| Spyder25 |
In the steampunk world of Lyria, there exists a multitude of races. The most notable races That flourish in Lyria are the ones found in the Core Rule Book along with the Aasimars, Drow, and Tieflings from the Bestiary.
The other races, one that I have created or used from different books, that thrive in Lyria are as follows:
Savaldi Elves
The Savaldi elves worship only their warrior ancestors, a major one is Savald their sultan summoner. By emulating the deeds of their ancestors, they believe the spirits can live again. They do not resurrect their fallen or beloved as Deathless.
Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Strength
Medium: Savadi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savadi elves have a base speed of 30 feet.
Low-Light Vision: Savadi elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Savadi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Savadi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Savadi elves receive a +2 racial bonus on Perception skill checks.
+2 racial bonus on Handle Animal and Ride checks
Weapon Familiarity: Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savadi elves begin play speaking Common and Elven. Savadi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Urkai Elves
The Urkai elves worship their ancestors as Deathless, lifeforms much like undead but kept alive by positive energy instead of negative. These Deathless serve as advisors and defenders and are considered by those who worship them to be divine as a whole, in the form of the Undying Court.
Urkai Traits
+2 Dexterity, +2 Wisdom, –2 Constitution
Medium: Urkai elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urkai elves have a base speed of 30 feet.
Low-Light Vision: Urkai elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Urkai elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Urkai elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Urkai elves receive spell resistance equal to 1/2 their level + 10 against Necromancy.
Keen Senses: Urkai elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Scimitar, rapiers, and bows (including composite bows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Urkai elves begin play speaking Common and Elven. Urkai elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Gobbs (Goblin)
Gobbs are quite intelligent (despite their savage cousins), and have a particular knack for alchemy and mechanical work, both of which has made them useful as skilled workers and assistants to those who can put aside their prejudices.
Gobb Traits
+2 Dexterity, +2 Intelligence, -2 Strength. Gobbs are quick and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gobbs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Fast: Gobbs are quick like their counter part, so their base land speed is 30ft
+1 racial bonus on saving throws verses poisons
Darkvision: 60ft
+2 bonus on Craft (Alchemy) and Disable Device checks
Languages: Common and Goblin. Bonus Languages: Any (except secret languages such as Druidic)
Ironborn
Ironborn are a rare race of humanoid constructs constructed through powerful rituals. Ironborn average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable, ironborn are able fighters. Unlike most constructs, ironborn are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.
Ability Score Modifiers
Ironborn display a wide range of physical and mental abilities. Some of them are built for combat, while others are designed for reconnaissance or duty as battle wizards. Thus, their ability scores tend to reflect their intended role.
When building your character, you may give a +2 racial bonus to any two ability scores other than Strength in return for a –2 penalty to any other score. Or, if you want a +2 bonus to Strength, you gain no bonuses or penalties to other scores. You do not have to take any ability score modifiers if you do not wish to.
Size
Most ironborn are Medium, but a few are built for roles where a larger or smaller size would be advantageous. Ironborn of a size other than Medium tend to have fewer special abilities relating to their mechanical heritage.
Medium: Ironborn of this size gain no disadvantages due to size. They enjoy the full range of benefits from the ability packages described on the next page. A Medium ironborn’s base land speed is 30 feet.
Small: Ironborn of this size are built as scouts or rogues. Most of them are designed to take advantage of their size to sneak past their enemies or remain hidden in battle. A Small ironborn gains all the standard benefits for this size: +4 size bonus on Stealth checks, +1 size bonus on attack rolls, and a +1 size bonus to Armor Class. Its base land speed is 20 feet. A Small ironborn may opt for a –2 penalty to Strength, or it can drop its ability package’s secondary feature. See the next page for more information on ability packages.
Large: Ironborn of this size are invariably built for war. They use their great bulk to wield heavy weapons and slam opponents before they can draw near. A Large ironborn gains a natural reach of 10 feet, but takes a –4 size penalty on Stealth checks and a –1 size penalty on attack rolls and AC. Its base land speed is 30 feet, and its space is 10 feet rather than 5 feet for Small and Medium characters. A Large ironborn does not gain its ability package’s secondary feature. Also, a Large ironborn takes a –2 penalty to Dexterity due to its ponderous bulk. Large ironborn are too heavy and unwieldy to move with the agility of their smaller brethren.
Ironborn Traits
All ironborn share the following traits and features:
Ironborn Subtype: Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature. The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.
Immortal: As artificial creatures, ironborn suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Natural Armor: All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.
Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.
Humanoid: Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.
Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
Languages: Ironborn speak Common and whatever language their creators use. Ironborn with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).
Ability Packages
In addition to the traits described above, ironborn have other abilities based on their purpose. An ironborn crafted to serve as a cleric might be covered in holy runes, while one built as a warrior could have a thick, heavy layer of armor. These specialized abilities are organized into a series of packages. You may choose one ability package for a Medium ironborn character. Each package comes with a primary ability and a secondary ability. Once you have chosen a package, you cannot switch to a new one.
Acrobat: With its slender, long limbs, sleek chassis, and elegant design, an ironborn with this ability package can move with a speed and agility that belie the image of constructs as shambling, creaky machines. This set of features is most common in ironborn designed as monks, scouts, and other warriors who rely on mobility rather than heavy armor and brute strength.
Enhanced Agility (Primary Ability): Your slender but strong limbs and intricately designed joints allow you to perform difficult feats of agility and acrobatics with ease. You gain a +2 racial bonus on all Acrobatic and Escape Artist checks.
Enhanced Mobility (Secondary Ability): With your long, powerful legs and efficiently designed frame, you move faster than normal. You gain a +5 foot increase to base land speed.
Artisan: You were designed as a blacksmith, a cobbler, or in some similar craft before making a choice to take a different path, regardless of your burden.
Builder (Primary Ability): You gain 1 rank in Craft at 1st-level and 1 bonus rank to spend upon it at each subsequent level. You can purchase goods that you can make with your Craft skill at a 10 percent discount, as you know enough about your trade to find bargains on quality goods.
Professional (Secondary Ability): select one of the following trait abilities: Clever Worker: You were built for efficiency. When you take 20 on a skill check, you use half the normal time. You can use this ability on any skill check where you are able to take 20.
Materials Expert: You were designed to have a keen eye for spotting flaws in objects. When you damage an inanimate object, you inflict 1.5 times your Strength bonus in damage with a one-handed weapon, or twice your Strength bonus in damage with a two-handed one.
Merchant’s Eye: You were created to have an almost uncanny ability to spot valuable items. You gain a +2 bonus to Appraise checks and can sell items at 10 percent more than their normal price.
