New Race - Dark Stalkers (Adlivun)


Homebrew and House Rules


I wanted to convert Dark Stalkers into a race. It seemed like a fascinating concept.

Dark Stalkers are the descendants of a tribe of humans who retreated underground after some cataclysmic event. There, they formed pacts with strange aberrations and dark gods, and underwent many magical transformations and experiments, until what emerged centuries later could not be recognizably human.

Physical Description: Dark Stalkers have distinctive pale, almost bloodless-looking skin and large, invariably black irises. They stand taller than most elves, and most have a slight build. Their limited gene pool creates very little variance of their physical form, so it is common for them to mark themselves in other ways. Strange hairstyles or adornments, tattoos or piercings, and even self-inflicted scars are common.

Society: Generations later, Dark Stalker society has forgotten their predecessors, and they live in large communal groups led by meritocracy. Their struggle to survive has created a cultural disapproval of special treatment. They understand the concept of friendship, but they are raised to treat everyone as equally as possible. This homogenous society has very little sentimental value, and it is common for a Dark Stalker to not know his family, for everyone is to be treated as their "family." They prefer to call themselves the Adlivun, but most do not truly care what the other races call them.

For years, Dark Stalkers believed themselves to be the only beings in the cold darkness. When their outcasts returned, raving about the light and the surface, they were skeptical. When they confirmed the existence of other races with their own eyes, they were very split. Some wanted to stay in their ancestral homes, safe in the dark, while others wished to reap the surface's plentiful resources. The two groups eventually split into separate communities, but strong political ties still connect them.

Relations: Dark Stalkers view all races as strange. They do not understand the sheer variety of other races, even within their own species. As such, they tend to treat every individual as a random variable. They are also baffled at the idea of wasting resources, bringing them into conflict with the more whimsical gnomes and halflings. Humans are as much of a curiosity to them as they are to humans. Half-elves and half-orcs are treated as no different from the seemingly endless ever-changing multitudes of their kind. Dark Stalkers perhaps get along best with elves, whom they can form mutually beneficial trade relations, and dwarves, who they view as spiritual cousins, of sorts.

Alignment and Religion: The practical nature of most Dark Stalkers drive them to be Neutral. Their lack of tradition and history, along with their strong emphasis on community, cause them to worship gods of home, family, and the earth, with which they feel a spiritual connection.

Adventurers: Most Dark Stalker adventurers are the mavericks and the outcasts, the ones who, perhaps inspired by tales of great individuals among the other races, go off alone to explore the world which seems far more vast then before. However, a group of Dark Stalkers seeking to begin a new colony on the surface are not uncommon. As such, most oddball Dark Stalkers become mercenaries (fighters), travelers (bards), or seekers of peace in nature (Druids). The more practical Dark Stalkers, perhaps sent on a mission for the benefit of the community, become seekers of knowledge (wizards), integrate themselves into another order, whether of honor, thievery, or religion.

Racial Traits

+2 Strength, +2 Intelligence, -2 Constitution: Dark Stalkers are frail, but surprisingly strong and analytical.

Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Dark Stalkers have a base speed of 30 feet.

Darkvision: Dark Stalkers can see in the dark up to 90 feet.

Adlivun Magic: Dark Stalkers add +1 to the DC of any of their spells with the Darkness descriptor.

Also, Dark Stalkers with an Intelligence score of 11 or higher have access to the following spell-like ability: They can create a 20-foot radius shroud of darkness, centered within 20 feet. This shroud lowers the current light level by two levels. This shroud can last up to three minutes plus one more minute per the Dark Stalker’s Intelligence bonus. These minutes do not have to be consecutive, but must be in one-minute increments.

A moderate wind (11+ mph) disperses the shroud in 4 rounds; a strong wind (21+ mph) disperses the shroud in 1 round.

Light Blindness: Dark Stalkers are blinded for one round by abrupt exposure to bright light, and are dazzled as long as they remain in a brightly-lit area.

Poison Use: Dark Stalkers are skilled in the use of poison and never risk accidentally poisoning themselves.

