New races that need critiqued


Homebrew and House Rules


All of these races, but the Khadaka, have been posted on another thread, but I thought it would be better to post them all in a new thread. The Khadaka are my take on the Gorons from The Legend of Zelda games.

Elves, Savaldi:

The savaldi (also known as sun elves)have a knack for the use of arcane magic (some say an obsession), as opposed to their trava’el bothers and sisters. They make their home in The Shimmering Desert, where their grand city Mes-Eneka sits over The Eternal Oasis. The savaldi believe that oasis is a leyline of arcane energy. In terms of appearance, the savaldi have the same hight and build of the trava’el with a few exceptions. The savaldi have a slightly bronzed skin tone and their eyes are either brown or black.

Savaldi Traits
+2 Dexterity, +2 Charisma, –2 Constitution: The Savaldi are nimble and charismatic, but their form is frail.
Medium: Savaldi elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Savaldi elves have a base speed of 30 feet.
Low-Light Vision: Savaldi elves can see twice as far as humans in conditions of dim light.
Dune Runners: Living in the desert the savaldi have adapted to the environment. Savaldi elves receive a +2 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments.
Keen Senses: Savaldi elves receive a +2 racial bonus on Perception skill checks.
Restless: Savaldi elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Savaldi Magic: Savaldi elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Weapon Familiarity: The savaldi elves are proficient with Scimitar, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Savaldi elves begin play speaking Common and Elven. Savaldi elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Elves, Trava’el:

The trava’el (also known as sylvan elves) detest the use of arcane magic. They prefer to use the magic of the divine nature, for its less flashy, destructive, and disruptive. The trava’el see arcane magic to be that of a child playing with fire, nothing good can from it. Skin tone ranges from a pale green to greenish blue, and their hair ranges in color from bright white to woodland green to lustrous black. Eye color is either white, emerald green, or sky blue.

Trava'el Traits
+2 Dexterity, +2 Wisdom, -2 Constitution: Trava'el are quick with keen instincts and an innate connection to nature, but their form is frail.
Medium Size: elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Trava'el elves have a base speed of 30ft
Low-Light Vision: Trava'el elves can see twice as far as humans in conditions of dim light.
[b]Arcane Resistence:
Trava'el elves have built up an immunity to the destructive forces of arcane magic and receive a +2 racial bonus on saves against arcane magic.
Keen Senses: Trava'el elves receive a +2 racial bonus on Perception skill checks.
Naturalist: Trava'el are at home in the wild, thus they receive a +2 racial bonus on Knowledge (nature) and Survival checks.
Trava'el Magic: Trava'el add a +1 to the DC of any saving throws involving wood, plant, or animal spells that they cast. Trava'el with a wisdom of 11 or higher gain the following spell-like abilities: 1/day – no direction, guidance, stabilize, speak with animals, and speak with plants. The caster level for these effects is equal to the trava'el level. The DC for these spells is equal to 10 + the spells level + the trava'els wisdom modifier.
Weapon Familiarity: The trava'el are proficient with scimitars, rapiers, and longbows (including composite longbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Trava'el elves begin play speaking Common and Elven. Trava'el elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Khadaka:

Khadaka are extremely bulky, rocklike brutes, and stand roughly as tall as the tallest human. Most have long arms that reach their knees, or possibly even lower. Their backs are covered in a layer of chitin resembling the face of a boulder, hair is virtually unheard of, and their eyes resemble dark colored gemstones. Unlike humans, khadaka lack external hearing organs; like reptiles, khadaka’s ears are simply holes at the sides of their heads. A khadaka's skin color ranges from charred brown, light beige, dark grey to light grey.

Khadaka Racial Traits
+2 Constitution, +2 Wisdom, –2 Dexterity: Khadaka are both tough and wise, but lack gracefulness due to their build.
Medium: Khadaka are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Khadaka have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Khadaka can see in the dark up to 60 feet.
Cannonball: Khadaka are able to curl them selves into a ball to roll into their enemies. This gives them a natural slam attack that deals 1d6 damage and knocks the target back 10ft. The Khadaka must move at least 10ft, and when the attack hits, the Khadaka is considered prone until the next round.
Damage Reduction: Khadaka’s rock-like skin protects them from the environment and some attacks. Khadaka have damage reduction to nonlethal attacks equal to their Constitution modifier and are protected against the extreme heat and cold. Khadaka are also able to walk through shallow lava with no trouble at all.
Dense Body: Because of their very low size-to-weight ratio Khadaka have a -4 racial penalty to Acrobatics, Escape Artist, Stealth, and Ride checks; and a -8 racial penalty to Swim checks. They also suffer twice as much as normal from falling damage.
Inorganic System: Khadaka don’t have eternal organs like those of other living creatures. As a result of this, khadaka don’t need to breath, they can, but they don’t feel the need to. Khadaka do need to eat and sleep, but only need to eat rocks or metals. Also, because of their unusual organ system, they receive a +2 racial bonus on saving throws against poisons and diseases.
Stability: Khadaka receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Khadaka receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Khadaka are proficient with battleaxes, heavy picks, and warhammers.
Languages: Khadaka begin play speaking Common and Dwarven. Khadaka with high Intelligence scores can choose from the following: Giant, Gimling, Goblin, Orc, Terran, and Undercommon.

Gimlings:

They may be short in stature, but this subterranean race of magical inventors are intellectual giants. These incredibly intelligent beings use their knowledge and skill with magic and crafting to assert their natural dominance. In the world of the gimlings, it is not the strong who survive, but the clever. At one time, they ruled a marvelous underground city, but were driven to the surface by an unknown force ages ago. Now these diminutive people have used their magic and mechanical knowledge to carve a niche for themselves in the world . As their saying goes– “Brain, not brawn, will change the world”.

Gimlings Traits
+2 Constitution, +2 Intelligence, -2 Strength: Gimlings are quite hardy for their size and intelligent, but their small size makes them weaker than the larger races.
Small Size: Gimlings 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.
Slow Speed: Gimlings have a base speed of 20ft
Darkvision: Gimlings can see in total darkness up to 60ft.
Analytical: Gimlings have very sharp minds and its hard to trick them with illusion. Gimlings get a +2 racial saving throw bonus against illusion spells or effects.
Eternal Hope: Gimlings rarely lose hope and believe even the most dire and hopeless of situations will work out. Gimlings receive a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after rolling a 1 on a d20, the gimling may reroll and use the second result.
Keen Senses: Gimlings receive a +2 racial bonus on Perception skill checks.
Technophile: Gimlings build all sorts of mechanical devices. Gimlings gain a +2 bonus to Disable Device and Knowledge (Engineering) checks.
Weapon Familiarity: Gimlings treat any weapon with the word “Gimling” (Gnome) in its name as a martial weapon.
Languages: Common and Gimling. Gimlings with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, as a free action, equal to 3 + Constitution modifier (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. The rounds don’t have to be consecutive, and once a spirit has been chosen it cannot be changed.
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage.
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and the concealment penalty for creatures with concealment is reduced by half.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.

Again, I really need feedback on these. I want to get my game started as soon as possible.

Thank you,
-Spyder

Shadow Lodge

Well, they seem to fit okay from what I see here. Vulkar seem a lot like the 3.5 Eberron Shifters, but I loved those guys, so I'm happy to see a conversion (even if it wasn't intenional). The Khadaka do seem to have an advantage with the total number of racial abilities/traits, but not enough to make them over weighted.

But ultimately, you need to playtest them. I know you want to get started with your game, but just be honest with your players. Tell them that they can use these races, but they are subject to change should the need arise.

PS. I don't think the need will arise, these seem balanced enough for use.


Sphen wrote:

Well, they seem to fit okay from what I see here. Vulkar seem a lot like the 3.5 Eberron Shifters, but I loved those guys, so I'm happy to see a conversion (even if it wasn't intenional). The Khadaka do seem to have an advantage with the total number of racial abilities/traits, but not enough to make them over weighted.

But ultimately, you need to playtest them. I know you want to get started with your game, but just be honest with your players. Tell them that they can use these races, but they are subject to change should the need arise.

PS. I don't think the need will arise, these seem balanced enough for use.

Thanks for the feedback. That is a good idea to let them playtest it and change them if I need to. Again, thank you.


In the Khadaka, its "internal" organs. Also, the cannonball thing may need some clarification, maybe specify that it can only be used on a charge attack. May want to play-test that mechanic too. Also, if you are basing them on Gorons, a bonus to speed while curled may not be amiss. Perhaps that would cause them to lose slow and steady while curled.

Still not sure how the Vulkar balance vs others, so perhaps look up how the shifters worked?


Brambleman wrote:

In the Khadaka, its "internal" organs. Also, the cannonball thing may need some clarification, maybe specify that it can only be used on a charge attack. May want to play-test that mechanic too. Also, if you are basing them on Gorons, a bonus to speed while curled may not be amiss. Perhaps that would cause them to lose slow and steady while curled.