Built for Burden: You must be size Large to select this ability package as you were built to be bigger and stronger than almost any other ironborn. Designed with broad shoulders that can support a heavy load, you are nearly an unstoppable force and an immovable object.
Laborer (Primary Ability): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), you are treated as Huge if doing so is advantageous. You are also treated as Huge for the purposes of calculating your carrying capacity for your light, medium and heavy loads.
Centurion: This package is normally used for warriors and other ironborn meant to take a direct hand in fighting. It is easily the most common package, reflecting the fact that most ironborn are crafted for use in war.
Armored Body (Primary Ability): The centurion’s body includes a number of heavy plates, reinforced joints, and additional shielding. This protection provides a +9 armor bonus to Armor Class, a +1 maximum Dexterity bonus to Armor Class, a –6 armor check penalty, and a 35 percent arcane spell failure chance, and you reduce your speed as normal for wearing heavy armor. You gain these attributes in addition to the +1 natural armor bonus to Armor Class that all ironborn enjoy. Note that if you lack proficiency with heavy armor, you apply your armor check penalty to attack rolls and all skill checks involving movement. You can add magical abilities and enhancement bonuses to this armor as if it were any other suit of armor. You cannot remove this armor, nor can you wear armor over it.
Tough as Iron (Secondary Ability): The thick armor plating that covers a centurion helps shield it from critical hits. There is a 25 percent chance that any critical hit against a centurion deals only normal damage.
Combat Virtuoso: You were designed to use tactics and cunning to defeat your enemies. Many of the urban folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal warrior.
Battle Tactician (Primary Ability): You are built for tactical combat, allowing you to perform exceptionally effective tactical techniques. You gain a +2 bonus on combat maneuver rolls.
Counter Design (Secondary Ability): You are created with the ability to counter an opponent's combat maneuvers. You use your Combat Maneuver check in place of your Combat Maneuver Defense.
Divinely Inspired: You were created in strict observation of religious tenets. You might even be a priest of the faith, though you could simply be one of the faithful.
Product of Worship (Primary Ability): The holy symbol of your faith is part of your body, you are filled with resolution and faith that your deity watches over you. You gain a +2 bonus against all fear effects and, once per day, may opt to gain a +2 bonus on a single d20 roll of
your choice.
Divine Design (Secondary Ability): you enjoy one of the following trait abilities:
Fanatic: You were developed to fight in the name of your deity, and your faith drives you forward against the enemy. Once per day, you gain a +4 bonus to damage on a single attack as you strike with strength fired by your faith.
Inquisitor: As part of your religious design, you were imparted with the knowledge of how to detect heresy among the faithful. You gain a +2 bonus to all Sense Motive checks.
Ordination: You are ordained as a priest of the faith, though your rank is just above that of a lay person. When dealing with others of your faith, they must obey your orders within reason. They do not fight for you unless the need is dire, and they do not sacrifice themselves. You can expect them to treat you as a valued friend, such as by offering information, giving you a place to stay, feeding you for at least a few days, and so forth. A title may come with this position. Consult with your DM for information on religions in your campaign.
Divine Mark: Your body is covered in religious icons and holy symbols. You have been blessed by your creator, soaked in holy or unholy water, and consecrated within your faith’s sacred chapels.
You are a living divine artifact. When you select this package, pick an alignment opposed to your own. Your abilities help you defeat followers of that ethos.
Divine Vengeance (Primary Ability): You can channel your divine energy in several different ways. If you use the ability to harm undead or living creatures, you can augment your ability with your body’s divine energy. You add +2 to the DC of your channel energy class feature. You can create a surge of divine power to harm your enemies, sheathing your weapon or fist in a nimbus of energy that grants you a +2 bonus on damage rolls against enemies that have your chosen opposing alignment as a subtype. Choose a single alignment subtype, such as chaotic, evil, or good. Against opponents that have that subtype, you gain a +2 bonus on damage rolls.
For example, if you chose evil, you would gain this bonus against a vrock because its subtype is evil.
Blessings of the Divine (Secondary Ability): You gain a +1 bonus on all saving throws against spells cast by someone of your chosen opposing alignment. Your patron god’s protective energy wards danger away from you.
Iron Heart: Unlike other ironborn, you have only the slightest shred of an organic component. You were built to serve as an obedient warrior or soldier. Your intellectual abilities were given only passing attention, but the magical processes that power you are too strong to keep your personality and mind dormant. You have phenomenal toughness and durability thanks to your manufactured nature.
Machine Body (Primary Ability): You are immune to poison and do not need air to breathe, allowing you to survive indefinitely underwater. Your natural armor bonus increases to +2.
Machine Mind (Secondary Ability): You are immune to all mind affecting effects, since your mechanical mind is simply too alien for such spells and magical attacks to affect it.
Slayer: You were designed to use stealth and cunning to defeat your enemies. Many of the evil folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal assassin.
Blood Seeker (Primary Ability): You can see and smell the blood that flows through your enemies, allowing you to make a deadly strike when their guard is relaxed. You gain a +2 bonus on melee attack rolls against opponents that you flank or that have lost their Dexterity bonus to Armor Class. You do not gain this bonus against foes that are immune to sneak attacks.
Weapon Spike (Secondary Ability): You have a short blade that can retract into your hand, leaving you armed and ready for combat at all times. This weapon is a dagger of the appropriate size. It cannot be disarmed, and a Perception check (DC 25) is required to notice it if you leave it sheathed. You ready it like any other weapon. This blade can receive magical abilities just like a normal dagger and be upgraded to masterwork status. If it is sundered, use the standard price for a dagger of its size and features to determine the repair time and cost.
Spellmaster: Your outer shell is augmented with a lattice of carefully worked metals enchanted with arcane energy. Lead, copper, silver, and other metals treated by an alchemical process turn your body into a magnet for magic. This lattice makes it easier for you to use and focus magic, allowing you to handle spells with greater precision. Ironborn created to serve as wizards and sorcerers commonly have this set of features, though many clerics built for combat also feature it.
Spell Precision (Primary Ability): When drawing magical energy and shaping it into a spell, you can direct it with greater precision than normal. You gain a +1 competence bonus on attack rolls with spells that require attack rolls of any kind, such as touch spells.
Spell Durability (Secondary Ability): The arcane lattice in your body absorbs and holds magical energy even when you are on the verge of losing it. Once per day, if you fail a Concentration check when attempting to cast a spell, you can opt to reabsorb the spell’s energy into your body before you lose control of it. You do not lose the spell’s slot and can attempt to cast it again later.
