Nyambe Races Converted to Pathfinder


Conversions


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This is a (long overdue) followup to my Nyambe Classes as Archetypes thread. I've finally finished converting the races from Atlas Games' awesome Nyambe: African Adventures d20 sourcebook to Pathfinder. I've tried to stay true to the original with the biggest change going to the Wakyambi. In the original they were the Nyamban elves. I decided to break away from that and make them instead more closely related to the vanara. As always feedback to improve is greatly appreciated.

Races of Nyambe

Dwarf (Utuchekulu)
The utuchekulu are Nyamban dwarves. Traditionally, they dwelled underground, but were driven to the surface many years ago due to a powerful volcanic eruption.
Though still antisocial in many ways, the utuchekulu have attempted to adapt to surface life. The dwarves living in the eastern part of Nyambe-tanda have forged an alliance with the Empire of Mabwe, and the western dwarves have gained tribute from the volcano-dwelling Hutali.
Personality: Utuchekulu display the same gruff personalities dwarves are noted for in other lands. However, few have the stereotypical “heart of gold” underneath – they are gruff all the way through.
Physical Description: Utuchekulu appear as ebony-skinned dwarves with wild black hair and blood-red teeth. This tooth color is not natural; the dwarves actually dye their teeth with special berries collected from mountain vines. One tooth is especially long and grows into a sharp fang with which an utuchekulu can deliver an effective bite attack.
Utuchekulu Racial Traits:
- +2 Constitution, +2 Wisdom, –2 Charisma: Utuchekulu dwarves are both tough and wise, but also a bit gruff.
- Medium: Utuchekulu dwarves are Medium creatures and have no bonuses or penalties due to size.
- Slow and Steady: Utuchekulu dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Utuchekulu dwarves can see in the dark up to 60 feet.
- Bite Attack: Utuchekulu dwarves can bite with their single fang for 1d6 points of damage. An utuchekulu’s bite attack is subject to all the usual rules covering natural weaponry.
- Defensive Training: Utuchekulu dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
- Greed: Utuchekulu dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hatred: Utuchekulu dwarves receive a +1 bonus on attack rolls against humanoid creatures of the gnome subtype due to special training against these hated foes.
- Hardy: Utuchekulu dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Utuchekulu dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Stonecunning: Utuchekulu dwarves 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: Utuchekulu dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
- Languages: Utuchekulu dwarves begin play speaking Daka-alif and Utuchekulu. Utuchekulu dwarves with high intellignce scores can choose from the following: Daka-kara, Kordo, Giant, Terran, and Undercommon.
- Illiterate: Utuchekulu dwarves are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Gnome (Kitunusi)
The gnomish kitunusi are a mysterious race with a magical connection to shadows and darkness.
Personality: Though far from emontionless, kitunusi society considers open displays of emotion to be a sign of weakness. As a result, kitunusi never laugh, cry, or lose their temper in public. Many people find this behavior quite disconcerting.
Physical Description: Kitunusi physical features are typically gnomish, with gray skin and curly black hair. However, the eyes of the kitunusi are pools of inky blackness, and they seem to be surrounded by shadows wherever they go.
Kitunusi Racial Traits:
- +2 Constitution, +2 Charisma, –2 Strength: Kitunusi gnomes are physically weak but surprisingly hardy, and their personalities are very strong.
- Small: Kitunusi gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty in their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Kitunusi gnomes have a base speed of 20 feet.
- Darkvision: Kitunusi gnomes can see in the dark up to 60 feet.
- Sunlight Sensitivity: Kitunusi gnomes suffer a –1 penalty to all attack rolls, saving throws, skill checks, and ability checks when exposed to direct sunlight.
- Kitunusi Magic: Kitunusi gnomes with a Charisma of 12 or higher may cast the spell darkness once per day. Treat the kitunusi as a 3rd-Level arcane caster for all spell effects dependent on level.
- Divination Resistance: Kitunusi gnomes have a spell resistance of 10 + character level versus all spells and spell-like abilities from the divination school.
- Inscrutable: Kitunusi gnomes have been conditioned since birth to avoid open displays of emotion. As a result, others attempting to use the Sense Motive skill on a kitunusi suffer a –4 circumstance penalty.
- Hatred: Kitunusi gnomes receive a +1 bonus on attack rolls against humanoid creatures of the dwarf subtype due to special training against these hated foes.
- Keen Senses: Kitunusi gnomes receive a +2 racial bonus on Perception skill checks.
- Obsessive: Kitunusi gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
- Weapon Familiarity: Kitunusi gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
- Languages: Kitunusi gnomes begin play speaking Kordo, Kitunusi, and Sylvan. Kitunusi gnomes with high Intelligence scores can choose from the following: Daka-alif, Daka-kara, Daka-kosa, Draconic, Utuchekulu, Giant.
- Illiterate: Kitunusi gnomes are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Halfling (Agogwe)
Until the halfling-like agogwe overthrew the Zombi Empire, few humans were even aware the race existed. Even since that time, the agogwe avoid cities and other sources of human civilization.
Personality: The agogwe are a reclusive race, which leads many to believe that they are shy and inoffensive. This is a carefully cultivated lie. The truth is quite the opposite; agogwe are fearsome warriors, and those that know them best often describe them as “humanoid weasels.”
Physical Description: Agogwe appear to be small, shaggy humans with pale skin and long, curved claws. They use the claws to burrow thorugh the earth and construct temporary shelters for themselves. As a nomadic culture, they do not build permanent settlements.
Agogwe Racial Traits:
- +2 Dexterity, +2 Charisma, –2 Strength: Agogwe halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Agogwe halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty in their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Agogwe halflings have a base speed of 20 feet.
- Burrowing: Agogwe halflings can dig through soft earth with a burrowing speed of 10 feet. They cannot dig through clay, hard-packed earth or stone.
- Fearless: Agogwe halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
- Halfling Luck: Agogwe halflings receive a +1 racial bonus on all saving throws.
- Keen Senses: Agogwe halflings receive a +2 raclal bonus on Perception skill checks.
- Sure-Footed: Agogwe halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Weapon Familiarity: Agogwe halflings are proficient with slings and treat any weapon with the word “halfling” or “Agogwe” in its name as a martial weapon.
- Languages: Agogwe halflings begin play speaking Kordo and Agogwe. Agogwe halflings with high Intelligence scores can choose from the following: Daka-kara, Daka-alif, Utuchekulu, Wakyambi, Kitunusi.
- Illiterate: Agogwe halflings are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Half-Orc (Ngoloko)
The ngoloko half-orcs are the remnants of the once-mighty Kosa Empire. The kosan orcs, removed from their position of dominance, were hunted down and killed without mercy by their former slaves.
Opinions differed, however, on what to do with the ngoloko. The ngoloko, half-human and half-orc children born to human concubines, were of course innocent of any wrongdoing, and in the end it was decided to banish the ngoloko from human settlements.
On their own, with no one else to turn to for help, the ngoloko thrived.
Personality: Despite their best efforts to avoid their heritage, ngologo have a tendency toward anger and brutality. They are genuinely ashamed when their emotions get the better of them, and many attempt to avoid emotionally charged situations.
Physical Description: Ngoloko are tall humanoids with dark gray skin and sparse, wiry hair. Some have tusk-like teeth, and most have upturned noses.
Ngoloko Racial Traits:
- +2 to One Ability Score: Ngoloko half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Ngoloko half-orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Ngoloko half-orcs have a base speed of 30 feet.
- Darkvision: Ngoloko half-orcs can see in the dark up to 60 feet.
- Intimidating: Ngoloko half-orcs receive a +2 racial bonus to Intimidate skill checks due to their fearsome nature.
- Orc Blood: Ngoloko half-orcs count as both human and orc for any effect related to race.
- Orc Ferocity: Once per day, when an Ngoloko half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
- Weapon Familiarity: Ngoloko half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
- Languages: Ngoloko half-orcs begin play speaking Kordo and Daka-kosa. Ngoloko half-orcs with high Intelligence scores can choose from the following: Daka-alif, Daka-kara, Draconic, Utuchekulu, Anubian, Wakyambi, and Giant.

