Darklands Races


Homebrew and House Rules


I've been working on re-working several of Paizo's races from the Darklands and adding a few of my own to the playable races. I'm also trying to work up some alternate racial traits and/or some racial feats and options for characters. Hopefully they're reasonably balanced for players to use.

Caligni:

Base Racial Traits
Ability Scores: Caligni are quick and resilient, but generations of isolation and oppression have made them slow to pick up new ideas. They gain +2 Dexterity, +2 Constitution and -2 Intelligence.
Type: Caligni are humanoids with the Dark Folk subtype.
Size: Caligni are medium creatures and stand between 5’6” and 6’0” tall, roughly the same as the average human.
Base Speed: Caligni have a base speed of 30 feet.
Languages: Caligni begin play speaking Dark Folk. Caligni with high Intelligence scores can choose from the following: Aklo, Dwarven, Elven, Terran, and Undercommon.
------------------------------
Feat and Skill Racial Traits
Skilled: Caligni have a +2 racial bonus to Stealth and Survival checks.
Bonus Feat: Caligni select one extra feat at 1st level.
------------------------------
Magical Racial Traits
Death Throes: When a caligni is slain, its body combusts in a flash of searing light. All creatures within a 5-foot burst must succeed at a Fortitude save (DC = 10 + 1/2 the caligni’s Hit Dice + the caligni’s Constitution bonus) or be dazzled for 1d4 rounds. The corpse left behind is one-third the caligni’s size, withered and unrecognizable. However, raise dead and other such magic still function as normal.
------------------------------
Sense Racial Traits
Darkvision: Caligni can see perfectly in the dark up to 120 feet.
------------------------------
Weakness Racial Traits
Light Sensitivity: Caligni are dazzled in areas of bright light.

Munavri:

Base Racial Traits
Ability Scores: Munavri are quick in both body and thought, but they lack physical prowess. They gain +2 Dexterity, +2 Intelligence, and -2 Strength
Type: Munavri are humanoids with the Munavri subtype.
Size: Munavri are medium creatures and stand around or just above 6’0” tall, a bit taller than average humans.
Base Speed: Munavir have a base speed of 30 feet.
Languages: Munavri begin play speaking Munavri. Munavri with high Intelligence scores can choose from the following: Aboleth, Aklo, Aquan, Dark Folk, Draconic, Terran, and Undercommon
------------------------------
Defense Racial Traits
Spell Resistance: Munavri possess spell resistance equal to 8 + their total class level.
------------------------------
Magical Racial Traits
Spell-like Abilities: Munavri can cast message as a spell-like ability at-will. When a munavri reaches 3rd level in any combination of classes, he gains object reading as a spell-like ability usable once per day. When a munavri reaches 9th level in any combination of classes, he gains telepathic bond as a spell-like ability usable once per day. When a munavri reaches 15th level in any combination of classes, he may make his telepathic bond permanent, but he may not use his telepathic bond spell-like ability again unless he breaks his previous bond. A munavri’s caster level is equal to his total hit dice for all of these abilities.
------------------------------
Sense Racial Traits
Darkvision: Munavri can see perfectly in the dark up to 120 feet.
------------------------------
Weakness Racial Traits
Light Blindness: Abrupt exposure to bright light blinds munavri for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Troglodyte:

Base Racial Traits
Ability Scores: Troglodytes are both strong and durable, but not the brightest of species. They gain +2 Strength, +2 Constitution, and -2 Intelligence.
Type: Troglodytes are humanoids with the Reptilian subtype.
Size: Troglodytes are medium creatures and stand at around a stout 4’6”.
Base Speed: Troglodytes have a base speed of 30 feet.
Languages: Troglodytes begin play speaking Draconic. Munavri with high Intelligence scores can choose from the following: Abyssal, Aklo, Dwarven, Elven, and Undercommon.
------------------------------
Defense Racial Traits
Natural Armor: Troglodytes gain a +2 natural armor bonus to their AC.
------------------------------
Feat and Skill Racial Traits
Cave Creeper: Troglodytes are particularly adept at sneaking through the darkness of the Darklands. They gain a +2 racial bonus to Stealth checks. This bonus increases to a +4 in rocky or underground areas.
------------------------------
Offense Racial Traits
Stench: Troglodytes are capable of releasing a foul smelling odor around them. As a move action, a troglodyte may release his stench aura. All living creatures (except those with the stench ability) within 30 feet must succeed a Fortitude save (DC = 10 + 1/2 the troglodyte’s Hit Dice + the troglodyte’s Constitution modifier) or be sickened for a number of rounds equal to the troglodytes Constitution modifier. Creatures that successfully make this save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effects from the sickened creature. Creatures with poison immunity are unaffected, and creatures with poison resistance gain their usual bonus on the saving throw.
------------------------------
Sense Racial Traits
Darkvision: Troglodytes can see perfectly in the dark up to 60 feet.


Alternate Racial Traits and Rules

Caligni:
Caller-kin: Caligni born from the magically gifted dark callers possess some innate knowledge of spell craft that they put to great use. They gain a +2 racial bonus on Knowledge (Arcana) and Spellcraft checks. This replaces skilled.

Dancer-kin: Caligni born from the enigmatic dark dancers find themselves more limber and talented than some of their kin. They gain a +2 racial bonus to Acrobatics and one Preform check of their choice. This replaces skilled.

Empath-kin: Caligni born from the mysterious dark empaths have powerful minds that are able to easily intuit secrets and give them an edge over others. They gain a +2 racial bonus to Bluff and Sense Motive checks. This replaces skilled.

Favored Class Bonuses: Caligni may use the human favored class bonuses for bards, mersmerists, rogues, slayers, sorcerers, and summoners.

Munavri:
Favored Class Bonuses: Munavri may use the human favored class bonuses for kineticists, mediums, mesmerists, occultists, psychics, and spiritualists.

Troglodyte:
Edit[b]: Troglodytes possess a bite attack. This is a primary natural attack that deals 1d4 + the troglodyte's Strength modifier.

[b]Deep Dweller: Troglodytes from the deeper levels of the Darklands have greater dark sight than their fellows, but at the cost of their eyes not being accustomed to light. They gain Darkvision to 120 feet, but gain the Light Sensitivity weakness. This replaces Darkvision.

Emissary: Some troglodytes are trained to act as their people's representatives with other races. They gain a +2 bonus to Diplomacy checks and they may shift a creature's attitude one step further than usual with a single diplomacy check. This replaces cave creeper.

Favored Class Bonuses: Troglodytes may use the kobold favored class bonuses for barbarians, fighters, inquisitors, rangers, rogues, and sorcerers.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Darklands Races All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules