Custom Race - Iridii


Homebrew


My DM asked me to help create some worlds and races for an upcomming campaign we're going to run. So far I've only created one race, and I wanted to run the stat block by others to get some feedback on potential balance issues.

I still have some work to do on their full lore, but here's the basics of their homeworld and the race.

Irid - Irid is a terrestrial planet with a very dense atmosphere that has been continually bombarded with radiation. Despite how inhospitable the planet should be, life has found a way to thrive here. The surface of the planet is a charred wasteland with very little surface water. However the subterranean ecosystem is surprisingly lush, a series of underground rivers and caverns traverse the majority of the planet's crust. Amidst the charred wasteland are several large cities housed under massive dome shaped energy shields. Visitors to the planet are advised to wear protective equipment at all times to avoid radiation exposure. While the shields may provide protection from the more harmful radiation from Iona, they do not protect visitors from exposure to the biological radiation of the planet's native inhabitants.

Iridii - Irid is home to a race of humanoids on the cusp of intergalactic travel known as the Iridii. This monogendered humanoid race is highly resistant to radiation but possesses a frail physique. Their marbled skin tones possess tones of Green, Purple, and Yellow, with one tone taking priority over the others. Their technological advancement experienced multiple sudden leaps leaving their technology in an odd state of some areas being far more advanced than others. Due to their natural radiation, most Iridii wear protective environmental suits when offworld not for their own protection, but rather for the protection of others.

Iridii stat block

Ability Modifiers +4 Int, +2 Cha, -2 Str, -2 Con
Hit Points 2

Size and Type
Iridii are Medium Humanoids with the Iridii subtype

Biologic Radiation
Iridii are naturally radioactive and have learned to direct that radiation into powerful bursts of energy. When in the area of Detect Radiation, an Iridii will detect as low radiation. Iridii gain the following as supernatural abilities: At will: Hazard (electricity and fire only), Energy Ray (electricity and fire only) 1/day: Irradiate (range: centered on self). Iridii are never at risk from their own radiation.

Radiation Resistant
Iridii are naturally resistant to Radiation, when subject to low radiation and radiation sickness with a DC of 13 or lower they automatically succeed their save, against radiation and radiation sickness with a DC above 13 an Iridii receive a +2 racial bonus to the saving throws.

Radiation Poisoning
A creature that hits an Iridii with a bite attack must succeed at a Fortitude save or become sickened for 1d4 rounds. The save DC is equal to 10 + half the Iridii’s level + its Constitution modifier.

Glowing Eyes
Iridii gain darkvision with a range of 60 feet and low-light vision, meaning they can see in dim light as if it were normal light.

Technological Savant
Iridii culture encourages technological study, as such they receive a +2 racial bonus to Engineering and Physical Science.


My input would be to have detect radiation at will instead of Hazard.

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