Still not sure how the Vulkar balance vs others, so perhaps look up how the shifters worked?

Yeah, you'll have to ignore my crappy spelling, lol. That is where the khadaka differ from the gorons, they can't move around when culled up. If anyone wants to add that to them to make them gorons, then let them. Just because they're based of something, doesn't mean they'll be just like them. Look at movies based on books, they're not always the same. Making it so that cannonball ball only works as a charge attack seems like a good idea.

As for the vulkar, I based Mark of The Wild off the shifter's shifting ability. it pretty much work like theirs, but I made it rounds per day, instead of once a day for so many rounds. Should I make it that they're fatigued after the transformation?


Spyder25 wrote:

Just because they're based of something, doesn't mean they'll be just like them. Look at movies based on books, they're not always the same. Making it so that cannonball ball only works as a charge attack seems like a good idea.

As for the vulkar, I based Mark of The Wild off the shifter's shifting ability. it pretty much work like theirs, but I made it rounds per day, instead of once a day for so many rounds. Should I make it that they're fatigued after the transformation?

Well... I wouldn't use that comparison. Changes from book to movie are usually bad. Exceptions are just that, exceptions.

I don't actually know about shifters, but from my perspective the Mark of the Wild is an optimization dream. Especially as the Vulkar already favor those stats for Divine casters and Martial types. Stack the Mark on and it seems a little too heavy. But then again, rounds per day.

Maybe something else besides stat bonuses? I really don't know so best to playtest and tell.


I could remove the stat bonuses, but would the other things tied to Mark of the Wild be enough?


Spyder25 wrote:
I could remove the stat bonuses, but would the other things tied to Mark of the Wild be enough?

If you do weaken the mark, give them another feature, to keep them from bein to sparse. Stat bonus would be appropriate, id choose survival.


Why don't I just make it that it lasts for a number of rounds equal to their Constitution modifier, instead of 3 + Constitution modifier and they're fatigued after each transformation. After all, transforming into a half man – half beast has got to be tiring.


Spyder25 wrote:
Why don't I just make it that it lasts for a number of rounds equal to their Constitution modifier, instead of 3 + Constitution modifier and they're fatigued after each transformation. After all, transforming into a half man – half beast has got to be tiring.

Just the fatigue would be enough of a hit, especially as you imply fatigue every round. I can only tell you gut feeling, I could be totally off. This is one to test, even if you just roll some practice combats yourself.


Nice work

Now for the picky, petty stuff:

Trava'el

'[b]Arcane Resistence: Trava'el elves have built up an immunity to the destructive forces of arcane magic and receive a +2 racial bonus on saves against arcane magic.' Immunity should probably be resistance.

Khadaka

Damage reduction total vs 'shallow' lava? Yet a lower temp Fireball can kill? a set number might work better.

Gimlings

Eternal Hope is a great idea, giving this one to my Gnomes.

Vulkar

'Heart of The Noth:' Noth? Okay, I know you mean North, but is there a reason they only live in the North? Why not Wildernesses elsewhere, etc.

Are the differing Marks visible to the naked eye? Actual physical Marks or just Totems and fetishes? Names?

I agree with Fatigue as a limitation. I tried this years ago and it worked well. The players loved the rush, but whined about being 'deflated' after, though I think both wanted to get the bump without the 'pain'. Perhaps a Con check of some form.

Why the Giant type/sub-type? I like it for my own game's reasons, but would like to hear yours.


Bwang wrote:

Trava'el

'[b]Arcane Resistence: Trava'el elves have built up an immunity to the destructive forces of arcane magic and receive a +2 racial bonus on saves against arcane magic.' Immunity should probably be resistance.

Yeah, I should have used that instead of immunity, lol.

Bwang wrote:

Khadaka

Damage reduction total vs 'shallow' lava? Yet a lower temp Fireball can kill? a set number might work better.

Ok, how about they have damage reduction to nonleathal attacks, fire, and cold(ice?) equal to their constitution modifier?

Bwang wrote:

Gimlings

Eternal Hope is a great idea, giving this one to my Gnomes.

Awesome, go ahead, I did get it out of the APG anyway.

Bwang wrote:

Vulkar

'Heart of The Noth:' Noth? Okay, I know you mean North, but is there a reason they only live in the North? Why not Wildernesses elsewhere, etc.

Are the differing Marks visible to the naked eye? Actual physical Marks or just Totems and fetishes? Names?

