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Post by Orbak the Monster on Jul 10, 2013 16:38:37 GMT -5
Elemental Weirds
While the four elemental race (oread, slyph, ifrit, and undine) have gotten some love, there's a few elements that have got forgotten: or rather, quasi-elements. Lightning, Ice, Magma, Dust, and Steam are my current projects.
However, for these, I want to go a bit different. Because of their quasi-elemental natures, I'm going to define each of them not just by the element they represent, but two mental disorders that each member of that particular race shares - or rather, the worst and most stereotypical qualities associated with those disorders. By their nature, these races lack the realistic or redeeming qualities, save for a few 'sane' members, which are likely limited to player characters. 'Sane' members of these races can be counted upon in single-digit numbers, so playing them is akin to playing a monster race. These beings are rare, and defined by these flaws, so choosing one might be difficult - indeed, dangerous. Each also has an actual attack, a racial signature move, like some monsters (but rare among player races). This is to make them more dangerous, more hated by other races, akin to monsters.
The people of Golarion are not close-minded against these beings because they're different - they're afraid of them because these beings are dangerous. Dangerous enough to drive away or kill to save those around them. Evil members of the races are common, as they lash out at those around them.
Because of this, they might be more easily placed as NPC's or villains that heroes, but makes them good for players who like a bit of an RP challenge.
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Post by Orbak the Monster on Jul 10, 2013 16:40:35 GMT -5
Windigo - Ice (Schizoid-Depressive) Not to be confused with the destructive true outsider, the poor creatures that share their name are instead connected to the elemental races. Rare in the extreme, the fabled 'snowfolk' are barely understood. Relatives shun them after their powers manifest, and in some parts of the world (Irrisen), a windigo is an awful omen, considered to be a curse by Baba Yaga. They are often slain and childbirth rather than be allowed to live. Even other elemental-touched races, such as undine and slyph, are chilled by the windigo's presence. Naturally sullen and pessimistic, a windigo must deal with their own frozen heart. As they grow older, their loneliness becomes unbearable, and many turn to ambushing travelers and freezing them solid for 'proper company'. Combat pragmatics, a windigo often feels that any tactic is viable, no matter the cost to honor, morality, or the surrounding area. Those that make friends are very rare, for few people would spend the patience to extend a hand of friendship to them. They often fall in love with their friends, and become confused and enraged if their friends don't return that love - or become jealous when the love another. Many such stories end in the deaths of their friends, followed by the windigo's suicide. Mentally stable windigo are rare enough to be counted on one's hands - they are quite valuable, however, for their insight to situations and pragmatic solutions to issues. Windigo of both genders have extremely pale skin, black or blue hair, and blue lips. They stand slightly over six feet tall.
RP: 15 (3 from type, 1 from abilities, 6 from defensive traits, 2 from skill and feat traits, 1 from magic traits, 2 from offensive traits.) -Type: Outsider (Native) * Native outsiders have the darkvision 60 feet racial trait. * Native outsiders breathe, eat, and sleep. - Medium Size. - +2 Intelligence, +2 Wisdom, -2 Constitution. Windigo's wits are sharp and their minds retain knowledge very well, but their bodies are brittle. - Languages: Windigo begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defensive Traits: - Blizzard Body: Windigo are surrounded by a swirling torrent of icy cold winds. gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a windigo can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user's breeze-kissed ability for 24 hours. This is a supernatural ability. - Cold Resistance: Windigo are inured against the cold, giving them resistance 10 against cold damage.
Skill and Feat Traits: - Cold Focus: Windio are very skilled with spells that produce cold. They gain Elemental Focus (Cold) as a bonus feat.
Magic Traits: - Boreal Affinity: If the windigo is a sorcerer with the Boreal bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, if a windigo is able to cast from the Air or Water domains, its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Offensive Traits: - Frozen Wrath: A windigo spurred to action is a dangerous creature. As a standard action, they may coat their arms in hands in ice, gaining two claws as natural weapons. These claws deal 1d6 points of slashing damage, with a bonus to damage equal to the windigo's Intelligence modifier. The bonus damage is cold damage. These natural weapons last until dispelled. They do not hamper the windigo's ability to use somatic components.
