it's many and myriad strange inhabitants.

So, here is the 'Sharakim' as I conceive them in the world of Golarion:

First Encounter:
The being standing before you looms tall, with broad shoulders and a body concealed beneath a long, flowing habit of pale grey wool. What little of his face you can see fills you with unease, the grey skin of an Orc and two short tusks, although he speaks to you in an ancient dialect of Dwarven with a clear voice. Convinced you will not attack, the figure pulls back the hood of his habit, revealing an Orc's face, but one bearing two brightly polished ivory horns jutting upwards from his temples, and a long mane of black hair braided into dozens of pleats and capped with silver ornaments.
"My name is Harsk'uk of Andromar. I greet you in peace." The Horned Orc replies, giving you a warm smile and waits for you to respond.

Personality:
Sharakim tend to speak politely unless under extreme duress, and are either awkwardly shy around strangers or almost painfully polite. Sharakim have learned in the years since they came to the surface, often at the cost of their own lives, that their distant kin, the Orcs, have soured most surface races against their kind, and thus strive to prove themselves different from Orcs, going out of their way to accquire finely made clothing and remain fastidiously clean to distinguish themselves from their brutal cousins.

Due to the influence of Dwarven culture on the early ancestors of the Sharakim, they tend to lawful alignments, and their native tongue is a heavily accented form of ancient Dwarvish interspaced with words taken from Undercommon. Their small, well-hidden villages and towns are models of tidiness and order, each dwelling placed carefully in relation to each other and the natural resources of their home.

Over the past few decades, the Sharakim have found a few understanding souls amongst the Tian and Vurdrani, and elements of those cultures is slowly and steadily seeping into the rigid society of the Sharakim, and currently a great many young Sharakim seek ways to venture to these distant countries and learn more of these lands, where Orcs have not hardened the hearts of the other races against them.

Physical Description:
Sharakim tend to stand as tall as a Half-Orc and weigh roughly 150 to 290 pounds. Their skin ranges from a pale green, which is considered a highly unlucky colour, to coal black and many different shades of grey. With males, their hair is richly coloured, often black, deep browns and very rarely a deep, burnished red, but with females the hair tends to come in shades of white, silver and rarely blonde, and all Sharakim take pains to braid or plait their hair, often securing their hair with precious metal ornaments. Almost all Sharakim have, under their heavy brows, coal-black or granite-grey eyes, although a few have extremely dark blue or green eyes, and their noses are usually short and snubbed, with wide nostrils.

Both male and female Sharakim possess their small, curved horns protruding from their temples. These horns, and sometimes their tusks, which just up past their upper lips at the very corners of large, expressive mouths, are carved into pleasing or fantastic shapes, or capped with precious metals such as silver, gold and platinum. Snapping a Sharakim's horns off is incredibly painful to the Sharakim in question, and a Sharakim who'se horns have been completely shorn off and seared to prevent them from regrowing is considered a criminal of the worst kind amongt his kind, fit only to be shunned, so many Sharakim panic if their horns are threatened.

Relations:
Sharakim are notoriously shy, and protect their few surface towns with potent illusions and natural features to protect themselves from invaders. Few Sharakim dare make their homes near territories held by Orcs, for both their savage cousins and the other races nearby tend to take a dim view of the 'Horned Orcs' at best, the Humans and other races unwilling or unable to see past the Sharakim's Orcish features and the Orcs considering Sharakim to be weak, spineless cowards who should have come to the surface and helped the Orcs enslave the world.

Those who can befriend the Sharakim find a warm, expressive people, willing to share hearth and home with a friend indefinately. They tend to get along better with people who share an orderly mindset, but are in turns entranced and bewildered by those with a more free-wheeling spirit.

Dwarves tend to react with agression at first, but if the Sharakim can keep the Dwarf in question from splitting him up the middle long enough to talk to him, the Dwarf often finds a kindred spirit who puts the worth of Clan before himself, and in those rare situations where a community of Dwarves is on friendly terms with a community of Sharakim, the Dwarves often speak warmly of their 'odd grey fellows' whom share a love of Dwarven culture and social mores.

Elves tend to hold a Sharakim at arms length at the best of time, a fact which distresses most Sharakim greatly. The brutal countenances of these Orc-Kin offend the Elves on a basic level, and their civilisation is unnatural to the Elves, who see the Sharakim as pretenders at best or Orcish spies at worst. Few Elves overcome these barriers, but a certain professional courtesy can develop between and Elf and Sharakim who work together over a long period of time.

Gnomes often have the easiest time befriending a Sharakim, who often delight in the smaller races' inherent chaotic natures, and a Gnome is less likely to regard a Sharakim as an Orc and more as a person, which further endears the race to the Sharakim, who in turn make gracious hosts for the Gnomes, and the two races often live near one another. Many a Sharakim Wizard or Sorcerer owes their training to a Gnome Master, and consequently Gnomish is a common language amongst the Sharakim.

Half-Elves either share their Elven progenitor's outlook on the Sharakim, or attempt to befriend the Sharakim once their shock wears off. Sharakim in turn find the Half-Elves fascinating, as graceful as an Elf, something no Sharakim can be, but as adaptable as a Human. Half-Elves who encounter Sharakim peacefully and can overcome their reluctance can rise quite high into Sharakim society and often find themselves asked to be the Sharakim's ambassadors when the reclusive Orc-kin reach out to the other races.

Half-Orcs elicit shock and revulsion from most Sharakim, but their polite society ensures the Sharakim still offer warm, if somewhat hesitant, welcomes to these mixed breed mongrels. Still, if a Half-Orc can prove she holds herself to honor and intregrity, the reserve of the Sharakim quickly melts away and the Half-Orc is embraced as distant kin. Seen to the Sharakim as a hope that they too can entwine with the Surface Races, Half-Orcs are often held up to the same standards as the Sharakim themselves, which can be problematic as the Sharakim are a race of reculsive mystics, and the average Half-Orc spent her childhood fighting for survival in cruel slave-camps or the dirty back-alleys of a slum.

Halflings find Sharakim disturbing, no matter how friendly the Sharakim in question behaves, and it takes a long, long time for the Halfling to come to trust the Orc-kin. Much like Gnomes, a Halfling is treated with utmost respect and is considered an honoured house-guest, at least until the first of the silverware goes missing.

Human Nationalities:
Humans are a puzzle to Sharakim. At times selflessly heroic and valiant, at others as depraved and cruel as an Orc, the many different nations of Humanity puzzle Sharakim, as they themselves all hail from a now overrun single nation. Below is a few short ideas on how the Sharakim would interact with the standard Human Golarion Nationalities:

Sharakim tend to avoid Chelaxians, as they find the worship of Devils abhorrent and are afraid of giving the other races of Golarion the idea that their Horns and intellect are the result of Infernal pacts.