Unthlatu
The dragon-blooded unthlatu are descended from matings between human slaves of the Kosa Empire and sorcerous dragons. Over generations of exile in the Great Mangrove Marsh, inbreeding brought their dragon lineage to the fore, and crossbreeding with reptilian swamp-creatures has changed them into an entirely new race.
There are two major clans of unthlatu: the kUakUa, or “lizard” clan, and the cUngId, or “poison water” clan. Marrying a member of the opposite clan used to be forbidden, but in recent years these restrictions have eased somewhat.
Personality: Most unthlatu are introverted and shy. They prefer to follow rather than lead, and usually defer decision-making to others.
Hereditary half-dragon chieftains rule the unthlatu. Chieftains are always accomplished sorcerers, and though all sorts of dragons are represented, most have black-dragon blood in them.
Physical Description: Unthlatu look superficially similar to humans, except that they are bald, have no body hair, and are completely covered in fine scales, matching the color of of the common chromatic or metallic dragon types. Unthlatu nobles have a distinctively draconic appearance, and unthlatu royalty are acutally half-dragons of various sorts.
Unthlatu Racial Traits:
- +2 Strength, –2 Dexterity, –2 Wisdom: Unthlatu are powerful but not very nimble. They lack the wisdom of their draconic ancestors.
- Medium: Unthlatu are Medium creatures have no bonuses or penalties due to their size.
- Normal Speed: Unthlatu have a base speed of 30 feet.
- Dragon Heritage: Though unthlatu have a mixed heritage, an unthlatu character must select the dragon type – black, blue, green, red, white, copper, brass, bronze, silver, or gold – from which he derives most of his dragon blood. This is known as the character’s primary dragon ancestry. Ancestry determines the color of an unthlatu’s scales, and is also used to determine the abilities gained if he takes the Breath Weapon or Energy Resistant feats.
- Darkvision: Unthlatu can see in the dark up to 60 feet.
- Unthlatu Immunities: Unthlatu are immune to magic sleep effects and get a +2 racial saving throw bonus against paralysis effects.
- Natural Armor: Unthlatu have a +1 natural armor bonus to their Armor Class.
- Natural Weapons: Unthlatu have natural weaponry in the form of claw attacks and a bite attack. An unthlatu’s claw attacks inflict 1d4 points of damage each, and its bite attack inflicts 1d6 points of damage. These attacks are subject to all the usual rules affecting natural weaponry.
- Unskilled: Unthlatu have little education or parental supervision. As a result all unthlatu skills suffer from a –2 racial penalty.
- Languages: Unthlatu begin play speaking Draconic and Kordo. Unthlatu with high Intelligence scores can choose from the following: Aquan, Daka-alif, Daka-kara, and Daka-kosa.
- Illiterate: Unthlatu are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.