Ambidextrous: A Dark Stalker reduces the penalties for attacking with two weapons by -1. (This also includes unarmed strikes with IUS)

Sickly: A Dark Stalker’s malformed physiology renders it especially vulnerable to attacks on the body. They get a -2 penalty on their Fortitude saving throws against poison and disease and death effects.


Interesting.
Quible: Under Racial Traits/Medium, you say 'Drow are Medium...'

Edit: After a re-read, you forgot Languages.

Fluff: Flavorful enough to make playing or interacting interesting.

Stats: Strong and smart? An interesting notion. Most I see go one way or the other.

Poison use and Sickly seem to clash concept wise, but that may just be me.

I'll be using these or a variant when my players start trying to use the Shadow World in a few levels.


Whoops. Forgot those. Thanks for the heads-up.

Oh, and I just realized that there are currently no spells with the darkness descriptor that allow a saving throw. I feel like a moron.

(And as for the Sickly/Poison Use, I think a race known for their cunning nature and practicality would be aware of their faults and be extra careful with poison. This is not necessarily for the use of poison as a weapon; this is more like public education used for the transport of hazardous materials and wastes, etc. This was inspired by the hundreds of brilliant scientists who killed themselves by accidentally absorbing less than five grams of a toxic substance, whether by ingestion, breathing, or skin contact. Yes, poisons are really that dangerous IRL.)

Languages: Dark Stalkers begin play speaking Common. Dark Stalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternative Racial Traits:

Light Adaptation: Some Dark Stalker born near or on the surface become used to the sun. They gain low-light vision, and lose their Light Blindness racial trait. This trait replaces Darkvision.

Resilient: Some rare Dark Stalkers are born with strange physiologies that render them resistant, rather than vulnerable to certain effects. A Dark Stalker with this trait gains a +2 bonus on their fortitude saves. This trait replaces Sickly and Adlivun Magic.

Diplomatic: Dark Stalkers are used to forging beneficial agreements among multiple factions. This racial trait grants a Dark Stalker a +2 bonus on Diplomacy checks involving two intelligent parties. This racial trait replaces poison use.

Racial Subtypes:

Surface-Born: These Dark Stalkers were born near or on the surface, and have adapted to its ways. Replace the Poison Use and Darkvision racial traits with Light Adaptation and Diplomatic.

Racial Feats

Survival Instincts: You have inherited some of the desperate survival instincts of your human ancestors. You gain +1 to your attack and damage rolls and concentration checks when at half or less HP.

Adlivun Focus: The radius of the shroud and its maximum spawning distance is increased by 10 feet. Also, any wind that affects the shroud is treated as one step lower than it actually is.

This feat allows also increases the minutes available for the Adlivun by 2.

The Dark Stalker must have the Adlivun Magic and Darkvision racial traits to obtain this feat.

Adlivun Mastery: The shroud of darkness can create supernatural darkness, and the radius of the shroud and the maximum distance from which it spawns increases by another 10 feet, and any wind effect is treated as two levels lower than it actually is. The Adlivun also gains the ability to see through supernatural darkness.

The Dark Stalker must have the Adlivun Focus feat before he can get this feat.

Night Hunter: The Adlivun gains a +1 bonus on his attack rolls and a +1 bonus on his critical confirmation rooms when he has concealment against his target from dim light or darkness.

Unrelated Note: It occurred to me that most racial traits were slightly more powerful and specific versions of already-existing feats, or completely useless. For the former, Hard-headed, and for the latter, Multitalented Mastery. I tried to strike a balance between focused and balanced, but I would like to know if some are too powerful or weak.

Oh, and a retroactive edit:

Adlivun Magic:Dark Stalkers with an Intelligence score of 11 or higher have access to the following spell-like ability: As a standard action, they can create a 20-foot radius shroud of darkness, centered within 20 feet. This shroud lowers the current light level by two levels. This shroud can last up to three minutes plus one more minute per the Dark Stalker’s Intelligence bonus. These minutes do not have to be consecutive, but must be in one-minute increments.

A moderate wind (11+ mph) disperses the shroud in 4 rounds; a strong wind (21+ mph) disperses the shroud in 1 round.

The shroud cannot create supernatural darkness.

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