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View Full Version : My World Races of Essafos (Including LA+0 Undead!)



Drekk
2014-01-27, 03:06 AM
Greetings! I'm designing my first campaign setting and using modified versions of the Pathfinder races. This creation is loosely balanced around Paizo, using it's classes but boosting the starting abilities of each race to fit the setting. Specifically, I'd love feedback on The Fallen, my playable Undead race. What gets me is the Undead Immunities, naturally, because they are the bugbears of low-level PC's. I think adding their level to their saving throws vs. these effects is the best way to balance them out, but I also don't want them to be overly complicated. My Fallen need to eat, so even though they are Con -, their biology is still functional, if alien. It's wonky flavor, but I think it might work.

Also they're faster than the others. Mostly because they die at 0 like any other Undead, so a PC needs the out, plus it fits the ravenous theme. The Fallen are balanced out against the other races of my world, so I've included them as well so you have an idea of the power level of the setting before commenting (low level PC's significantly more powerful but evening out by mid-level). I'd love any thoughts on the others as well! Welcome to Essafos :smallwink:

Fallen Racial Traits: +2 Cha, -2 Dex, Con -. Least of the Undead, the Fallen are nevertheless indefatigable and their will to exist drives them beyond the grave.
Darkvision 30 feet: The Fallen see better than the humanoids they once were but only at close range.
Speed: 40 Size: Medium Type: Undead (special; see below).
Unholy Grace: Fallen may add their Charisma modifier when calculating hit points or for any ability based on Constitution including fortitude saves. They do not breathe, drink or sleep but do need to eat, see below.
Unnatural Craving (Su): The Fallen must consume life to sustain their Unlife. This takes one of two forms.
Flesh Reaver: consumers of living flesh and bones, the stronger the better. Flesh Reavers gain a bite attack that deals 1d6+Str modifier as a natural attack.
Soul Drinker: feeding on heat, mental energy and souls of the living, these Fallen gain a supernatural touch attack, usable once per round. Success deals 1d6 negative energy damage to the target. Soul Drinkers cannot use their touch to heal Undead, only to feed.

The Fallen can heal naturally over time if they have previously fed on living beings (Aberrations, Animals, Dragons, Fey, Giants, Humanoids, Magical Beasts, Monstrous Humanoids, Plant Creatures). Feeding and Negative Energy are the only ways the Fallen can regenerate hit points. They must deal damage to living creatures equal to one half their full normal hit points per day in order to survive. If they do not feed properly, the Fallen follow the rules for Starvation, taking lethal damage instead of nonlethal until they break their fast or disintegrate into ash at 0 hp.
Lesser Undead Traits: The Fallen add their character level on saves vs. physical ability damage or drain, bleed, death effects, disease, fatigue, exhaustion, paralysis, poison, sleep effects, stunning as well as any effect requiring a Fortitude save unless it also works on objects. The Fallen are not immune to critical hits or mind-affecting abilities. Like all Undead, they are damaged by positive energy and healed by negative energy. Fallen heal naturally if they feed, but any Fallen that reaches 0 hit points is immediately destroyed.
Skill Bonus: None. The Fallen are a fresh slate, with only the barest scraps of their former lives to go by.
Automatic Languages: Same as the humanoid the Fallen was in life.
Bonus Languages: Same as the humanoid the Fallen was in life.

Racial Feat: Feast
Prerequisite: Fallen Level 7+
Your Undead abilities continues to evolve. Based on your feeding ability, you gain one of the following abilities.
Devouring Maw (Su): Your Flesh Reaver bite now deals 1d10+Str modifier damage and threatens a critical on 19-20. Once per round, you can crush bones, inflicting a single point of ability damage to the physical ability score of your choice to your bite target.
Touch of Years (Su): Your Soul Drinker touch now does 2d6 points of negative energy damage, and also ages your prey, dealing a single point of ability damage to the mental ability score of your choice to your target. The Fallen are a mystery. Some say those slain unjustly and with unfinished business have a will so powerful it bars their way to Death's embrace, while others say the intervention of dark sorcery is the key to creating the Fallen. Still others whisper the Gods themselves have turned their faces from Essafos and so the Dead go unclaimed. Circumstances vary; a powerful necromancer may stay dead and a farmer may rise again. Most are mindless and ravenous, but fortunately do not have the presence of mind to attack in numbers but more and more are holding onto their sanity, and with it, their consciences. They are the least of the Undead; darker beings are whispered to exist but few, if any, can confirm this with any proof. What is certain is that the Fallen gain in numbers every year and that it will not take long for them to outnumber the living.