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Post by Orbak the Monster on Jul 11, 2013 13:30:32 GMT -5
Wakha - Lightning (ADHD, Borderline Personality Disorder) Originally thought to be a blessing in wartime thanks to their incredible speed and reflexes, these poor souls quickly got on the nerves of those around them. Prone to strike out at those around them as a cause of their racing thoughts and twitchy reflexes, these 'quicklings' alienated themselves quite on accident. This doesn't seem to bother them, as they lose interest in one group of friends in favor of another. Impulsive in the extreme, the wakha go through many different re-imaginings of themselves in some effort to find stability - which never comes. Emotionally unstable, the wakha find themselves adapting to criteria no one else is capable of understanding or even seeing, lashing out at those who they now assume are 'enemies', before switching back to a previous idea of themselves and wondering why everyone's distant now. They are often accused of traitorous behavior or backstabbing as a result. 'Sane' Wakha must carefully keep their impulsive nature and focus in check, as others are quick to spot weakness in them. Wakha have blonde hair color, and wide "awestruck" eyes. Static forces their hair raise unless reigned in, giving them a crazed look.
RP: 14 (3 from type, 4 from defensive traits, 1 from movement traits, 1 from magic traits, 4 from offensive traits, 2 from skill and feat traits.) -Type: Outsider (Native) * Native outsiders have the darkvision 60 feet racial trait. * Native outsiders breathe, eat, and sleep. - Medium Size. - +2 Dexterity, +2 Intelligence, -2 Wisdom. Wakha are quick, and their minds expansive, but their racing thoughts get in the way of rational thought. - Fast Speed: 40ft. - Languages: Wakha begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defensive Traits: - Electricity Resistance: Wakha gain electricity resistance 5. - Lightning Body: Wakha gain fast healing 2 for 1 round anytime they take electricity damage (whether or not this electricity damage overcomes their electricity resistance, if any). A wakha can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Skill and Feat Traits: - Quick as a Flash: The wakha's extremely quick reflexes work to their advantage in combat situations, even if they don't work out in other situations. A wakha gains 'Combat Reflexes' as a bonus feat.
Magic Traits: - Storm Affinity: If the wakha is a sorcerer with the Stormborn bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, if a wakha is able to cast from the Air or Fire domains, its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Offensive Traits: - Cloud Crasher: Losing interest in one opponent, a wakha rarely has trouble finding another. Wakha gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the wakha and its opponent are standing on the ground. - Shocking Wrath: Wakha instinctively strike out with their legs when threatened, giving them the use of this attack whenever they gain the chance to use an attack of opportunity. The kick is a natural attack that deals 1d8 points of damage plus the user's Charisma modifier in electricity damage.
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Post by Orbak the Monster on Jul 11, 2013 14:42:13 GMT -5
Cherufe - Magma (Bipolar Disorder, Dysmorphophobia) Very few things come to mind more destructive than a cherufe - those that appear are considered to be greater forces of injury and collateral damage than rampaging dragons or orcish hordes. The problem, it seems, is with their temper (and how they express it). Cherufe have the rather startling ability to gather up molten rock and magma within their bodies and burst like an overfull balloon, showering those nearby in molten death. The reason for this is mental - the cherufe as a race are concerned with their bodies' image. Naturally thick and 'fat', they can't seem to slim down under any circumstances. This concern is not just with their own body image, it's how they believe other people perceive them. A cherufe is a volcano waiting to erupt on anything they think is making fun of them. A completely unrelated party laughing at something unrelated might be surprised to find a cherufe charging them and attacking, as the cherufe believes they're making fun of it. Once finished, depression and anxiety kicks in, followed by a roller coaster of emotions... even those who befriend a cherufe has to be careful what they say. The cherufe's intelligence is rather limited, and anything can be mistaken for an insult. Like an active volcano, few know what will be the next thing to set a cherufe off. 'Sane' cherufe are less concerned with their body image, and become gentle... even matronly to those nearby, protecting them with molten fury. They should be careful, however, not to harm those they care about, lest they spiral back into insanity. Cherufe are often overweight, with various colors of red hair. Their bodies are calloused and rough, covered in healed-over scars from previous explosions.