Trailblazer: Your chassis was designed to withstand the elements, allowing you to endure extreme temperature, heavy rains, and other hazards of the natural world. You survive on the water and nutrients available in the environment around you, allowing you to spend months in the wilds without supplies. Ironborn created to serve as druids and rangers are usually built with this ability package, as are scouts who spend months seeking out enemy units and pathways through difficult terrain.
Survivor (Primary Ability): You gain resistance to cold 2 and fire 2. In addition, you no longer need to eat or drink.
Scion of Nature (Secondary Ability): Your mechanical body is laced with tiny plants and soil and rock blessed by a druid. These modifications grant you an innate affinity for the natural world. You gain a +2 bonus on all Handle Animal and Survival checks. You can feel the ebb and flow of natural energies, granting you an almost intuitive sense of nature.
*This race can be found in the Ironborn of Questhaven book.
Mandragoran
Mandragorans are an exotic plantlike humanoid species known for their unique, tapered, head-vines called "nahmaun gorah". Mandragorans consider signed contracts as binding and unbreakable no their part. Paper is sacred and the written word is just as sacred as the paper it is written on. The spoken word is another matter altogether
Mandragoran Traits
+2 Constitution, +2 Wisdom, -2 Strength. Mandragorans are tough, cunning, and wise, but the lack of a strong skeletal system makes them weak.
Medium: As Medium creatures, mandragorans have no special bonuses or penalties due to their size.
Low-light Vision: A mandragoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions
+2 racial bonus to Initiative. Mandragorans have a preternatural sense. Despite their aptitude for patience, mandragorans do not like being forced to react; they prefer to be deliberate. Some believe that the mandragorans anticipate the actions of others by tapping into a universal spiritual awareness that is a part of all nature.
+2 racial bonus on saving throws against poisons and toxins. Their plant-like nature and unique anatomy helps their immune system when it comes to toxins and poisons.
Poisonous Blood (EX): A mandragoran's blood is quite poisonous. Any creature that scores a bite attack on the mandragora is treated as ingesting the poison, taking an initial 1d2 Constitution damage and Paralysis a minute later as secondary damage. The Fortitude save DC is 10 + the mandragora's Constitution modifier + ½ the mandragora's HD. Ingesting a mandragora whole (with the Swallow Whole ability) is treated as a successful bite attack, so long as the mandragora takes damage each round he is within the creature's stomach.
Spore Scent: Mandragorans generate spores that emit a strong, pleasant scent that can make other creatures predisposed to harmonious dealings. They gain a +2 circumstance bonus to Bluff, Diplomacy, Handle Animal, and Perform skill checks and any Charisma ability checks with any living creatures within 30 feet of the character. On a windy day, the range can be as much as 60 feet to any downwind creature, but only 5 feet to any creature that is upwind (at the DMs discretion). This ability does not work on undead or creatures that do not have a sense of smell. Mandragorans do receive a -2 circumstance penalty to Disguise checks due to the strength of their spore scent.
Light Dependency: Mandragoran characters must be exposed to Sunlight or other sources of light. Mandragorans that do not spend at least four hours a day in light cannot recover any hit points naturally, even with a full day of rest. A mandragoran can go without sunlight or water for one day plus a number of hours equal to her Constitution score. After this time, the character must make a daily Constitution check (DC 10, +1 for each previous check) or sustain 1d6 points of subdual damage. This subdual damage cannot be recovered or magically healed until the mandragoran receives sufficient sunlight.
Automatic Languages: Common and Sylvan. Bonus Languages: Any (except bonus languages such as Druidic).
Rostungur
Rostungur are friendly, stouthearted humanoids resembling walruses. They live in Frostnail and their thick bodies are well adapted to the cold winters of the region.
Rostungur Traits
+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Normal Speed: Rostungur base land speed is 30 feet. They also have a Swim Speed of 40 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide that grants a +1 Natural Armor bonus to AC.
Survivor: +2 racial bonus on Perception and Survival checks.
Waterborn: Rostungur receive a +2 racial bonus on Swim checks.
Weapon Familiarity: Rostungur are proficient with the Spear and Net
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc
Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria neither fully mortal nor fully undead and are caught between the two worlds.
Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a human can.
Resistances: +4 to save poison, disease, and paralysis.
Death-tainted Soul: All healing with positive magic only heals at half of its strength. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
+2 Strength, +2 Constitution, -2 Charisma. Strigoi are strong and resilient, but have an unnatural air to them.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unatural Vitality: Revenents may say active even after they drop below 0 hit points. One the round after a revenant drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP when ever he feeds on the corpse of a humanoid creature.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)
| Icarus Pherae |
Icarus Pherae wrote:You don't happen to play or be interested in guild wars do you?I'm waiting for Guild Wars 2, why do you ask?
hehehe because Lyria sounds a lot like Tyria, and your gobs remind me of the asura especially with the golem fellows added in, I was just wondering if that was inspiration or funny coincidence! Your Mandragorians reminded me of the Slyvari as well I'm pretty excited myself!
Name Violation
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Strigoi's stats break the norm. its usually +2 physical, +2 mental, -2 any one, the have 2 +2 physicals. I's say con and wis, but there seem to be plenty of those floatin around already *cough dwarf cough*, i'd say give them +2 con, -2 cha and a bonus vs poisons and probably a +2 vs mind effects. also let their cha count as 2 higher if the'ye a sorc with the undead bloodline (like tieflings do for abyssal)
i like a few of these. nice work
| Spyder25 |
@ Icarus Pherae: My setting is what you get if you mix WoW, Iron Kingdoms, and Eberron.
Edit: The mandragorians are the result of the Liches(sp?) defiling and twisting nature. The father of druidism, a treeant, won't allow that too happen.
@ Name Violation: So just a +2 to CON and -2 to CHA? I guess that could work. I'll make it so that they get a +2 save bonus to poison, disease, paralysis, and mind affecting effects. About the Undead Bloodline thing, I was thinking about adding that, but thought it was a little too much.
Edit: Which ones are your favorites?
Name Violation
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lookin over them, a big problem is only half healing from positive energy, no benefit to negative energy. they're on the weak side of balance i think. i typed this up with some copypasta from warforged.
+2con, -2cha
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
-Low-light Vision: Strigoi can see twice as far in poor lighting as a human can.
-Death-tainted Soul: All healing with positive magic only heals at half of its strength. Spells that deal damage only to undead deal half damage to Strigoi.
-Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
-Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
-+2 vs mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
-responds slightly differently from other lving creatures when reduced to 0 hit points. A Strigoi with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a Strigoi is inert. he is unconscious and helpless, and he cannot perform any actions. However, an inert Strigoi does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable
-Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP per racial hd of a humanoid or monstrous humanoid creature (minimum 1d4) when ever he feeds on the corpse of a humanoid or monstrous humanoid creature. This takes 10 minutes for a medium or small creature and an additional 10 minutes per size catagory larger than medium.
thoughts?
| Spyder25 |
How is this?
Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria neither fully mortal nor fully undead and are caught between the two worlds.
Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a human can in similar conditions.
Resistances: +2 to saves verses poison, disease, paralysis and mind affecting affects.
Death-tainted Soul: All healing with positive magic only heals at half of its strength. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
+2 Constitution, -2 Charisma. Strigoi are tough and resilient, but have an unnatural air to them.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unnatural Vitality: strigoi may stay active even after they drop below 0 hit points. One the round after a strigoi drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP per racial hd of a humanoid or monstrous humanoid creature (minimum 1d4) when ever he feeds on the corpse of a humanoid or monstrous humanoid creature. This takes 10 minutes for a medium or small creature and an additional 10 minutes per size catagory larger than medium Also a strigoi sorcerer with the undead bloodline counts his Charisma scores as 2 points higher for all sorcerer class abilities.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)
| Spyder25 |
Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria neither fully mortal nor fully undead and are caught between the two worlds.
Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
- Low-light Vision: Strigoi can see twice as far in poor lighting as a human can in similar conditions.
- Resistances: +2 to saves verses poison, disease, paralysis, mind affecting spells and effects, and energy drain.
- Death-tainted Soul: All healing with positive magic only heals at half of its strength, in addition Negative healing spells heals half at half of its stregth as well. Spells that deal damage only to undead deal half damage to Strigoi.
- Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
- Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
+2 Constitution, -2 Charisma. Strigoi are tough and resilient, but have an unnatural air to them.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unnatural Vitality: strigoi may stay active even after they drop below 0 hit points. One the round after a strigoi drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP per racial hd of a humanoid or monstrous humanoid creature (minimum 1d4) when ever he feeds on the corpse of a humanoid or monstrous humanoid creature. This takes 10 minutes for a medium or small creature and an additional 10 minutes per size catagory larger than medium Also a strigoi sorcerer with the undead bloodline counts his Charisma scores as 2 points higher for all sorcerer class abilities.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)
Name Violation
|
that looks about right. JUst a minor thing, maybe mention spellcaster still have to rest/meditate for 8 hours.
if you want to give them a little more "umph" you could grant endurance as a bonus feat, the represent the undead resilience they still have if it fits your concept. not sure if that would be overkill tho
| Spyder25 |
that looks about right. JUst a minor thing, maybe mention spellcaster still have to rest/meditate for 8 hours.
if you want to give them a little more "umph" you could grant endurance as a bonus feat, the represent the undead resilience they still have if it fits your concept. not sure if that would be overkill tho
Good point on the meditating for 8 hours for spellcasters. So that will be added.
About the endurance, that might be a little OP, but like you..I'm not really sure if would be.
| SmiloDan RPG Superstar 2012 Top 32 |
Looks pretty good.
One thing I noticed is that the Combat Virtuoso ability that lets them use a CMB roll in place is often going to be worse than their CMD because the CMD adds Str and Dex bonuses to it. Maybe just give them a +2 or +4 bonus to their CMD instead?
Is this for a steampunky campaign?
I really like the gobbs. They remind me of Planescape for some reason.
| Spyder25 |
Looks pretty good.
One thing I noticed is that the Combat Virtuoso ability that lets them use a CMB roll in place is often going to be worse than their CMD because the CMD adds Str and Dex bonuses to it. Maybe just give them a +2 or +4 bonus to their CMD instead?
Is this for a steampunky campaign?
I really like the gobbs. They remind me of Planescape for some reason.
Thanks for the imput, and I'll look into the Combat Virtuoso ability.
Yeah, its a steampunk campaign. I'm combining World of Warcraft, Iron Kingdoms, and Eberron. The gobbs are one of my favorites, but i really like the madragorians the most.
| Spyder25 |
Yeah, it's hard balancing plant-like PC races. Good job with that! I love the idea of the written word being sacred because paper is sacred. I assume that's because the trees they're made from are also sacred.
All of nature is sacred to the mandragorians, most of all trees because the Old One ( a treeant druid) created them from his blood...or sap.
I didn't mention it with the stats for the race, but they have to eat small pieces of bone because they don't have a strong skeletal system.
| SmiloDan RPG Superstar 2012 Top 32 |
SmiloDan wrote:Yeah, it's hard balancing plant-like PC races. Good job with that! I love the idea of the written word being sacred because paper is sacred. I assume that's because the trees they're made from are also sacred.All of nature is sacred to the mandragorians, most of all trees because the Old One ( a treeant druid) created them from his blood...or sap.
I didn't mention it with the stats for the race, but they have to eat small pieces of bone because they don't have a strong skeletal system.
Hmmm....I'm smelling a stone-bone PrC for those guys! Maybe a barbarian/monk-type PrC....
| Spyder25 |
Sorry for not posting sooner, I went on vacation and I was without internet the whole time.
@SmiloDan: Hmm...not sure what you're getting at, give me a little more info. Oh, I will be adding two more races from the oriental-like continent Nanjin. The saru, a humanoid monkey race, and the spirit folk, the decedents of spirits and humans.
| Kierato |
I'd say your Urkai elves are a bit on the strong side. (I would go with a +2 on saves vs Necromancy, lose Enchantment bonus and SR vs. Necromancy).
The Gobbs are very weak compared to the core races.
The Ironborn are interesting, but the Ability score modifiers don't make alot of sense (why did you do Str that way?) and do the Small Ironborn gain a package? No race that I can think of has a penalty to skills, a penalty to Cha would have been more apprpriate, IMO.
The Rostungur seem a bit on the strong side, and does there +2 racial bonus to swim stack with the +8 racial bonus they get for having a swim speed?
I would give the Strigoi a +2 to a mental stat, and Charisma is the "life force" of undead creatures.
| Spyder25 |
Sorry, but I tend to be overly critical and analytical.
Lol, it's all good. Thanks for the feedback though.
The Urkai elves I kind of see your point, but its only limited with necromancy. It shows how well they shrug it off, to me the +2 just seems too weak for them. The gobbs are just like the goblins in the bestiary, but they have a +2 in Intelligence. The Ironborn are taken right out of the book Ironborn of Questhaven, I'm only changing how they were and why they were created. The rostungar I had checked by 12 people to see if they were balanced, and they all agreed. With the strigoi, I can't really think of a mental stat for them, about the charisma...they get a -2 because the outlook of the race by others.
| Spyder25 |
You didn't answer my questions about the small Ironborn, and as for the strigoi, the out look of other races would be roleplay/history. And what is the book "Ironborn of Questheaven"?