Human Racial Traits: +2 two Ability Scores, -2 one Ability Score. Humans are far more physically diverse than other races. Why this is so has been debated among sages for millennia.
Speed: 30 Size: Medium Type: Humanoid (Human)
Born to the Blade: continually in combat among themselves and outsiders, Human adventurers may choose one bonus combat or magecraft feat at 1st level.
Ready Combatant: Generations of warfare and near-extinction have prepared Humans to expect the worst. Humans gain a +2 racial bonus on all Initiative rolls.
Natural Knack: In their short lives, Humans learn as much as an Elf or Dwarf might in 200 years. Humans gain +1 Skill Point per level.
Darius’ Boon (Su): Every human alive today is said to be descended from the Legendary Darius who was instrumental in defeating the Father of Titans, sealed in the heart of the world during the Dawn War. Humans are undetectable to Titans unless they make physical or magical contact with them. It is said for this reason, Titans tend to avoid human settlements and the main reason humans have become more numerous than any other individual race.
Skill Bonus: Civilized: Ever expanding and pushing back the frontiers of the world, mankind has developed a number of arts to ensure their eventual mastery of Essafos. Humans may add a +2 racial bonus to Appraise, Bluff, Craft, Diplomacy, Disable Device, Handle Animal, Heal, Intimidate, Knowledge (Dungeoneering/Engineering/Geography/History/Nobility/Religion), Linguistics, Perform, Profession, Ride, Sense Motive, Survival checks and may forever treat them as class skills (choose two).
Automatic Languages: Common, one Human Language
Bonus Languages: Dwarven, Undercommon, any Human Language, Halfling

Racial Feat: Darius' Valor
Prerequisite: Human Level 5+
Benefit: The Blessings of the Dawn Father runs especially strong in your veins. When Initiative is rolled, you may choose to add +2 to a single type of d20 roll (melee attacks, ranged attacks, spell penetration rolls, fortitude saves, reflex saves, will saves, or two skills of your choice) for the entire combat. This bonus cannot be changed during the fight and disappears out of Initiative.
Territorial and factional, Mankind is the most numerous race of Essafos, yet stands divided into various city-states and regions due to centuries of warfare and politics. Humans united under one banner would be a force to be reckoned with. (Un)Fortunately, every major human leader sees their self as the one to do the uniting, and so it remains a distant dream; not least of all due to the machinations of the other powers of Essafos. The other races quite rightly fear domination by the aggressive and nationalistic Humans. Mankind has a rich tradition of legend that posits them as far more consequential than current circumstances would suggest, but few would argue that Human civilization is indeed a force to be reckoned with. Culturally diverse, Human settlements and city-states dot the Continent and even a few nations exist, unique among all the races of Essafos. But the one trait that unites them all is a love of commerce and a strong sense of religious fervor to various gods and goddesses. Strangely the heathen races tend towards agnosticism. Humans continued the traditions of the previous Elven and Dwarvish great civilizations and work to keep the Essafos from being entirely taken by the Titans, despite the cowardly retreat of the Elves and Dwarves into their Sky and Earth strongholds. Mankind stands poised to lead the Mankin to greater heights than they ever knew on their own…If only their internal squabbles could be resolved cleanly.