Garundi are a puzzle to the Sharakim, a people who deny hearth and home to their kin, but are otherwise agreeable people. The Garundi's drive to claim new lands and become the highest ranked Clan in an area has sometimes led to an entire village of Sharakim packing up and fleeing rather than face such an ambitious and expansionist race.

Keleshites scare most Sharakim, that is the only way to say it. What few Keleshites the Sharakim have met are universally arrogant, proud and penchant for enslaving other races frighten the reclusive Sharakim profoundly. On the other hand, a Keleshite will often bring their inherent passion to the Sharakim's life, and the shy Orc-kin often gets swept up in the moment only to realise later what actually happened.

As of yet, the Sharakim have had little contact with the race of Man known as the Kellid, and so long as the Orcs cling to their territory, this is likely to remain a sad truth. Kellids reject magic with zeal, and Sharakim are a society of Mystics and Seers, so the two rarely mix.

The Mwangi fascinate Sharakim adventurers, who find the outlook of these simple, proud Humans to be enthralling. Those Sharakim who can convince the Mwangi they are not evil spirits often spend a few seasons amongst the witches and witch-doctors learning at the feet of these wise men and women.

Taldans are arguably one of the few races of Humans that the Sharakim honestly dislike. Their arrogance and dismissal of other races and nations annoys the Sharakim, as while the Keleshite's firey passions scare the Sharakim, Taldan arrogance has little to balance it.

Tian are a mystery to the Sharakim, and one they are eager to understand. Quiet and reserved, the people of Tian inhabit a land that the tunnels the Sharakim fled from do not reach, and their culture appeals to the Sharakim's nature. However the Tian emphasis on genealogy often creates a strain on the Sharakim, as they do not consider themselves Orcs, but their bloodlines are clearly visible.

Ulfen are to Sharakim, Humans who pretend to be Orcs. Loud, vulgar and foul-smelling. What tales the Sharakim have heard of these distant northmen does not encourage good-will between the races, tales of the Ulfen's raiding, piracy and penchant for feuding offend the Sharakim's sense of proprietry.

What few Varisians the Sharakim have met are as puzzling to the Orc-kin as the Garundi, constantly moving rather than settling down and building proper towns, but the Varisian culture holds a certain appeal to the Sharakim, and their own penchant for Clan over ones self often ensures a Sharakim and Varisian have at least some common ground.

Vurdrani puzzle Sharakim. They are a race of Humans with a strong, orderly culture but one that tells it's people they cannot rise in station from that which they are born into. On the other hand, Vurdrani religion teaches that each life lived doing good deeds moves that soul closer to Nirvana, and the Sharakim that have encountered the Vurdrani eagerly bring back these religious texts to be poured over by the Clan as a whole.

Aasimar and Tiefling::

Aasimar are cautiously approached by the Sharakim, who see the Divine in their blood as setting the Aasimar far above the Sharakim's station in life. Those Aasimar who eventually break through the Sharakim's shy, polite exterior often find themselves a friend for life, especially if the Aasimar himself is a Paladin or a Cleric of a Lawful Good God.

Tieflings, on the other hand, are considered carefully before the Sharakim extend a hand in friendship. Both races are born to the darkness, but where the Sharakim are not inherently evil, the Tiefling must bear the burden of the tainted blood of Demons or Devils in her family tree, and while most Sharakim can sympathise with the Tiefling's situation, they are also aware that the other races tend to judge on appearances, and having a fiend-blooded member amongst their group would also cast an unfavourable light on themselves.

Alignment::
Most Sharakim cleave strongly to a Lawful, Good alignment, working together for the betterment of the Clan as a whole, and also trying to be as generous and friendly to outsiders as they can to try and make the other races believe they are not the chaotic, war-like monsters that their Kin, the Orcs, are.

Rarely does a Sharakim adopt a neutral alignment, and it is almost unheard of for one to be chaotic. Evil Sharakim are shunned, their Clan refusing to see the offender, and their Horns are shaved off and the stumps seared so as to prevent the Horns from every growing back, the singularly worst punishment a Sharakim can endure.

Lands::
As a recent addition to the Surface World, Sharakim do not possess any real territories to speak of, except for a few scattered towns and several dozen villages that keep in contact via magical methods. Sharakim prefer to be surrounded by rock, a reminder of the lives they once lived, and as such prefer mountainous terrain, valleys and canyons that allow only a little sun into their villages. Sharakim also find large, open bodies of water frightening and alien.

When a Sharakim can find a Human city cosmopolitan enough to allow him to live within its walls, the Sharakim will find a home as close to the upper echelons of town as she can, redecorate the home to be as oppulent and tasteful as possible and try to mingle with the highest level of society she can. Sharakim make excellent hosts, willing to accomodate nearly any guest and eager to make new accquintances.

Religion::
As of yet, the Sharakim have not yet had enough contact with the Surface Races to adopt their religions, but the majority of Sharakim follow the ancient Dwarven tennants of Torag, but many of the more daring communities supplement these traditional ways with the faiths of the Tian and the Vurdrani, to the concern of the more staunchly traditional Clans.

If a Sharakim were to be asked which Deity they would oppose, body and Soul, the vile Lamashtu and the destructive Rovagug would be the first names to roll off their tongues. Lamashtu is reviled in Sharakim tales as the Wailing Mother, a ghastly figure that drags away misbehaving Sharakim children to transform into twisted monsters to mother herself, and Rovagug is the anemtha to the Sharakim's society, a violent, crude monstrosity that seeks to destroy all that is good and gentle in the world.

Language::
Sharakim's native tongue is a mixture of an ancient form of Dwarvish that uses words taken from Undercommon for emphasis or greater meaning. Most Sharakim learn to speak Common, and many more learn to speak other languages to further set themselves apart from Orcs.

A PC who can speak Dwarvish can understand a Sharakim with a DC 5 Intelligence check. A PC who can speak Undercommon can understand a Sharakim with a DC 10 Intelligence Check. A PC who can speak both languages can understand a Sharakim without difficulty, although some words do not translate well.

Names::
Sharakim take almost exclusively Dwarven names, completely rejecting the Orcish vocabulary. In the past few decades that the Sharakim have come to the surface, the other races have not yet made enough of an impact on their culture to make their way into the naming of children.

Adventurers::
Nearly every Sharakim that is alive in the world today is the child of a soldier, a mystic or another PC class. The catastrophe that caused their race to flee the Underdark engulfed their capital so quickly that only the outlying communities were able to escape, meaning that a great deal of their history and culture was lost to what the few survivors of the Grand Halls speak of as 'a wet, writhing Darkness'. Most Sharakim seek out knowledge to replace that which they lost, to become stronger in mind as well as body so that they might one day return and drive back the 'Writhing Darkness', or failing that carve a place for themselves on the surface.