Ironborn of Questhaven
http://paizo.com/store/byCompany/r/ritePublishing/pathfinderRPG/v5748btpy8b md| Spyder25 |
Am I off in thinking the Mandragorans look roughly like plant-twi'leks with the "tapering head vines" or are they meant to be more like "dreadlocks"?
They're more like dreadlocks. I'm still working on the full write up of all the races for my World. The head vines are more for status in their community. The ones with longer vines, the more they're respected.
| Spyder25 |
Ok, here is a re-post of the races for my world, along with some of the changes to the existing races.
Savaldi Elves
The Savaldi elves worship only their warrior ancestors, a major one is Savald their sultan summoner. By emulating the deeds of their ancestors, they believe the spirits can live again. They do not resurrect their fallen or beloved as Deathless.
Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Strength
Medium: Savadi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savadi elves have a base speed of 30 feet.
Low-Light Vision: Savadi elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Savadi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Savadi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Savadi elves receive a +2 racial bonus on Perception skill checks.
+2 racial bonus on Handle Animal and Ride checks
Weapon Familiarity: Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savadi elves begin play speaking Common and Elven. Savadi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Urkai Elves
The Urkai elves worship their ancestors as Deathless, lifeforms much like undead but kept alive by positive energy instead of negative. These Deathless serve as advisors and defenders and are considered by those who worship them to be divine as a whole, in the form of the Undying Court.
Urkai Traits
+2 Dexterity, +2 Wisdom, –2 Constitution
Medium: Urkai elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Urkai elves have a base speed of 30 feet.
Low-Light Vision: Urkai elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Urkai elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Urkai elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Urkai elves receive +2 racial saving throw against necromancy spells or effects..
Keen Senses: Urkai elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Scimitar, rapiers, and bows (including composite bows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Urkai elves begin play speaking Common and Elven. Urkai elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Gobbs (Goblin)
Gobbs are quite intelligent (despite their savage cousins), and have a particular knack for alchemy and mechanical work, both of which has made them useful as skilled workers and assistants to those who can put aside their prejudices.
Gobb Traits
+2 Dexterity, +2 Intelligence, -2 Strength. Gobbs are quick and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gobbs are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and CMD, and a +4 size bonus on stealth checks.
Fast: Gobbs are quick like their counter part, so their base land speed is 30ft
+1 racial bonus on saving throws verses poisons
Darkvision: 60ft
+2 bonus on Craft (Alchemy), Disable Device, and Knowledge (Engineering) checks
Weapon Familiarity: Gobbs are proficient with all firearms
Languages: Common and Goblin. Bonus Languages: Any (except secret languages such as Druidic)
Ironborn
Ironborn are a rare race of humanoid constructs constructed through powerful rituals. Ironborn average between 6' and 6'6" and are made up of bulky, metallic or stone bodies that weigh roughly 270-300 lbs. Extremely powerful and endurable, ironborn are able fighters. Unlike most constructs, ironborn are fully self-aware and maintain mental faculties on par with elves, humans, or similar races.
Ability Score Modifiers
Ironborn display a wide range of physical and mental abilities. Some of them are built for combat, while others are designed for reconnaissance or duty as battle wizards. Thus, their ability scores tend to reflect their intended role.
When building your character, you may give a +2 racial bonus to any two ability scores other than Strength in return for a –2 penalty to any other score. Or, if you want a +2 bonus to Strength, you gain no bonuses or penalties to other scores. You do not have to take any ability score modifiers if you do not wish to.
Size
Most ironborn are Medium, but a few are built for roles where a larger or smaller size would be advantageous. Ironborn of a size other than Medium tend to have fewer special abilities relating to their mechanical heritage.
Medium: Ironborn of this size gain no disadvantages due to size. They enjoy the full range of benefits from the ability packages described on the next page. A Medium ironborn’s base land speed is 30 feet.
Small: Ironborn of this size are built as scouts or rogues. Most of them are designed to take advantage of their size to sneak past their enemies or remain hidden in battle. A Small ironborn gains all the standard benefits for this size: +4 size bonus on Stealth checks, +1 size bonus on attack rolls, and a +1 size bonus to Armor Class. Its base land speed is 20 feet. A Small ironborn may opt for a –2 penalty to Strength, or it can drop its ability package’s secondary feature. See the next page for more information on ability packages.
Large: Ironborn of this size are invariably built for war. They use their great bulk to wield heavy weapons and slam opponents before they can draw near. A Large ironborn gains a natural reach of 10 feet, but takes a –4 size penalty on Stealth checks and a –1 size penalty on attack rolls and AC. Its base land speed is 30 feet, and its space is 10 feet rather than 5 feet for Small and Medium characters. A Large ironborn does not gain its ability package’s secondary feature. Also, a Large ironborn takes a –2 penalty to Dexterity due to its ponderous bulk. Large ironborn are too heavy and unwieldy to move with the agility of their smaller brethren.
Ironborn Traits
All ironborn share the following traits and features:
Ironborn Subtype: Ironborn have the humanoid creature type with the ironborn subtype. This categorization indicates their partial, but not complete, artificial nature. Ironborn are, in essence, beings with the outer body of a construct but the inner workings of an organic creature. The following traits are shared by all humanoids with the ironborn subtype: Ironborn do not need to sleep and are immune to all sleep-based spells, poisons, and other attacks. They need one-quarter of the food and water required by other creatures of their size; as a rule of thumb, multiply the days’ worth of food and water that an ironborn carries by 4 to determine how long it can make its supplies last. Unless otherwise noted, ironborn do not gain any of the other standard construct traits, such as immunity to critical hits.
Immortal: As artificial creatures, ironborn suffer none of the drawbacks and gain none of the benefits of aging. They never die of natural causes, and they are immune to any attacks or effects that age a character.
Natural Armor: All ironborn have heavy, metallic bodies. They gain a +1 natural armor bonus to Armor Class.
Rust Vulnerability: An ironborn suffers damage from a rusting attack, as it disintegrates its body. Use the damage value given for the spell or effect if one is mentioned. If a damage value is not given, the ironborn makes a save using the Difficulty Class and save type indicated for the effect, if any. If no save is allowed or if the save fails, the ironborn takes 1d6 points of damage for each of its Hit Dice, with half damage on a successful save.