Elven Racial Traits: +2 Dexterity, +2 Intelligence, -2 Constitution. Elves are swift and intelligent but their gracile forms lack the stoutness of other races.
Size: Medium Base Speed: 30
Type: Humanoid (Elf)
Keen Senses: Elves are sharp of eye and ear and gain a +2 racial bonus on all Perception checks, as well as low-light vision.
Timeless: The Elven mind and body are resistant to change. Elves gain a +2 bonus on saves vs. Transmutation and Enchantment effects.
Arcane Sight: Born, raised and dying immersed in complex weaves of magic, Elves have an affinity for magic surpassed only by the Gnomes and creatures of the Outer Spheres. Elves can see magical auras as the spell Detect Magic, as if having taken the three rounds required to study an area. Elves are instantly aware of any magic used within their vicinity. The range of this ability is 30 feet.
Immortal Arts: Having exhaustively studied the Fallen Reaches over the course of lives spanning centuries, Elves have a superior understanding of their few friends and many foes and how to defeat them. Once per round, an Elf may add +1 to any die roll for a skill check, attack roll, saving throw, caster level check or damage roll during combat. Every five levels, this bonus increases by +1.
Skill Bonus: Experienced: Elves are near-immortals and learn continually; they gain a +2 racial bonus on any two skills of their choice and may forever treat them as class skills.
Marked: all Elven adventurers carry the Ostraci, see below.
Automatic Languages: Elven, Dwarvish, Draconic
Bonus Languages: Common, Halfling, Drow, any Planar or Elemental Tongue
Typical Alignments: Chaotic Good/Neutral Good/Lawful Good/True Neutral, occasionally Neutral Evil, especially among the Forsaken.

Ostraci: Elven adventurers are either on a mission for their respective enclave, whereupon they will return as swiftly as possible, have abandoned their heritage or were banished for some heinous crime. Their very flesh rebels outside of their enclaves, and all Forsaken bear the Ostraci, the Mark of the Outcast, as a welter marking their skin, usually the hand, arm, chest or forehead. The mark briefly details the circumstances of departure in Elven. An Ostraci can be hidden from mundane vision with clothing or armor but not magical sight and persists even through polymorph effects. With a Will Save (DC 25), an elf may take a standard action to suppress their Ostraci for a round from physical or magical sight, but must maintain concentration on it and can do nothing else but move. Failure causes the brand to bleed and burn brighter in the magical spectrum. It is said Noble-Elders have certain powers over Elves manifesting Ostraci…

Racial Feat: Veil of the Forsaken
Prerequisite: Elf Level 5+
Benefit: Through rigorous training, you have learned to shield your Ostraci from both mundane and magical scrutiny. You can hide or manifest it at as a free action once per round. In addition, the redirected spellpower refreshes your body, removing the need to eat or drink.
Being literally on top of the world of Essafos, the Elves are entirely disdainful of the lesser rabble that fights for the scraps that fall off their table. When the Elves and Dwarves worked to prevent the rise of the Titans, the ancestors of the other races were banging rocks together to make fire. While thousands were lost in the world-wrecking warfare, it is said there are Elves alive even now who remember the Dawn Wars. After them however, the other races began to squat in the ruins of their once great civilizations, learned to avoid the notice of the Titans and learned something of culture. For that much, they should be grateful, for the Elves declined to return to the Fallen Reaches. Guided by immortals, guarded by creatures shaped by magic and hoarders of immense knowledge and artifacts, Elven civilization has declined in population but not power. Glittering points of light coast between cities and sometimes higher into the midnight sky, for purposes the lesser races can only guess at. As always, the Elves seem content with their sky enclaves and unknowable mysteries.


Dwarvish Racial Traits: +2 Constitution, +2 Wisdom, -2 Charisma. Dwarves are insightful and hardy but rarely bandy words when action will suffice.
Darkvision 60 feet: Standing astride the worlds of the Sun and the Abyss, Dwarves are entirely at home in the lightless depths.
Size: Medium Base Speed: 20 (but cannot be lowered by armor or encumbrance)
Type: Humanoid (Dwarf)
Leadguts: Dwarves gain a +2 racial bonus on saving throws against poisons, spells and spell-like abilities.
Born to the Blade: Heirs to a rich martial tradition, Dwarven adventurers may choose one bonus combat or magecraft feat at 1st level.
Titan Slayer: Generations of dealing with the horrors of the Everdeep have shaped the tactics of the Dwarven race. Dwarves gain a +2 dodge bonus to AC and +4 to CMD against creatures at least one size categories larger than themselves.
Stonecunning: On worked or natural stone surfaces, Dwarves gain their Titan Slayer bonus versus all opponents, regardless of size.
Skill Bonus: Lorekeeper: The Guardians of the EverDeep, the Dwarves have archives long forgotten by surface dwellers. Dwarves gain a +2 racial bonus on any Appraise/Knowledge (Arcana/Architecture/Geography/Religion/the Planes)/Spellcraft/Linguistics and may forever treat them as class skills (choose two).
Automatic Languages: Common, Dwarvish, Elven, Terran.
Bonus Languages: Drow, Undercommon, any Human language, Draconic, Halfling, any Elemental Language
Typical Alignments: Lawful Good/Lawful Neutral/True Neutral/Neutral Good.