Sharakim Racial Traits:
+2 Strength, +2 Int, -2 Charisma: Sharakim are strong, a legacy of their Orcish heritage, and their culture places a great deal of emphasis on learning, but their appearance often frightens those around them.

Humanoid (Orc): Though they are loathe to admit it, Sharakim are descended from Orcs and hae the Orc Subtype.

Medium: Sharakim are Medium creatures and have no bonuses or penalites due to their size.

Normal Speed: Sharakim have a base speed of 30 feet.

Darkvision: Sharakim can see in the dark up to 60 feet.

Light Sensitivity (Ex): Having spent hundreds of generations underground, Sharakim are still unsued to the Surface World, and are Dazzled for the first round when exposed to bright sunlight or within the radius of a Daylight spell, and then after take a -1 penalty to attack rolls.

Scholarly: Sharakim are a race of scholars, and as such knowledge is held in high regards. At 1st level a Sharakim can choose any two of the following Knowledge Skills to be Class Skills. Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History) or Knowledge (Religion).

Languages: Sharakim speak Sharakim Pidgin and Undercommon. Intelligent Sharakim can learn to speak Common, Gnome, Dwarven, Draconic and Terran.

Edited as Per Ender_RPM's points.
((Any comments? This is just a rough draft, after all.))


Quick question; is your 'skilled' section meant to replace the choice of favored classes? Or is that point in addition?

Other than that, I think this sounds really good. I just may have to borrow this :)


Stalchild wrote:

Quick question; is your 'skilled' section meant to replace the choice of favored classes? Or is that point in addition?

Other than that, I think this sounds really good. I just may have to borrow this :)

Oh, no, sorry, I meant Skilled as a copy of the Human Racial Ability, Skilled .... eep!

I tried to 'Pathfinder-ize' the Sharakim, but if we 3.5ed it, I'd give them back their Charisma Penalty and make their Favoured Class Wizard again.


It's slightly overpowered, IMO. A bump to INT, PLUS a bump to Skill points, PLUS a bump to 2 knowledge skills, PLUS Darkvision makes a pretty bad ass Rogue template. Or Wizard. Or Fighter/Wizard, especially with the STR bump. But especially rogue.

My changes?
Drop the STR bonus, the Skilled feature, and the Knowledge bump. They either don't play to races supposed strengths (STR for a race of scholars?), take away another races uniqueness (Skilled), or give a boost to an already likely focus (Know)

Add 2-3 Knowledge skills as class skills (Dungeoneering, History, Geography would fit thematically) maybe with ONE free Skill focus a la 1/2 Elves. Maybe add Linguistics to that list as well.

But as regards teh fluff, I like it :) Kind of reminds me of the grey skinned orcs from Starjammer.


Ender_rpm wrote:

It's slightly overpowered, IMO. A bump to INT, PLUS a bump to Skill points, PLUS a bump to 2 knowledge skills, PLUS Darkvision makes a pretty bad ass Rogue template. Or Wizard. Or Fighter/Wizard, especially with the STR bump. But especially rogue.

My changes?
Drop the STR bonus, the Skilled feature, and the Knowledge bump. They either don't play to races supposed strengths (STR for a race of scholars?), take away another races uniqueness (Skilled), or give a boost to an already likely focus (Know)

Add 2-3 Knowledge skills as class skills (Dungeoneering, History, Geography would fit thematically) maybe with ONE free Skill focus a la 1/2 Elves. Maybe add Linguistics to that list as well.

Well on the one hand that works, but on the other that means the Sharakim Race is nerfed when compared to most of the standard PC races. They are descended from Orcs, so the Strength is valid, but I do agree that Skilled is overkill when you consider their high intelligence means that a Sharakim would have +2 skill ranks per level, which would lead to munchkindom.

Perhaps taking out Skilled and swapping Scholarly to the ability to having any two Knowledge Skills from the this list (Arcana),(Dungeoneering), (Engineering), (Geography), (History), (Religion)?


HalfOrcHeavyMetal wrote:


Well on the one hand that works, but on the other that means the Sharakim Race is nerfed when compared to most of the standard PC races. They are descended from Orcs, so the Strength is valid, but I do agree that Skilled is overkill when you consider their high intelligence means that a Sharakim would have +2 skill ranks per level, which would lead to munchkindom.

Honestly, compare them to 1/2 Orcs, not humans, to geta better idea of their power curve. Other than being able to move the stat bonus around, how is this race not better in every way than 1/2 orcs? Also, compare vs a standard Orc, who gets a higher STR bonus (+4) but is WAYY gimped on mental stats.

HalfOrcHeavyMetal wrote:
Perhaps taking out Skilled and swapping Scholarly to the ability to having any two Knowledge Skills from the this list (Arcana),(Dungeoneering), (Engineering), (Geography), (History), (Religion)?

This works, and fits thematically.


Ender_rpm wrote:


Honestly, compare them to 1/2 Orcs, not humans, to geta better idea of their power curve. Other than being able to move the stat bonus around, how is this race not better in every way than 1/2 orcs? Also, compare vs a standard Orc, who gets a higher STR bonus (+4) but is WAYY gimped on mental stats.

HalfOrcHeavyMetal wrote:
Perhaps taking out Skilled and swapping Scholarly to the ability to having any two Knowledge Skills from the this list (Arcana),(Dungeoneering), (Engineering), (Geography), (History), (Religion)?
This works, and fits thematically.

Ah, comparing them only to Half-Orcs is a mistake. I'm comparing them against the other 'optimum caster' races, such as Elves, Dwarves and Gnomes. They have a Physical Score that increases their viability and mental scores that play well to their thematic class, Cleric for Dwarf, Wizard for Elf and Sorcerer for Gnome. With a Sharakim, the Strength bonus could possibly be replaced for a Constitution bonus, which limits their power in the way that you mentioned, being OP towards a Gish or Eldritch Knight.

Constitution is always handy in terms of Fortitude saves and Additional Hitpoints, but at the same point Hitpoints can be lost with hideous ease so that's not really a powerful bonus.


I see where you are coming from, but they ARE Orcs, not elves, etc. Time was having racial stat mods that ended up being positive was considered a +1 level adjustment race, which if you chose to go that route, I would totally go along with.

Then again, I just looked it up, and Elves get +2 Dex AND Int now? For a lousy Con penalty? (None of my players use elves with any great regularity since we switched to PF). For the sake of argument, I could see the CON bonus before the STR bonus, it's a nice to have, but not as easily abused as a high primary stats for 2 classes. Dwarf isn't really optimized as a caster, IMO, since WIS and CHA are both needed for a cleric, and dwarves are null on one and at a loss for the other. I'm seeing a LOT of 1/2 orcs in my game. Darkvision plus the floating +2 seem to be the deciding factor. And right now, no one is playing an elf in either of my F2F groups, nor either PbP game. So 1/2 orcs FTW?


