
Sliprunner |
After an artist friend had gifted me some art, I've been trying to work on building out a race around it. May be a bit rough to read through, simply a side effect of how I think/write. I've been deliberately vague on some details so that they can be 'dropped in' to different settings.
Elori
Tribesfolk from a desert waste region. Keeping to themselves in isolationist enclaves that dot the landscape, once nomadic peoples, the awakening dangers of the ancient ruins has forced them to take root. From scavengers of the waste to warriors of the ruins, every member gives what they can to the enclave, staking their own futures to the enclave in full.
While their traditions and society is poorly understood by others they are still well received, their loyalty though hard earned, makes them some of the most reliable members of society.
Adulthood: 16 Years; Intuitive: +1d4 (17-20); Self-Taught: +2d4 (18-24); Trained: +3d4 (19-28)
Middle Aged: 40 Years; Old Age: 58 Years; Venerable: 76 Years; Maximum: 76+4d10 Years
Size/Weight
Gender; Base Height; Height Modifier; Base Weight; Weight Modifier;
Male; 5'1; 3d6 (5'4-6'7); 95lb; 2d8x5 (105-175)
Female; 4'9; 3d6 (5'-6'3); 70lb; 2d8x5 (80-150)
Type: Elori are Humanoid (Elori)
Size: Elori are Size Medium. They receive no bonuses or penalties due to their size.
Speed: Elori have a base speed of 40ft
Languages: Elori begin speaking Elori. Elori with high intelligence scores can choose from Common, Undercommon, Orc, and Gnoll.
Moon Light Vision: Elori can see three times as far as humans in conditions of dim light.
Desert Adapted: Elori require half as much food and water to avoid starvation and thirst as a character of their size. Additionally they treat Extreme heat (140F+) as Severe heat, Severe heat (110F+) as Hot conditions, and Hot Conditions (90F+) as normal temperature. Temperatures exceeding 160F are considered Extreme Heat.
Sensitive Hearing: Elori hearing is far more sensitive; they receive a +2 racial bonus on hearing based perception checks and reduce the distance penalty on such checks by half. Elori receive a -1 racial penalty on saves against sound-based effects.
Bite: Elori have a bite primary natural attack that deals 1d3+str damage.
Barbarian: Add +2 to his constitution score for purposes of determining when they would die from negative hitpoints.
Bard: Add +1 to the bard's total number of bardic performance rounds per day
Brawler: Add +1/4 to the DC to resist the brawler's knockout ability.
Cavalier: Add +1/4 to the cavalier's banner bonus.
Fighter: Add +1/2 to the AC bonus you provide when you take the aid another action.
Monk: Add +1ft to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Ranger: Add +1/6 to the character's effective druid level for determining animal companion statistics.
Rogue: Add +1/2 to sneak attack damage dealt to creatures with the construct type.
Skald: Add +1 to the Skald's total number of raging song rounds per day.
Witch: Add +1/4 natural armor bonus tot he AC of the witch's familiar.
Attuned Hearing
Acute acoustic awareness allows ample action.
Prerequisite: Elori, Wis 13, 5th level, Blind-Fight
Benefit: As long as you can hear the actions and movement of a target, and they are within 30ft, you can reduce any concealment miss chance against them by 10%.
Copper Mask
Your prowess has been proven in battle and you are given a prestigious honor.
Prerequisite: Elori, 7th level, Slay a foe at least 3 CR above your character level alone.
Benefit: You gain a Copper Mask that confers the Determination armor special quality to you regardless of armor worn, the mask is only a ceremonial item but must be present on your person to provide the benefit. The mask does not function for anyone who does not have this feat even if they would qualify for it. The Determination quality provided by the mask may only regain charge by Slaying a foe at least 3 CR above your character level alone.

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Personally, I detest making things different just for the sake of being different. As such their super vision would get turned to regular low light vision and their super hearing would be just a regular bonus to perception checks. That's a me thing though, I don't think it's a huge power swing either way.
Desert adapted is kind of hard to figure out how much it matters. Unless youre adventuring on Athas I'd be inclined to rate it at the lower end of the power spectrum.
Bite attack is standard. Increase in speed is nice.
Over all I think the race is solid. Unfortunately I also think they suffer the same problem as dwarves, +con is boring.

Sliprunner |
@ShadowcatX
The +Con being boring is part of why I gave them the 'superior' senses, it gives them something a bit unique without being overwhelming. The desert adapted is definitely reliant on where your adventuring, and accordingly could be either irrelevant or give them a substantial advantage. My largest concern is that one member of my own group has stated they make for a "automatic monk choice" but wouldn't elaborate.
@Bjørn Røyrvik
Point of it is just to build a race around some art a friend gave me.

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I'm afraid someone beat you to it.
Those are miles away from being a Pathfinder race.
Also, there's absolutely no rule, ever, that only one person can ever make a race.