Humanoid: Unless otherwise noted, an ironborn is treated as a humanoid creature. For example, it falls below 0 hit points, stabilizes, and dies using the same rules as any other creature and has no other vulnerabilities or immunities based on its type and subtype.
Skills: Ironborn are ignorant of the ways of society and other creatures. They are born as adults and have few of the social skills that other intelligent beings take for granted. They take a –2 racial penalty on all Bluff, Diplomacy, Intimidate, and Sense Motive checks.
Languages: Ironborn speak Common and whatever language their creators use. Ironborn with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).
Ability Packages
In addition to the traits described above, ironborn have other abilities based on their purpose. An ironborn crafted to serve as a cleric might be covered in holy runes, while one built as a warrior could have a thick, heavy layer of armor. These specialized abilities are organized into a series of packages. You may choose one ability package for a Medium ironborn character. Each package comes with a primary ability and a secondary ability. Once you have chosen a package, you cannot switch to a new one.
Acrobat: With its slender, long limbs, sleek chassis, and elegant design, an ironborn with this ability package can move with a speed and agility that belie the image of constructs as shambling, creaky machines. This set of features is most common in ironborn designed as monks, scouts, and other warriors who rely on mobility rather than heavy armor and brute strength.
Enhanced Agility (Primary Ability): Your slender but strong limbs and intricately designed joints allow you to perform difficult feats of agility and acrobatics with ease. You gain a +2 racial bonus on all Acrobatic and Escape Artist checks.
Enhanced Mobility (Secondary Ability): With your long, powerful legs and efficiently designed frame, you move faster than normal. You gain a +5 foot increase to base land speed.
Artisan: You were designed as a blacksmith, a cobbler, or in some similar craft before making a choice to take a different path, regardless of your burden.
Builder (Primary Ability): You gain 1 rank in Craft at 1st-level and 1 bonus rank to spend upon it at each subsequent level. You can purchase goods that you can make with your Craft skill at a 10 percent discount, as you know enough about your trade to find bargains on quality goods.
Professional (Secondary Ability): select one of the following trait abilities: Clever Worker: You were built for efficiency. When you take 20 on a skill check, you use half the normal time. You can use this ability on any skill check where you are able to take 20.
Materials Expert: You were designed to have a keen eye for spotting flaws in objects. When you damage an inanimate object, you inflict 1.5 times your Strength bonus in damage with a one-handed weapon, or twice your Strength bonus in damage with a two-handed one.
Merchant’s Eye: You were created to have an almost uncanny ability to spot valuable items. You gain a +2 bonus to Appraise checks and can sell items at 10 percent more than their normal price.
Built for Burden: You must be size Large to select this ability package as you were built to be bigger and stronger than almost any other ironborn. Designed with broad shoulders that can support a heavy load, you are nearly an unstoppable force and an immovable object.
Laborer (Primary Ability): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during combat maneuvers), you are treated as Huge if doing so is advantageous. You are also treated as Huge for the purposes of calculating your carrying capacity for your light, medium and heavy loads.
Centurion: This package is normally used for warriors and other ironborn meant to take a direct hand in fighting. It is easily the most common package, reflecting the fact that most ironborn are crafted for use in war.
Armored Body (Primary Ability): The centurion’s body includes a number of heavy plates, reinforced joints, and additional shielding. This protection provides a +9 armor bonus to Armor Class, a +1 maximum Dexterity bonus to Armor Class, a –6 armor check penalty, and a 35 percent arcane spell failure chance, and you reduce your speed as normal for wearing heavy armor. You gain these attributes in addition to the +1 natural armor bonus to Armor Class that all ironborn enjoy. Note that if you lack proficiency with heavy armor, you apply your armor check penalty to attack rolls and all skill checks involving movement. You can add magical abilities and enhancement bonuses to this armor as if it were any other suit of armor. You cannot remove this armor, nor can you wear armor over it.
Tough as Iron (Secondary Ability): The thick armor plating that covers a centurion helps shield it from critical hits. There is a 25 percent chance that any critical hit against a centurion deals only normal damage.
Combat Virtuoso: You were designed to use tactics and cunning to defeat your enemies. Many of the urban folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal warrior.
Battle Tactician (Primary Ability): You are built for tactical combat, allowing you to perform exceptionally effective tactical techniques. You gain a +2 bonus on combat maneuver rolls.
Counter Design (Secondary Ability): You are created with the ability to counter an opponent's combat maneuvers. You gain a +4 bonus to your Combat Maneuver Defense.
Divinely Inspired: You were created in strict observation of religious tenets. You might even be a priest of the faith, though you could simply be one of the faithful.
Product of Worship (Primary Ability): The holy symbol of your faith is part of your body, you are filled with resolution and faith that your deity watches over you. You gain a +2 bonus against all fear effects and, once per day, may opt to gain a +2 bonus on a single d20 roll of
your choice.
Divine Design (Secondary Ability): you enjoy one of the following trait abilities:
Fanatic: You were developed to fight in the name of your deity, and your faith drives you forward against the enemy. Once per day, you gain a +4 bonus to damage on a single attack as you strike with strength fired by your faith.
Inquisitor: As part of your religious design, you were imparted with the knowledge of how to detect heresy among the faithful. You gain a +2 bonus to all Sense Motive checks.
Ordination: You are ordained as a priest of the faith, though your rank is just above that of a lay person. When dealing with others of your faith, they must obey your orders within reason. They do not fight for you unless the need is dire, and they do not sacrifice themselves. You can expect them to treat you as a valued friend, such as by offering information, giving you a place to stay, feeding you for at least a few days, and so forth. A title may come with this position. Consult with your DM for information on religions in your campaign.
Divine Mark: Your body is covered in religious icons and holy symbols. You have been blessed by your creator, soaked in holy or unholy water, and consecrated within your faith’s sacred chapels.
You are a living divine artifact. When you select this package, pick an alignment opposed to your own. Your abilities help you defeat followers of that ethos.
Divine Vengeance (Primary Ability): You can channel your divine energy in several different ways. If you use the ability to harm undead or living creatures, you can augment your ability with your body’s divine energy. You add +2 to the DC of your channel energy class feature. You can create a surge of divine power to harm your enemies, sheathing your weapon or fist in a nimbus of energy that grants you a +2 bonus on damage rolls against enemies that have your chosen opposing alignment as a subtype. Choose a single alignment subtype, such as chaotic, evil, or good. Against opponents that have that subtype, you gain a +2 bonus on damage rolls.
For example, if you chose evil, you would gain this bonus against a vrock because its subtype is evil.