Hello there, friend of all things ugly and misrepresented. We have to stop meeting like this. ^^

If you'd like a nice guide on how to stat out a race, I strongly recommend THIS HERE GUIDE and get crazy with it.

I always liked how the Sharakim looked like smaller Ogre Mages and how some of the other races might picture them as exactly that.
Anyway, with your current write-up, they still seem UNDERpowered.
Even with the "skilled" bonus humans gain, they lack a bit oomph.

I tried writing them up and as far as it goes (even doing away with the light sensitivity), you'd still have 5 points worth of abilities to choose from.
(the numbers at the end of each paragraph list the "cost" of the mentioned ability/racial adjustment as pertaining to the guide)

+2 Str; +2 Int; -2 Cha. (0)
+1 bonus skill point/level (2)
Darkvision 60 ft. (2)
May choose any 2 Knowledge Skills as Class Skills (1)

So, stat away. ^^


Nether Saxon wrote:

Hello there, friend of all things ugly and misrepresented. We have to stop meeting like this. ^^

If you'd like a nice guide on how to stat out a race, I strongly recommend THIS HERE GUIDE and get crazy with it.

I always liked how the Sharakim looked like smaller Ogre Mages and how some of the other races might picture them as exactly that.
Anyway, with your current write-up, they still seem UNDERpowered.
Even with the "skilled" bonus humans gain, they lack a bit oomph.

I tried writing them up and as far as it goes (even doing away with the light sensitivity), you'd still have 5 points worth of abilities to choose from.
(the numbers at the end of each paragraph list the "cost" of the mentioned ability/racial adjustment as pertaining to the guide)

+2 Str; +2 Int; -2 Cha. (0)
+1 bonus skill point/level (2)
Darkvision 60 ft. (2)
May choose any 2 Knowledge Skills as Class Skills (1)

So, stat away. ^^

Oh ..... God ..... I think I just had a nosebleed.

Okay, that ... actually seems fantastic way of statting up Pathfinder Races. *begins building a shrine to VoodoMike made out of minatures and D20's*

So, under your example, the Sharakim has at 5 more 'points' to assign:

+2 Str; +2 Int; -2 Cha. (0)
+1 bonus skill point/level (2)
Darkvision 60 ft. (2)
May choose any 2 Knowledge Skills as Class Skills (1)

So perhaps, given their scholarly bent and their drive to befriend the other races ....

Persuasive as a bonus feat (4)
+2 racial bonus to Linguistic Skill

Sharakim have their scholarly bent (+1 bonus skill point per level and the 2 knowledge skills), their racial drive to befriend other races as a survival mechanism (Persuasive bonus feat, proclivity for learning new languages) and they are descended from Orcs, which gives them great strength, although reduced from what an unevolved Orc would have, and they still possess an Orcish countenance which makes most people lump them in with Orcs, but their society is based around learning so they are a naturally intelligent race.

Thank you, Nether Saxon for the link and Ender_RPM for the critique. We'll hammer this race into shape yet!


Glad to have been of service. ^^

And just imagine: these orcs basically get "Reading Rage!!" - but nobody believes them, as they are just not charismatic enough.

Oooooh, I just pictured a sharakim rogue. Musclebound and beefy, wearing darkened leather armor and the usual accoutrements of the class - and on his pig-ish nose, he's got spectacles that seem strangely out of place.

Granted, they are not great paladins - but I wouldn't want to get into a philosophical debate with a sharakim fighter, much less a ... barbarian. o.O

Love the idea.


Nether Saxon wrote:

Glad to have been of service. ^^

And just imagine: these orcs basically get "Reading Rage!!" - but nobody believes them, as they are just not charismatic enough.

Oooooh, I just pictured a sharakim rogue. Musclebound and beefy, wearing darkened leather armor and the usual accoutrements of the class - and on his pig-ish nose, he's got spectacles that seem strangely out of place.

Granted, they are not great paladins - but I wouldn't want to get into a philosophical debate with a sharakim fighter, much less a ... barbarian. o.O

Love the idea.

SO! Updated Version. Also I don't believe we can use the name 'Sharakim' as I think that's not covered under the OGL, or Open Game Lisence! Bah!

So, here is the 'Sharakim' (Calling them Szarvas Emberek now, Hungarian for Horned People >.> shaddup) as I conceive them in the world of Golarion:

First Encounter:

The being standing before you looms tall, with broad shoulders and a body concealed beneath a long, flowing habit of pale grey wool. What little of his face you can see fills you with unease, the grey skin of an Orc and two short tusks, although he speaks to you in an ancient dialect of Dwarven with a clear voice. Convinced you will not attack, the figure pulls back the hood of his habit, revealing an Orc's face, but one bearing two brightly polished ivory horns jutting upwards from his temples, and a long mane of black hair braided into dozens of pleats and capped with silver ornaments.
"My name is Harsk'uk of Andromar. I greet you in peace." The Horned Orc replies, giving you a warm smile and waits for you to respond.

Personality:

Szarvas Emberek tend to speak politely unless under extreme duress, and are either awkwardly shy around strangers or almost painfully polite. Szarvas Emberek have learned in the years since they came to the surface, often at the cost of their own lives, that their distant kin, the Orcs, have soured most surface races against their kind, and thus strive to prove themselves different from Orcs, going out of their way to accquire finely made clothing and remain fastidiously clean to distinguish themselves from their brutal cousins.

Due to the influence of Dwarven culture on the early ancestors of the Szarvas Emberek, they tend to lawful alignments, and their native tongue is a heavily accented form of ancient Dwarvish interspaced with words taken from Undercommon. Their small, well-hidden villages and towns are models of tidiness and order, each dwelling placed carefully in relation to each other and the natural resources of their home.

Over the past few decades, the Szarvas Emberek have found a few understanding souls amongst the Tian and Vurdrani, and elements of those cultures is slowly and steadily seeping into the rigid society of the Sharakim, and currently a great many young Szarvas Emberek seek ways to venture to these distant countries and learn more of these lands, where Orcs have not hardened the hearts of the other races against them.

Physical Description:

Szarvas Emberek tend to stand as tall as a Half-Orc and weigh roughly 150 to 290 pounds. Their skin ranges from a pale green, which is considered a highly unlucky colour, to coal black and many different shades of grey. With males, their hair is richly coloured, often black, deep browns and very rarely a deep, burnished red, but with females the hair tends to come in shades of white, silver and rarely blonde, and all Szarvas Emberek take pains to braid or plait their hair, often securing their hair with precious metal ornaments. Almost all Szarvas Emberek have, under their heavy brows, coal-black or granite-grey eyes, although a few have extremely dark blue or green eyes, and their noses are usually short and snubbed, with wide nostrils.