I agree with Fatigue as a limitation. I tried this years ago and it worked well. The players loved the rush, but whined about being 'deflated' after, though I think both wanted to get the bump without the 'pain'. Perhaps a Con check of some form.

Why the Giant type/sub-type? I like it for my own game's reasons, but would like to hear yours.

Like I said before, for give my crappy spelling, lol. They're more suited to the cold, harsh climate of the northern areas of my setting. They can live anywhere essentially (except for the areas of extremely hot climates). You can change it to something else in you game if you want to use them.

The marks are visible to the naked eye, but non vulkar think they're nothing more than tattoos.

I'm not going to worry about having them to make checks. If they whine, then so be it, lol.

In my setting the vulkar are the descendants of giants by the same name. That's really it.


Spyder25 wrote:

...equal to their constitution modifier?

works for me.

'Giants' in my game are a collection (?) of races that pre-date the Elves. All are at least Medium in size, most larger. Many have unusual features, such as Cyclops' single eye, Ettins' extra head, etc. The Vulkars may wind up being the fore-bearers of some Bestial races in the campaign.


Bwang wrote:
'Giants' in my game are a collection (?) of races that pre-date the Elves. All are at least Medium in size, most larger. Many have unusual features, such as Cyclops' single eye, Ettins' extra head, etc. The Vulkars may wind up being the fore-bearers of some Bestial races in the campaign.

Here is the rundown of the races in my setting:

Dwarves & Giants
The dwarves and giants have a similar creation myth. As in, they were both created by the titans. The vulkar giants, on the other hand, believe it was the spirits of the wild creatures that lead them from the beyond to where they are now. As time when by the primitive vulkar started their own civilization, as did the dwarves, and vulkar became what they are today.

Khadaka
As for the Khadaka, no one know where they came from. Most scholars and druids believe that they are earth elementals that were given sentience to help against the demon envasion. The khadaka agree with this, but say it was The Earth Mother that gave them life.

Orcs & Half-orcs
Orcs were brought to the world during the demonic invasion as slaves to the demon lords, but have now gone back to their druidic roots. Half-orcs are the decedents of the orcs that were brought to the world. True orcs can be found in the world, but many of them still have the taint of demonic blood flowing through their veins.

Gimlings
Gimlings once lived a vast technological underground city called Umbram (well, what is left). During the war with The Council of Six, Umbram was nearly destroyed by its forces when The Six learned that the gimlings possessed a key piece of an artifact that would help their undead army grow. With what time they had, the gimlings used their warpgates and magic, to send what was left of their city above ground all over the world. Their capital city floats just over the region called The Rolling Plains.

Strigoi
The strigoi were once slaves to The Council of Six and the patrons of the grand kingdom of Korinth. Caught between the world of the living and undeath, the strigoi try to find their place in the world.

Elves & Half-elves
The elves were once one great race, called the trava’el, but since the discovery of arcane magic, it has split them in half. The majority of the trava’el see arcane magic as a destructive force that goes against the laws of nature. It twists even the strongest minds to crave more and more of its power. The trava’el argued among themselves the implications that arcane magic would bring to their great race, but was shunned by the majority; even more so when the arcane magic lead to the demonic invasion. Those that took up the practice of arcane magic left Nightsong and headed east, where they founded their nation in the Shimmering Desert. Those elves dubbed them selves the Savaldi after their leader Rillifane Savald.

I hope that gives some in site on my setting and the races that inhabit the world.

Oh, and I will update the the khadaka and the vulkar here in a few. There are a few things I need to do first.


Ok, here is the revised Khadaka and Vulkar.

Khadaka:

Khadaka are extremely bulky, rocklike brutes, and stand roughly as tall as the tallest human. Most have long arms that reach their knees, or possibly even lower. Their backs are covered in a layer of chitin resembling the face of a boulder, hair is virtually unheard of, and their eyes resemble dark colored gemstones. Unlike humans, khadaka lack external hearing organs; like reptiles, khadaka’s ears are simply holes at the sides of their heads. A khadaka's skin color ranges from charred brown, light beige, dark grey to light grey.