Racial Feat: Adamantine Guts
Prerequisite: Dwarf Level 5+
Benefit: The Dwarvish warrior gains DR 2/- versus creatures at least one size category larger than himself in addition to the usual bonuses granted by Titan Slayer.
Dwarves are the Gatekeepers. The heart of the world is rotten to the core, where the Old Ones reside and Dwarvenkind holds the keys. They are keepers of forbidden lore and generally loathe to interact with outsiders. Dwarves aren’t especially exotic but they are rare and generally have a purpose in being at a given locale. Limited trade between the surface races and dwarves exist in various “ports” at the foothills of the Azar Mountains, but outsiders are not permitted beyond these trade zones, on pain of death. Dwarves tend to flaunt local law in the name of duty and “the greater good” and officials tend to look the other way as long as they don’t cause too much destruction. Dwarves are loyal to other Dwarves first and foremost, and arresting dwarves brings more dwarves because they are so few in number and strong in purpose. In fact, a dwarf in town generally warrants an official delegation to “aid” the dwarf in order to get them out of town as swiftly as possible before they cause too much grief. Troublemakers, however, are swiftly banished or outright blocked from entry, especially in human settlements. Clannish but loyal companions, Dwarves are especially sought out by adventuring parties but rarely accept, as they know the flightier traits of the other races all too well.


Gnome Racial Traits: +2 Con, +2 Cha or Wis, -2 Str. Hearty and vivacious despite their frail forms, Gnomes embody the joy of life.
Type: Fey
Size: Smalll Small creatures gain a +1 size bonus to AC, Attack rolls, a -1 size penalty to CMB and CMD and a +4 size bonus to Stealth checks.
Speed: 20. Linked as they are to the land however, Gnomes ignore difficult terrain and thick undergrowth.
Low-light vision: As creatures of the open sky, Gnomes see clearly in moon and starlight.
Gnome Magic: Gnomes can Speak with Animals and use Prestidigitation at will as supernatural abilities.
Fortuitous/Jinxed! (Su): Gnomes have a continuous +1 racial bonus to all saving throws. Alternatively, as a Standard Action, a Gnome can forgo its +1 racial bonus to force a -1 luck penalty to a target’s saves as a supernatural curse effect. This ability has no save and a range of 30 feet. The penalty lasts until the Gnome dismisses the effect as a swift action, or by killing the Gnome. Jinxed! does not stack with other Gnome Jinxes.
Underfoot Combat: In a world of brutish ogres, the nimble profit. Gnomes can move around and through the threatening and occupied squares of legged creatures at least two size categories larger than themselves without provoking attacks of opportunity. Spellcasting and other AAO-provokers still apply.
Skill Bonus: Wildkin: Gnomes are forever wild, and their strong affinity for the land grants them a +2 racial bonus to Acrobatics, Climb, Escape Artist, Fly, Handle Animal, Knowledge (Arcana/Geography/Nature/the Planes), Perception, Survival, Use Magic Device checks and may forever treat them as a class skill (choose two)
Automatic Languages: Sylvan + Ignan/Terran/Aquan/Auran/Celestial/Primal/Infernal/Abyssal (choose one)
Bonus Languages: Druidic, Common, any Elemental or Planar Language
Typical Alignments: Any Chaotic or Neutral