Both male and female Szarvas Emberek possess their small, curved horns protruding from their temples. These horns, and sometimes their tusks, which just up past their upper lips at the very corners of large, expressive mouths, are carved into pleasing or fantastic shapes, or capped with precious metals such as silver, gold and platinum. Snapping a Szarvas Emberek's horns off is incredibly painful to the Sharakim in question, and a Szarvas Emberek who'se horns have been completely shorn off and seared to prevent them from regrowing is considered a criminal of the worst kind amongt his kind, fit only to be shunned, so many Szarvas Emberek panic if their horns are threatened.

Relations:

Szarvas Emberek are notoriously shy, and protect their few surface towns with potent illusions and natural features to protect themselves from invaders. Few Szarvas Emberek dare make their homes near territories held by Orcs, for both their savage cousins and the other races nearby tend to take a dim view of the 'Horned Orcs' at best, the Humans and other races unwilling or unable to see past the Szarvas Emberek's Orcish features and the Orcs considering Sharakim to be weak, spineless cowards who should have come to the surface and helped the Orcs enslave the world.

Those who can befriend the Szarvas Emberek find a warm, expressive people, willing to share hearth and home with a friend indefinately. They tend to get along better with people who share an orderly mindset, but are in turns entranced and bewildered by those with a more free-wheeling spirit.

Dwarves tend to react with agression at first, but if the Szarvas Emberek can keep the Dwarf in question from splitting him up the middle long enough to talk to him, the Dwarf often finds a kindred spirit who puts the worth of Clan before himself, and in those rare situations where a community of Dwarves is on friendly terms with a community of Szarvas Emberek, the Dwarves often speak warmly of their 'odd grey fellows' whom share a love of Dwarven culture and social mores.

Elves tend to hold a Szarvas Emberek at arms length at the best of time, a fact which distresses most Szarvas Emberek greatly. The brutal countenances of these Orc-Kin offend the Elves on a basic level, and their civilisation is unnatural to the Elves, who see the Szarvas Emberek as pretenders at best or Orcish spies at worst. Few Elves overcome these barriers, but a certain professional courtesy can develop between and Elf and Szarvas Emberek who work together over a long period of time.

Gnomes often have the easiest time befriending a Szarvas Emberek, who often delight in the smaller races' inherent chaotic natures, and a Gnome is less likely to regard a Szarvas Emberek as an Orc and more as a person, which further endears the race to the Szarvas Emberek, who in turn make gracious hosts for the Gnomes, and the two races often live near one another. Many a Szarvas Emberek Wizard or Sorcerer owes their training to a Gnome Master, and consequently Gnomish is a common language amongst the Szarvas Emberek.

Half-Elves either share their Elven progenitor's outlook on the Sharakim, or attempt to befriend the Szarvas Emberek once their shock wears off. Szarvas Emberek in turn find the Half-Elves fascinating, as graceful as an Elf, something no Szarvas Emberek can be, but as adaptable as a Human. Half-Elves who encounter Szarvas Emberek peacefully and can overcome their reluctance can rise quite high into Szarvas Emberek society and often find themselves asked to be the Szarvas Emberek's ambassadors when the reclusive Orc-kin reach out to the other races.

Half-Orcs elicit shock and revulsion from most Szarvas Emberek, but their polite society ensures the Szarvas Emberek still offer warm, if somewhat hesitant, welcomes to these mixed breed mongrels. Still, if a Half-Orc can prove she holds herself to honor and intregrity, the reserve of the Szarvas Emberek quickly melts away and the Half-Orc is embraced as distant kin. Seen to the Szarvas Emberek as a hope that they too can entwine with the Surface Races, Half-Orcs are often held up to the same standards as the Szarvas Emberek themselves, which can be problematic as the Szarvas Emberek are a race of reculsive mystics, and the average Half-Orc spent her childhood fighting for survival in cruel slave-camps or the dirty back-alleys of a slum.

Halflings find Szarvas Emberek disturbing, no matter how friendly the Szarvas Emberek in question behaves, and it takes a long, long time for the Halfling to come to trust the Orc-kin. Much like Gnomes, a Halfling is treated with utmost respect and is considered an honoured house-guest, at least until the first of the silverware goes missing.

Human Nationalities:

Humans are a puzzle to Szarvas Emberek. At times selflessly heroic and valiant, at others as depraved and cruel as an Orc, the many different nations of Humanity puzzle Szarvas Emberek, as they themselves all hail from a now overrun single nation. Below is a few short ideas on how the Szarvas Emberek would interact with the standard Human Golarion Nationalities:

Szarvas Emberek tend to avoid Chelaxians, as they find the worship of Devils abhorrent and are afraid of giving the other races of Golarion the idea that their Horns and intellect are the result of Infernal pacts.

Garundi are a puzzle to the Szarvas Emberek, a people who deny hearth and home to their kin, but are otherwise agreeable people. The Garundi's drive to claim new lands and become the highest ranked Clan in an area has sometimes led to an entire village of Szarvas Emberek packing up and fleeing rather than face such an ambitious and expansionist race.

Keleshites scare most Szarvas Emberek, that is the only way to say it. What few Keleshites the Szarvas Emberek have met are universally arrogant, proud and penchant for enslaving other races frighten the reclusive Szarvas Emberek profoundly. On the other hand, a Keleshite will often bring their inherent passion to the Szarvas Emberek's life, and the shy Orc-kin often gets swept up in the moment only to realise later what actually happened.

As of yet, the Szarvas Emberek have had little contact with the race of Man known as the Kellid, and so long as the Orcs cling to their territory, this is likely to remain a sad truth. Kellids reject magic with zeal, and Szarvas Emberek are a society of Mystics and Seers, so the two rarely mix.

The Mwangi fascinate Szarvas Emberek adventurers, who find the outlook of these simple, proud Humans to be enthralling. Those Szarvas Emberek who can convince the Mwangi they are not evil spirits often spend a few seasons amongst the witches and witch-doctors learning at the feet of these wise men and women.

Taldans are arguably one of the few races of Humans that the Szarvas Emberek honestly dislike. Their arrogance and dismissal of other races and nations annoys the Szarvas Emberek, as while the Keleshite's firey passions scare the Szarvas Emberek, Taldan arrogance has little to balance it.