Wakyambi
The wakyambi are a tree-dwelling race that seem to be akin to the vanaras of the Far East while some think may be distantly related to the elves of other lands. Their name derives from the Kordo language and means “sky people,” an allusion to their homes in the trees.
During the Kosa Time, the wakyambi were the favored slaves of the empire, and after the Great Rebellion, the wakyambi worked diligently to shed their image as traitors. To this day, the wakyambi put on a great show of animosity against the orcish ngoloko and other creatures of orcish blood.
Personality: Wakyambi are compassionate, benevolent, and nurturing. They also have a habit of patronizing and lecturing others, something that few find endearing.
Physical Description: The wakyambi appear as tall, brown-skinned Nyambans with pointed ears and a long, fleshy tail. Wakyambi eyes can be a variety of colors, but are most commonly violet.
Wakyambi Racial Traits:
- +2 Dexterity, +2 Intelligence, –2 Constitution: Wakyambi are nimble both in body and mind, but their form is frail.
- Medium: Wakyambi are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Wakyambi have a base speed of 30 feet.
- Climb Speed: Wakyambi have a base climb speed of 20 feet. This gives them a +8 racial bonus to Climb checks.
- Low-Light Vision: Wakyambi can see twice as far as humans in conditions of dim light.
- Keen Senses: Wakyambi receive a +2 racial bonus on Perception skill checks.
- Prehensile Tail: All wakyamb i have long, flexible tails that they use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons.
- Languages: Wakyambi begin play speaking Kordo and Wakyambi. Wakyambi with high Intelligence scores can choose from the following: Celestial, Daka-alif, Daka-kosa, Draconic, Goblin, and Sylvan.
- Illiterate: Wakyambi are illiterate by default. They must spend 1 skill point to gain the ability to read and write any language they are able to speak.


Nice!

Scarab Sages

*THIS* is absolutely awesome!
I love, Love, LOVE Nyambe. This is a tool that I guarantee I will use. And I'm about to look up the other thread you mention!
...
Obviously, I'll only use it in home games, but, I also love the World of Greyhawk, and I use Nyambe as fill-in detail for the Hepmonaland sub-continent and the fantasy-African adventures there.

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