Blessings of the Divine (Secondary Ability): You gain a +1 bonus on all saving throws against spells cast by someone of your chosen opposing alignment. Your patron god’s protective energy wards danger away from you.
Iron Heart: Unlike other ironborn, you have only the slightest shred of an organic component. You were built to serve as an obedient warrior or soldier. Your intellectual abilities were given only passing attention, but the magical processes that power you are too strong to keep your personality and mind dormant. You have phenomenal toughness and durability thanks to your manufactured nature.
Machine Body (Primary Ability): You are immune to poison and do not need air to breathe, allowing you to survive indefinitely underwater. Your natural armor bonus increases to +2.
Machine Mind (Secondary Ability): You are immune to all mind affecting effects, since your mechanical mind is simply too alien for such spells and magical attacks to affect it.
Slayer: You were designed to use stealth and cunning to defeat your enemies. Many of the evil folk who have learned the secret of the ironborn prefer this set of abilities, because it produces an efficient, loyal assassin.
Blood Seeker (Primary Ability): You can see and smell the blood that flows through your enemies, allowing you to make a deadly strike when their guard is relaxed. You gain a +2 bonus on melee attack rolls against opponents that you flank or that have lost their Dexterity bonus to Armor Class. You do not gain this bonus against foes that are immune to sneak attacks.
Weapon Spike (Secondary Ability): You have a short blade that can retract into your hand, leaving you armed and ready for combat at all times. This weapon is a dagger of the appropriate size. It cannot be disarmed, and a Perception check (DC 25) is required to notice it if you leave it sheathed. You ready it like any other weapon. This blade can receive magical abilities just like a normal dagger and be upgraded to masterwork status. If it is sundered, use the standard price for a dagger of its size and features to determine the repair time and cost.
Spellmaster: Your outer shell is augmented with a lattice of carefully worked metals enchanted with arcane energy. Lead, copper, silver, and other metals treated by an alchemical process turn your body into a magnet for magic. This lattice makes it easier for you to use and focus magic, allowing you to handle spells with greater precision. Ironborn created to serve as wizards and sorcerers commonly have this set of features, though many clerics built for combat also feature it.
Spell Precision (Primary Ability): When drawing magical energy and shaping it into a spell, you can direct it with greater precision than normal. You gain a +1 competence bonus on attack rolls with spells that require attack rolls of any kind, such as touch spells.
Spell Durability (Secondary Ability): The arcane lattice in your body absorbs and holds magical energy even when you are on the verge of losing it. Once per day, if you fail a Concentration check when attempting to cast a spell, you can opt to reabsorb the spell’s energy into your body before you lose control of it. You do not lose the spell’s slot and can attempt to cast it again later.
Trailblazer: Your chassis was designed to withstand the elements, allowing you to endure extreme temperature, heavy rains, and other hazards of the natural world. You survive on the water and nutrients available in the environment around you, allowing you to spend months in the wilds without supplies. Ironborn created to serve as druids and rangers are usually built with this ability package, as are scouts who spend months seeking out enemy units and pathways through difficult terrain.
Survivor (Primary Ability): You gain resistance to cold 2 and fire 2. In addition, you no longer need to eat or drink.
Scion of Nature (Secondary Ability): Your mechanical body is laced with tiny plants and soil and rock blessed by a druid. These modifications grant you an innate affinity for the natural world. You gain a +2 bonus on all Handle Animal and Survival checks. You can feel the ebb and flow of natural energies, granting you an almost intuitive sense of nature.
*This race can be found in the Ironborn of Questhaven book.
Mandragoran
Mandragorans are an exotic plantlike humanoid species known for their unique, tapered, head-vines called "nahmaun gorah". Mandragorans consider signed contracts as binding and unbreakable no their part. Paper is sacred and the written word is just as sacred as the paper it is written on. The spoken word is another matter altogether
Mandragoran Traits
+2 Constitution, +2 Wisdom, -2 Strength. Mandragorans are tough, cunning, and wise, but the lack of a strong skeletal system makes them weak.
Medium: As Medium creatures, mandragorans have no special bonuses or penalties due to their size.
Low-light Vision: A mandragoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions
+2 racial bonus to Initiative. Mandragorans have a preternatural sense. Despite their aptitude for patience, mandragorans do not like being forced to react; they prefer to be deliberate. Some believe that the mandragorans anticipate the actions of others by tapping into a universal spiritual awareness that is a part of all nature.
+2 racial bonus on saving throws against poisons and toxins. Their plant-like nature and unique anatomy helps their immune system when it comes to toxins and poisons.
Poisonous Blood (EX): A mandragoran's blood is quite poisonous. Any creature that scores a bite attack on the mandragora is treated as ingesting the poison, taking an initial 1d2 Constitution damage and Paralysis a minute later as secondary damage. The Fortitude save DC is 10 + the mandragora's Constitution modifier + ½ the mandragora's HD. Ingesting a mandragora whole (with the Swallow Whole ability) is treated as a successful bite attack, so long as the mandragora takes damage each round he is within the creature's stomach.
Spore Scent: Mandragorans generate spores that emit a strong, pleasant scent that can make other creatures predisposed to harmonious dealings. They gain a +2 circumstance bonus to Bluff, Diplomacy, Handle Animal, and Perform skill checks and any Charisma ability checks with any living creatures within 30 feet of the character. On a windy day, the range can be as much as 60 feet to any downwind creature, but only 5 feet to any creature that is upwind (at the DMs discretion). This ability does not work on undead or creatures that do not have a sense of smell. Mandragorans do receive a -2 circumstance penalty to Disguise checks due to the strength of their spore scent.
Light Dependency: Mandragoran characters must be exposed to Sunlight or other sources of light. Mandragorans that do not spend at least four hours a day in light cannot recover any hit points naturally, even with a full day of rest. A mandragoran can go without sunlight or water for one day plus a number of hours equal to her Constitution score. After this time, the character must make a daily Constitution check (DC 10, +1 for each previous check) or sustain 1d6 points of subdual damage. This subdual damage cannot be recovered or magically healed until the mandragoran receives sufficient sunlight.
Automatic Languages: Common and Sylvan. Bonus Languages: Any (except bonus languages such as Druidic).
Rostungur
Rostungur are friendly, stouthearted humanoids resembling walruses. They live in Frostnail and their thick bodies are well adapted to the cold winters of the region.
Rostungur Traits
+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Normal Speed: Rostungur base land speed is 30 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide that grants a +1 Natural Armor bonus to AC.
Survivor: +2 racial bonus on Perception and Survival checks.
Waterborn: Rostungur receive a +2 racial bonus on Swim checks.