Tian are a mystery to the Szarvas Emberek, and one they are eager to understand. Quiet and reserved, the people of Tian inhabit a land that the tunnels the Szarvas Emberek fled from do not reach, and their culture appeals to the Szarvas Emberek's nature. However the Tian emphasis on genealogy often creates a strain on the Szarvas Emberek, as they do not consider themselves Orcs, but their bloodlines are clearly visible.

Ulfen are to Szarvas Emberek, Humans who pretend to be Orcs. Loud, vulgar and foul-smelling. What tales the Szarvas Emberek have heard of these distant northmen does not encourage good-will between the races, tales of the Ulfen's raiding, piracy and penchant for feuding offend the Szarvas Emberek's sense of proprietry.

What few Varisians the Szarvas Emberek have met are as puzzling to the Orc-kin as the Garundi, constantly moving rather than settling down and building proper towns, but the Varisian culture holds a certain appeal to the Szarvas Emberek, and their own penchant for Clan over ones self often ensures a Szarvas Emberek and Varisian have at least some common ground.

Vurdrani puzzle Szarvas Emberek. They are a race of Humans with a strong, orderly culture but one that tells it's people they cannot rise in station from that which they are born into. On the other hand, Vurdrani religion teaches that each life lived doing good deeds moves that soul closer to Nirvana, and the Szarvas Emberek that have encountered the Vurdrani eagerly bring back these religious texts to be poured over by the Clan as a whole.

Aasimar and Tiefling:

Aasimar are cautiously approached by the Szarvas Emberek, who see the Divine in their blood as setting the Aasimar far above the Szarvas Emberek's station in life. Those Aasimar who eventually break through the Szarvas Emberek's shy, polite exterior often find themselves a friend for life, especially if the Aasimar himself is a Paladin or a Cleric of a Lawful Good God.

Tieflings, on the other hand, are considered carefully before the Szarvas Emberek extend a hand in friendship. Both races are born to the darkness, but where the Szarvas Emberek are not inherently evil, the Tiefling must bear the burden of the tainted blood of Demons or Devils in her family tree, and while most Szarvas Emberek can sympathise with the Tiefling's situation, they are also aware that the other races tend to judge on appearances, and having a fiend-blooded member amongst their group would also cast an unfavourable light on themselves.

Alignment:

Most Szarvas Emberek cleave strongly to a Lawful, Good alignment, working together for the betterment of the Clan as a whole, and also trying to be as generous and friendly to outsiders as they can to try and make the other races believe they are not the chaotic, war-like monsters that their Kin, the Orcs, are.

Rarely does a Szarvas Emberek adopt a neutral alignment, and it is almost unheard of for one to be chaotic. Evil Szarvas Emberek are shunned, their Clan refusing to see the offender, and their Horns are shaved off and the stumps seared so as to prevent the Horns from every growing back, the singularly worst punishment a Szarvas Emberek can endure.

Lands:

As a recent addition to the Surface World, Szarvas Emberek do not possess any real territories to speak of, except for a few scattered towns and several dozen villages that keep in contact via magical methods. Szarvas Emberek prefer to be surrounded by rock, a reminder of the lives they once lived, and as such prefer mountainous terrain, valleys and canyons that allow only a little sun into their villages. Szarvas Emberek also find large, open bodies of water frightening and alien.

When a Szarvas Emberek can find a Human city cosmopolitan enough to allow him to live within its walls, the Szarvas Emberek will find a home as close to the upper echelons of town as she can, redecorate the home to be as oppulent and tasteful as possible and try to mingle with the highest level of society she can. Szarvas Emberek make excellent hosts, willing to accomodate nearly any guest and eager to make new accquintances.

Religion:

As of yet, the Szarvas Emberek have not yet had enough contact with the Surface Races to adopt their religions, but the majority of Szarvas Emberek follow the ancient Dwarven tennants of Torag, but many of the more daring communities supplement these traditional ways with the faiths of the Tian and the Vurdrani, to the concern of the more staunchly traditional Clans.

If a Szarvas Emberek were to be asked which Deity they would oppose, body and Soul, the vile Lamashtu and the destructive Rovagug would be the first names to roll off their tongues. Lamashtu is reviled in Szarvas Emberek tales as the Wailing Mother, a ghastly figure that drags away misbehaving Szarvas Emberek children to transform into twisted monsters to mother herself, and Rovagug is the anemtha to the Szarvas Emberek's society, a violent, crude monstrosity that seeks to destroy all that is good and gentle in the world.

Language:

Szarvas Emberek's native tongue is a mixture of an ancient form of Dwarvish that uses words taken from Undercommon for emphasis or greater meaning. Most Sharakim learn to speak Common, and many more learn to speak other languages to further set themselves apart from Orcs.

A PC who can speak Dwarvish can understand a Szarvas Emberek with a DC 5 Intelligence check. A PC who can speak Undercommon can understand a Szarvas Emberek with a DC 10 Intelligence Check. A PC who can speak both languages can understand a Szarvas Emberek without difficulty, although some words do not translate well.

Names:

Szarvas Emberek take almost exclusively Dwarven names, completely rejecting the Orcish vocabulary. In the past few decades that the Szarvas Emberek have come to the surface, the other races have not yet made enough of an impact on their culture to make their way into the naming of children.

Adventurers:

Nearly every Szarvas Emberek that is alive in the world today is the child of a soldier, a mystic or another PC class. The catastrophe that caused their race to flee the Underdark engulfed their capital so quickly that only the outlying communities were able to escape, meaning that a great deal of their history and culture was lost to what the few survivors of the Grand Halls speak of as 'a wet, writhing Darkness'. Most Szarvas Emberek seek out knowledge to replace that which they lost, to become stronger in mind as well as body so that they might one day return and drive back the 'Writhing Darkness', or failing that carve a place for themselves on the surface.

Szarvas Emberek Racial Traits:
+2 Constitution, +2 Int, -2 Charisma: Szarvas Emberek are tough, a legacy of their Orcish heritage, and their culture places a great deal of emphasis on learning, but their appearance often frightens those around them.

Humanoid (Orc): Though they are loathe to admit it, Szarvas Emberek are descended from Orcs and have the Orc Subtype.

Medium: Szarvas Emberek are Medium creatures and have no bonuses or penalites due to their size.

Normal Speed: Szarvas Emberek have a base speed of 30 feet.

Darkvision: Szarvas Emberek can see in the dark up to 60 feet.

Light Sensitivity (Ex): Having spent hundreds of generations underground, Szarvas Emberek are still unused to the Surface World, and are Dazzled for the first round when exposed to bright sunlight or within the radius of a Daylight spell, and then after take a -1 penalty to attack rolls.

Scholarly: Szarvas Emberek are a race of scholars, and as such knowledge is held in high regards. At 1st level a Szarvas Emberek can choose any two of the following Knowledge Skills to be Class Skills. Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History) or Knowledge (Religion).