Khadaka Racial Traits
+2 Constitution, +2 Wisdom, –2 Dexterity: Khadaka are both tough and wise, but lack gracefulness due to their build.
Medium: Khadaka are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Khadaka have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Khadaka can see in the dark up to 60 feet.
Cannonball: Khadaka are able to curl them selves into a ball to roll into their enemies. This gives them a natural slam attack that deals 1d6 damage and knocks the target back 10ft. The Khadaka must move at least 10ft, and when the attack hits, the Khadaka is considered prone until the next round.
Damage Reduction: Khadaka’s rock-like skin protects them from the environment and some attacks. Khadaka have damage reduction to nonlethal attacks, fire, and cold damage equal to their Constitution modifier.
Dense Body: Because of their very low size-to-weight ratio Khadaka have a -4 racial penalty to Acrobatics, Escape Artist, Stealth, and Ride checks; and a -8 racial penalty to Swim checks. They also suffer twice as much as normal from falling damage.
Inorganic System: Khadaka don’t have eternal organs like those of other living creatures. As a result of this, khadaka don’t need to breath, they can, but they don’t feel the need to. Khadaka do need to eat and sleep, but only need to eat rocks or metals. Also, because of their unusual organ system, they receive a +2 racial bonus on saving throws against poisons and diseases.
Stability: Khadaka receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Khadaka receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Khadaka are proficient with battleaxes, heavy picks, and warhammers.
Languages: Khadaka begin play speaking Common and Dwarven. Khadaka with high Intelligence scores can choose from the following: Giant, Gimling, Goblin, Orc, Terran, and Undercommon.

Vulkar:

The vulkar are a race of valiant, shape-changing barbarians. Boisterous, strong-willed, and passionate, the vulkar are an independent people that swear fealty to no single being. They thrive in a cold frozen environment by the sharpness of their senses, the quickness of their wits, and the strength of their muscles. They are guided in this world by their Spirits of the Wild, who embody the virtues of the mightiest beasts.

Vulkar Traits
+2 Constitution +2 Wisdom, -2 Intelligence: Vulkar are hardy and have sharp senses, but are less civilized and eschew formal learning.
Medium: Vulkar are Medium creatures and have no bonuses or penalties due to their size
Normal Speed: Vulkar have a base speed of 30 feet.
Low-Light Vision: Vulkar can see twice as far as humans in conditions of dim light.
Heart of The Noth: Vulkar live in snow and ice covered environments, but can’t handle extreme heat, thus they gain Cold resistance 5 and a --4 penalty to any checks related to environmental heat stress.
Mark of The Wild (SU): Each vulkar is born with a mark, that is tied to the totemic spirits of the creatures of the wild. For a number of rounds per day, as a free action, equal to 3 + Constitution modifier (if a mark or other effect increases the character’s Constitution modifier, use the newly improved modifier) the vulkar can tap into the marks power and transform into a hybrid form the mark is tied to. The rounds don’t have to be consecutive, and once a spirit has been chosen it cannot be changed. After each transformation, the vulkar is fatigued until the next round.
The five spirits that can be chosen are:
Bear: The bear is seen as the greatest warrior of the wild. The vulkar that carry this Mark of The Wild is infused with the bear’s strength and power. Those with the Bear Mark of The Wild gain a +2 bonus to Strength and grow claws that can be used as natural weapons, as a primary attack. These claws deal 1d6 damage.
Boar: Tough, resilient, and great endurance; this is what the boar represents. The vulkar that carry this Mark of The Wild are known to be as tough as a boar, and slightly stubborn at that. Those with the Boar Mark of The Wild gain a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Owl: Intelligent, wise, and all seeing; the spirit of the owl is the teacher to those that will listen.The vulkar that carry this mark are usually the wise men and woman of the village. Those with the Owl Mark of The Wild gain a +2 bonus to Wisdom also, as a standard action, for the duration of the transformation, you gain a +4 bonus to Perception checks and the concealment penalty for creatures with concealment is reduced by half.
Wolf: The wolf is seen as the greatest hunter of the wild, tracking it’s prey to great distances. The vulkar that carry this Mark of The Wild is infused with the wolf’s cunning and hunting ability. Those with the Wolf Mark of The Wild gain a +2 bonus to Wisdom and a +2 bonus to Perception and Survival checks.
Sabertooth: The speed of the sabertooth tiger is unmatched by any of the creatures of the wild. The vulkar that carry this Mark of The Wild is infused with the sabertooth’s speed and agility. Those with the Sabertooth Mark of The Wild gain a +2 bonus to Dexterity and increase their land speed by +10 feet.
These effects are only usable while in the hybrid form.
Giants Blood: Vulkar count as Giant for any effect related to race.
Languages: Vulkar begin play speaking Common and Giant. Vulkar with high Intelligence scores can choose: Draconic, Dwarven, Elven, Orc, and Sylvan.

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