RP: 14 (3 from type, 1 from ability scores, 4 from defensive, 1 from magic traits, 6 from offensive traits, 2 from skill and feat traits..) -Type: Outsider (Native) * Native outsiders have the darkvision 60 feet racial trait. * Native outsiders breathe, eat, and sleep. - Medium Size. - +2 Strength, +2 Constitution, -2 Intelligence. A cherufe's body is rock-hard and reinforced, but their minds do not retain information well. This frustrates them. - Speed: 30ft. - Languages: Cherufe begin play speaking Common and Ignan. Cherufe with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.
Defensive Traits: - Fire Resistance: Cherufe gain fire resistance 5. - Natural Armor: The cherufe's calloused and rough skin give them a +2 natural bonus to their Armor Class.
Skill and Feat Traits: - Hearty: Cherufe's bodies are thick, and they resist poisons and diseases which would kill less hardy bodies. They gain 'Great Fortitude' as a bonus feat.
Magic Traits: - Molten Affinity: If the cherufe is a sorcerer with the Efreeti bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, if a cherufe is able to cast from the Fire or earth domains, its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Offensive Traits: - Molten Wrath: The cherufe's body may swell up, before bursting - expelling molten rock in all directions as a standard action. Treat this as a touch attack against all adjacent creatures and objects. This deals 1d6 damage for every 4 character levels the cherufe possesses. The damage is half fire damage, half bludgeoning. This causes no damage to the cherufe - the expulsion of generated magma returns the body to it's usual size. A cherufe can activate this ability as an immediate action after taking damage that would knock them unconscious or kill them.
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Post by Orbak the Monster on Jul 11, 2013 16:23:23 GMT -5
Somnus - Dust (Auditory Delusions, Paranoia) Some people claim they hear voices on the wind. This phenomenon is seen by many to be the whispers of spirits or gods. For the somnus, these noises are their reality and constant nightmare. From all around them, at all times, white noise assaults them. Getting slight tibits of actual information during waking hours. At night, they gain no protection from this effect, as their mind begins to ache with information and noises forcibly crammed into their brains. It is little wonder that they begin to go insane, believing the gods themselves are warning them or tormenting them. Others believe that the cause is magic, and war against it. Regardless, each has a target for their rampant paranoia... while usually harmless, a somnus that thinks 'they're out to get them' is moments away from striking back, accusing anyone and everything around them as being 'spies'. 'Sane' somnus have developed a filter for the voices in their head, though are often no less paranoid - it's kept them alive this long. Somnus are gangly, and often unclean. They have light brown hair colors, and possess dark markings under their eyes - like bags from lack of sleep.
RP: 16 (3 from type, 1 from ability scores, 1 from defensive traits, 1 from magic traits, 4 from skill and feat traits, 6 from offensive traits) -Type: Outsider (Native) * Native outsiders have the darkvision 60 feet racial trait. * Native outsiders breathe, eat, and sleep. - Medium Size. - +2 Dexterity, +2 Constitution, -2 Wisdom. Somnus are quick and healthy, but have trouble telling fantasy from reality. - Speed: 30ft. - Languages: Somnus begin play speaking Common and Auran. Somnus with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defensive Traits: - Sonic Resistance: A somnus has resistance 5 against sonic damage.
Skill and Feat Traits: - Dodge: Somnus are skilled at getting out of the way of attackers. They recieve 'Dodge' as a bonus feat. - Perceptive: Somnus recieve a +2 bonus to Perception checks.
Magic Traits: - Dusty Affinity: If the somnus is a sorcerer with the Dreamspun bloodline, it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, if a somnus is able to cast from the Air or Earth domains, its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Offensive Traits: - Sand Wrath: Somnus can blow sharp sand and dust from their lungs, forcing it upon their opponent. This sand withers and decays what it touches, causing the opponent to feel lethargic. As a standard action, the somnus makes a ranged touch attack against creatures in a 15ft cone in front of them. If successful, the target is fatigued for 1 round. Sand Wrath cannot make fatigued targets exhausted.
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