Gifting Linguist:+2 racial bonus to Linguistic Skill.

Persuasive as a bonus feat.

Skilled: Szarvas Emberek gain 1 bonus skill rank per level.

Languages: +2 racial bonus to Linguistic Skill speak Szarvas Emberek Pidgin and Undercommon. Intelligent +2 racial bonus to Linguistic Skill can learn to speak Common, Gnome, Dwarven, Draconic and Terran.

Edit: I could fully see Sharakim as Fighters, Clerics, Wizards, Alchemists, Rogues, Rangers and Monks, but less so as Sorcerers, Witches, Druids, Paladins and Chevaliers, and almost never Barbarians, Oracles or Summoners. Some of these classes just do not mesh with their society, at least in my eyes. Any more critique?


Sharakim are a race bred to be wizards, right? It just strikes me weird that they'd have a bonus (scholarly) that is completely invalidated by choosing their primary racial path. I'm not saying that there isn't precedence (elf warriors with their weapon proficiencies), but I'd definitively recommend rolling gifted linguist & scholarly into a single bonus; maybe something like this:

Scholarly: Szarvas Emberek are a race of scholars, and as such knowledge is held in high regards. At 1st level a Szarvas Emberek gains a +2 racial bonus to linguistics skill checks as well as any knowledge skill of her choice.

Also, on your note of classes: I don't really seem them being a pro-fighter race. The race seems to value mental strength and look down on physical prowess as being a tie back to their orcish roots (despite a natural advantage). As such, I see them excelling at Wizard, Alchemist, Rogue, Cleric, Ranger, Monk, Paladin, or Summoner. Oracle & Sorcerer are written as classes you're simply born as, not as ones you choose, so I can't see society looking down on them for this. As for the more physically oriented classes, I don't see them (as a society) really accepting anyone who pursued Fighter, Barbarian, Cavalier, or Inquisitor. These all seem pretty straight-forward and have little "mental finesse." Likewise, Witch & Druid don't really fit the social forwardness of civility (they're both kinda woodsy).


Sean FitzSimon wrote:

Sharakim are a race bred to be wizards, right? It just strikes me weird that they'd have a bonus (scholarly) that is completely invalidated by choosing their primary racial path. I'm not saying that there isn't precedence (elf warriors with their weapon proficiencies), but I'd definitively recommend rolling gifted linguist & scholarly into a single bonus; maybe something like this:

Scholarly: Szarvas Emberek are a race of scholars, and as such knowledge is held in high regards. At 1st level a Szarvas Emberek gains a +2 racial bonus to linguistics skill checks as well as any knowledge skill of her choice.

Hmm, there is that, isn't there? And it still roughly works out to be 'balanced' in regards to the other standard PC races. Good point.

Sean FitzSimon wrote:


Also, on your note of classes: I don't really seem them being a pro-fighter race. The race seems to value mental strength and look down on physical prowess as being a tie back to their orcish roots (despite a natural advantage). As such, I see them excelling at Wizard, Alchemist, Rogue, Cleric, Ranger, Monk, Paladin, or Summoner. Oracle & Sorcerer are written as classes you're simply born as, not as ones you choose, so I can't see society looking down on them for this. As for the more physically oriented classes, I don't see them (as a society) really accepting anyone who pursued Fighter, Barbarian, Cavalier, or Inquisitor. These all seem pretty straight-forward and have little "mental finesse." Likewise, Witch & Druid don't really fit the social forwardness of civility (they're both kinda woodsy).

Another point in your favour. I could see them admiring a Fighter who fought intelligently via the Combat Expertise feat, but again it's six of one, half a dozen of the other, and such a Fighter would be best served taking a few levels of Wizard and becoming an Eldritch Warrior. Paladin ... not so much as it's a rare calling, even amongst the Lawfully inclined, and the Sharakim seem to be a bit, well, self-depreciating after the cataclysm that drove them to the surface. Still, both classes would be useful in defending their homeland from invaders, both before and after the great migration to the surface.

Summoners .... have always struck me as a little odd in a way that makes me think of somebody giving a weak Sorcerer a potent mutable Druid's companion. Granted, in a Magiocracy, they would possibly be the 'sentinels' of a Sharakim society, patroling alongside their Eidolon on watch against intruders and disasters, backed up by Warriors who for some reason or other never quite mastered Magic or were otherwise never chosen to learn.

But then, I always roll with a 'The Seeds of Magic are Rare' sort of campaign in which out of 1,000 people, only 5 will have the talent to actually use magic, and of those five only one or two will have access to the right sort of training to become actual casters. Which doesn't really mesh with the Pathfinder vision. Argh.

Dammit Paizo, lemme go back and alter my posts .... bleh.


Okay, cutting out the fluff so we can focus on the Crunch here:

Szarvas Emberek Racial Traits:
+2 Constitution, +2 Int, -2 Charisma: Szarvas Emberek are tough, a legacy of their Orcish heritage, and their culture places a great deal of emphasis on learning, but their appearance often frightens those around them.

Humanoid (Orc): Though they are loathe to admit it, Szarvas Emberek are descended from Orcs and have the Orc Subtype.

Medium: Szarvas Emberek are Medium creatures and have no bonuses or penalites due to their size.

Normal Speed: Szarvas Emberek have a base speed of 30 feet.

Darkvision: Szarvas Emberek can see in the dark up to 60 feet.

Light Sensitivity (Ex): Having spent hundreds of generations underground, Szarvas Emberek are still unused to the Surface World, and are Dazzled for the first round when exposed to bright sunlight or within the radius of a Daylight spell, and then after take a -1 penalty to attack rolls.

Scholarly: Szarvas Emberek are a race of scholars, and as such knowledge is held in high regards. At 1st level a Szarvas Emberek can choose one of the following Knowledge Skills to be Class Skills. Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History) or Knowledge (Religion). A Szarvas Emberek also has a +2 racial bonus to the Linquisitc Skill (note this does not provide bonus languages, merely that the Szarvas in question deciphering an unfamiliar language or similar uses of the Linquistics skill).

Persuasive as a bonus feat.

Skilled: Szarvas Emberek gain 1 bonus skill rank per level.

Languages: Szarvas Emberek Pidgin and Undercommon. Intelligent Szarvas can learn to speak Common, Gnome, Dwarven, Draconic and Terran.

I'm liking the Szarvas as a race now. They've got a decent attributes, their crunch and their fluff matches up nicely, they make a decent PC race without being OP or Nerfed and their existence in the world has been explained in such a way that PCs won't get a feeling of disconnection or being pulled out of their immersion by the arrival of a Horned Orc in their midst.