Weapon Familiarity: Rostungur are proficient with the Spear and Net
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc
Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria neither fully mortal nor fully undead and are caught between the two worlds.
Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
Low-light Vision: Strigoi can see twice as far in poor lighting as a human can.
Resistances: +4 to save poison, disease, and paralysis.
Death-tainted Soul: All healing with positive magic only heals at half of its strength. Spells that deal damage only to undead deal half damage to Strigoi.
Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
+2 Strength, +2 Constitution, -2 Charisma. Strigoi are strong and resilient, but have an unnatural air to them.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unatural Vitality: strigoi may say active even after they drop below 0 hit points. One the round after a revenant drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP when ever he feeds on the corpse of a humanoid creature.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)
Core races:
The racial traits for the races in the core rule book are identical to the ones found in Lyria, with a couple of changes. The dwarves and gnomes gain proficiency with all fire arms. If it wasn’t for them, and the gobbs, there wouldn’t be in mass production like they are today.
Aasimars, drow, and tieflings:
These three races’ racial traits are largely unchanged, except for the drow. The drow posses no spell like abilities, are immune to poison, and they’re not bothered by bright ligh. The reason for these changes is because Lilith never existed to pass on those abilities and they also spend as much time above ground as the do below it. They immune to poison because at a young age they tattoo them selves with the poison of a scorpion that leaves white markings on their skin.
The drow also replace the proficiency with crossbows with short bows (and compound short bows). This is due to their primitive scociety and have not developed the crossbow.
| Felgoroth |
These are all pretty cool. Its nice to hear I'm not the only person running a steampunk campaign with Pathfinder rules. I think I'm going to repost my races here pretty soon as some of them have changed and I've also added a few. I definitely like the Ironborn and Mandragorans sound somewhat similar to 1 of my races (although the creation isn't the same).
| Spyder25 |
These are all pretty cool. Its nice to hear I'm not the only person running a steampunk campaign with Pathfinder rules. I think I'm going to repost my races here pretty soon as some of them have changed and I've also added a few. I definitely like the Ironborn and Mandragorans sound somewhat similar to 1 of my races (although the creation isn't the same).
Nice, I'd like to see the races for your world. I hope you don't mind me using some of your stuff?
I thought I did a pretty good job with the mandargorans. The more I work on them, the more I like them. Their creation is a response to the lich lords defiling nature as they take over the world. The Old One ( an elder treant) decided to create a race in his likeness to help the mortals combat against the destruction of nature.
| Felgoroth |
Nice, I'd like to see the races for your world. I hope you don't mind me using some of your stuff?
I thought I did a pretty good job with the mandargorans. The more I work on them, the more I like them. Their creation is a response to the lich lords defiling nature as they take over the world. The Old One ( an elder treant) decided to create a race in his likeness to help the mortals combat against the destruction of nature.
Ya I don't mind you using anything as long as you don't profit off it without giving me a cut :P
EDIT: Just posted the races for my world here
| Spyder25 |
Spyder25 wrote:Nice, I'd like to see the races for your world. I hope you don't mind me using some of your stuff?
I thought I did a pretty good job with the mandargorans. The more I work on them, the more I like them. Their creation is a response to the lich lords defiling nature as they take over the world. The Old One ( an elder treant) decided to create a race in his likeness to help the mortals combat against the destruction of nature.
Ya I don't mind you using anything as long as you don't profit off it without giving me a cut :P
EDIT: Just posted the races for my world here
If I ever do end up making a book for it, it will just be for fun. I won't be looking for money.
*edit* I just looked at your races. Very nice. i like the description of the Felgorians.
| Spyder25 |
Spyder25 wrote:I'm actually in the process of writing a book based on the world I've created :)If I ever do end up making a book for it, it will just be for fun. I won't be looking for money.
*edit* I just looked at your races. Very nice. i like the description of the Felgorians.
Nice! I wish you luck on that.
| Spyder25 |
I didn't catch this in time, but this is what the second post for the strigoi should have been.
Strigoi
The very existence of the Strigoi is a constant reminder to a subjugated populace of the undead overlords who tried to take over Lyria. Bastard children of Lyria neither fully mortal nor fully undead and are caught between the two worlds.
Strigoi Traits
Living Dead Subtype: Strigoi are humanoids with the living dead subtype. They are a very unique race which is said to be somewhere between life and death. This gives them the following abilities.
* Low-light Vision: Strigoi can see twice as far in poor lighting as a human can in similar conditions.
* Resistances: +2 to saves verses poison, disease, paralysis, mind affecting spells and effects, and energy drain.
* Death-tainted Soul: All healing with positive magic only heals at half of its strength, in addition Negative healing spells heals half at half of its stregth as well. Spells that deal damage only to undead deal half damage to Strigoi.
* Strigoi only need to eat, sleep, and breathe half as much as a normal being of similar size.
* Strigoi can hold their breath for a number of turns equal to their Con multiplied by four.
+2 Constitution, -2 Charisma. Strigoi are tough and resilient, but have an unnatural air to them.
Medium: As Medium creatures, Strigoi have no special bonuses or penalties due to their size.
Strigoi base land speed is 30 feet.
Unnatural Vitality: strigoi may stay active even after they drop below 0 hit points. One the round after a strigoi drops below 0 hit points he may take one move or standard action. Immediately he loses twice as many hit points as he would normally loose and falls unconscious.
Deaths Blessing: A strigoi may feast upon a humanoid corpse in order to gain a small amount of health. 3/day the strigoi my heal 1d4 HP per racial hd of a humanoid or monstrous humanoid creature (minimum 1d4) when ever he feeds on the corpse of a humanoid or monstrous humanoid creature. This takes 10 minutes for a medium or small creature and an additional 10 minutes per size catagory larger than medium Also a strigoi sorcerer with the undead bloodline counts his Charisma scores as 2 points higher for all sorcerer class abilities.
Automatic Languages: Common. Bonus Languages: Any (except secret languages such as druidic)
| Bwang |
I was looking over the Urkai elves and thinking. The use positive energy to make undead, so would it be too OP if they were to cast necromancy spells as if it was positive and not negative? Or should I just create spells that only they can learn?
I would check on possible conflicts in the spell effects, but this sounds intriguing.
| Spyder25 |
Ok I will go through all of the necromancy spells. Also I'm going to look at the undead blood line and see if I change it up to fit the Urkai elves. The whole thing behinde them is that where their home land is located, there is a rift in the time space that pours positive magic into the land and it has became apart of them. The Urkai elves practice necromancy, but use positive magic due to the rift in the time space. They also loathe undead powered by negative energy, it is considered blasphemy.