Thinking about their culture a bit more in depth, naturally they do favour the 'learned' classes, such as Wizard, Cleric, Paladin, Rogue, Ranger, Alchemist, Bard and perhaps even the Summoner, but like all races they need warriors to defend themselves, and there is always people pushing the boundaries of social tabboos, so classes such as Fighters, Sorcerers, Witches, Druids, Oracles, Inquisitors, Chevaliers and so on would also exist, but probably in (much)smaller numbers than they would in other PC Races' societies.

I could fully see a 'war-band' of Szarvas being led by their Casters, but again the need, for a lack of a better term, for meatshields to slow down the enemy before they get to the casters, Fighters using Combat Expertise to trip and disarm the enemy, or Warriors if the village/town doesn't have the resources to train Fighters. Clerics, the rare Paladin, stoic combat-Monks, Rangers with big, burly animal companions, Summoners, Alchemists could also fit into such a 'war-band', using their iconic abilities to fulfill a variety of roles. I'd see Rogues within Szarvas society acting more like scouts and/or ambassadors, either setting traps to trip up enemies or scouting out communities to ally with or to figure out what forces the Sharakim might be facing in a war.

The other thing to consider is that, under the above premise of a recent Cataclysm driving the Szarvas to the surface, the Orc-kin had lost their capital and the lion's share of their history and social structure. Thousands of years of magical theory and treaties have been lost to the 'Darkness' and it was only the outlying towns that were able to escape from this unfathomable enemy, meaning that overall the flower of the Szarvas's noble culture has been destroyed, leaving behind only a few scattered masters of their mystical arts and large numbers of 'common' folk, who might very well have access to the Master Craftsman feat, but otherwise are not casters themselves.


Looking good so far, but why did you do away with the Strength bonus?

Also, you still have a good point's worth of abilities to spend on, since Light Sensitivity is a penalty. So either just remove that or give them another small bonus on something. ;-)

And today a thought occurred to me - does it really have to be a Charisma penalty? For a cursed race, I could just as well see a penalty to Wisdom instead (i.e.: they're not very devout and Clerics are RARE in their society. Their Rangers would rely more on brains than intuition, and Paladin would be a viable calling. The race as a whole wouldn't be extremely religious, but IF one of their own was chosen, he'd be up to the challenge.)

On another note, the penalty could just as well be switched to Dexterity in keeping with the "old" history of the race. The progenitor race of the Szarvas Emberek (great name, by the way!) was known for their large hands and feet and ensuing lack of finesse in many things.

Just a few thoughts to keep the creative juices flowing.
;-)

That's it for now. Nice weekend, y'all.


Nether Saxon wrote:
Also, you still have a good point's worth of abilities to spend on, since Light Sensitivity is a penalty. So either just remove that or give them another small bonus on something. ;-)

I agree- light sensitivity is rough. I'd round it off with something like 90' darkvision, or perhaps even a few spell-like abilities (after all, they're pretty damn magically inclined).

Since the whole race is built upon teachings and learning it would be a neat twist to give them a couple cantrips. Not like gnomes, who are *born* with magic, but something more along the lines of every Szarvas Emberek learning a few spells during school, like americans have to take a foreign language in middle/high school. I'd propose something like this:

Arcane Tutelage (Sp): Szarvas Emberek are schooled from an early age in the basics of arcane magic. Szarvas Emberek with an intelligence score of 10 or higher may use the following spell-like abilities once per day: Detect Magic, Read Magic, Mage Hand, and Arcane Mark. Caster level is equal to character level.

Other spell-like abilities to consider would be Hold Portal, Unseen Servant, Animate Rope, or Erase.


Thank you both! I think I'll yoink Sean FitzSimon's suggestion, makes for a great tie in to every Szarvas trying to be a Wizard at one stage in their lives, even if they do end up as another Class at the 'PC Stage'.

And that is something, being large, clumsy scholars as opposed to lowering their Charisma score for being Ugly, something Pathfinder has moved away from. You could look like Jhonny Depp and still have a Charisma of 4, and nobody would notice unless you opened your mouth.

Thanks again! I'll keep pounding away at my brain until those juices start flowing again. G!*~&&n neighbours got a yappy little s!@&zu last week and it hasn't stopped barking all week. I work a 58 hour week, I get sundays off and for the past week I've been woken up at 4 in the morning by this oversized piece of cray-bait. Considering the XP value vs the jail time, to be honest ....


Okay, final build. I hope this can help people out who, like myself, like the 'Ugly but Good' type of character. Just ... loathe the 'if it's Pretty it must be Good' bulldust I am finding in most modern Science Fiction/Fantasy these days. Aggravates the hell out of me, truth be told. BWAAAAAARGH!

Okay, cutting out the fluff so we can focus on the Crunch here:

Szarvas Emberek Racial Traits:
-2 Dexterity, +2 Constitution, +2 Int: Szarvas Emberek are tough, a legacy of their Orcish heritage, and their culture places a great deal of emphasis on learning, but their focus on the mental arts often leaves them to be rather clumsy.

Humanoid (Orc): Though they are loathe to admit it, Szarvas Emberek are descended from Orcs and have the Orc Subtype.

Medium: Szarvas Emberek are Medium creatures and have no bonuses or penalites due to their size.

Normal Speed: Szarvas Emberek have a base speed of 30 feet.

Darkvision: Szarvas Emberek can see in the dark up to 60 feet.

Light Sensitivity (Ex): Having spent hundreds of generations underground, Szarvas Emberek are still unused to the Surface World, and are Dazzled for the first round when exposed to bright sunlight or within the radius of a Daylight spell, and then after take a -1 penalty to attack rolls.

Scholarly: Szarvas Emberek are a race of scholars, and as such knowledge is held in high regards. At 1st level a Szarvas Emberek can choose one of the following Knowledge Skills to be Class Skills. Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History) or Knowledge (Religion). A Szarvas Emberek also has a +2 racial bonus to the Linquisitc Skill (note this does not provide bonus languages, merely that the Szarvas in question deciphering an unfamiliar language or similar uses of the Linquistics skill).

Arcane Tutelage (Sp): Szarvas Emberek are schooled from an early age in the basics of arcane magic. Szarvas Emberek with an intelligence score of 10 or higher may use the following spell-like abilities once per day: Detect Magic, Read Magic, Mage Hand, and Arcane Mark. Caster level is equal to character level.

Persuasive as a bonus feat.

Skilled: Szarvas Emberek gain 1 bonus skill rank per level.

Languages: Szarvas Emberek Pidgin and Undercommon. Intelligent Szarvas can learn to speak Common, Gnome, Dwarven, Draconic and Terran.

Many thanks to everyone who came to the party and helped, with critique, abilities and links. It couldn't have been done without you!


Looks good mang!! Have fun!!

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