Racial Feat: Trickster Jinx
Prerequisite: Gnome Level 5+
The bonus and penalty from Fortuitous/Jinxed! become +2/-2. A Gnome with this feat does not lose her Fortuitous bonus when using her Jinxed! ability but still only affects one target at a time.
Fey creatures strongly linked to primal and druidic magic, Gnomes have “civilization” but not in the sprawling sense of the other races. Closely linked to nature and magic, some are feral and vicious while others will pepper you with a thousand questions and then ask you to leave their glades. Gnomes are the only major race to make their homes in Shaped Lands, the unnatural forests, deserts and arcane wastes that pepper the landscape. They are linked to the very creation of the land itself, descended from humanoids caught in whatever warped magic created the Shaped Lands to begin with, and are therefore the youngest race of Essafos. Some are bound so powerfully they cannot leave their glades, while most will pine and wither away, the magic holding their form together unraveling if away for too long. A minority (~ 10%) can leave their home Shaped Lands forever if they so choose, though they tend to get depressed as the years wear on. These gnomes are typical adventurers. Most races know very little about the gnomes, which are less of a race and more of a category. They tend to be chaotic to the extreme in their curiosity and physical appearance. Gnomes live for experience and will risk much to indulge their pleasures, senses and vices. Gnomes, in turn, see most races as worrywarts but interesting in their own ways, even if they all look very much alike.

Hellspawn Racial Traits: +2 Strength, +2 Cha, -2 Int. Hellspawn are powerful in both body and personality, but the conflicts of their heritage damage their minds.
See in Darkness 60 feet (Su) Hellspawn can see perfectly through both mundane and magical darkness.
Size: Medium Speed: 30 Type: Humanoid (Native Extraplanar)
Devil's Whispers (Su): Composed purely of energetic communications visible in the magic spectrum, Devil's Whispers allows Hellspawn to link directly to the consciousness of sentient creatures. If they do not share a language, Devil's Whispers only allows the sharing and transmission of emotions. A limited form of Telepathy, this ability has a range of 60 feet.
Hellfire (Su): Reaching into the core of their being, Hellspawn can channel the powers of the darkest planes to sear the life from their foes. A Hellspawn gains a daily pool of d6 fire, acid, cold or electricity damage equal to her level. These dice can be used to augment a single physical or magical attack that deals hit point damage as a free action, or projected as a touch beam with a range of 100 feet. The Hellspawn may use any number of dice up to her level, but must declare the amount before she attacks. If the Hellspawn uses up her Hellfire dice, she loses the benefit of Flesh of the Pit until she has rested for at least 8 hours.
Flesh of the Pit: Hellspawn inherited many of the qualities of their forbearers, including resistance to both physical and energy attacks. They have DR 2/- vs. all hit point damage regardless of type that increases every 5 levels. At level 5, it becomes 3/-, at level 10 4/-, etc. This DR does stack with damage reduction /- and energy resistance from other sources.
Skill Bonus: Scrounger: Life is a struggle and the strong survive, but the smart and strong thrive. Thriving in the very worst parts of Essafos grants Hellspawn a +2 racial bonus to Climb, Handle Animal, Heal, Intimidate, Knowledge (Dungeoneering/Geography/Local/Nature/the Planes), Perception, Perform, Ride, Sense Motive, Stealth, Survival, Swim checks and they may forever treat them as class skills (choose two).
Automatic Languages: Common, Human/Halfling/Dwarvish (choose one), any Planar language, Undercommon
Bonus Languages: Drow, Draconic, Dwarvish, Halfling, any Human language


Racial Feat: Soulfire
Prerequisite: Hellspawn Level 5+
Benefit: Soulfire burns flesh and spirit, searing the essence of a creature. Soulfire damage counts as half Energy, half Unholy damage. In addition, you heal for half the damage dealt by your Soulfire dice.

The Hellspawned are the least common of the major races of Essafos and the most misunderstood. They are the descendants of the Titans themselves, specifically those native to the Hells, and thus seen with hatred and apprehension. For their part, Hellspawned may be driven to savagery based on their parentage, but most simply wish to survive and if narrow-minded fools try to plant steel in them for events beyond their control, then said fools will find themselves reaping the destruction they fear. Jaded and cautious, the Hellspawned live at the fringes of society and have some semblance of a brotherhood, though little is known of their intent and locale. When dealing with the Hellspawned, it is best to remember that they have had people trying to kill them their entire natural lives. Hellspawned never trust. Hellspawn don’t deal in threats. They simply appraise and then act. Swiftly and remorselessly to ensure their survival. What else is there to life?


Without boring you with too much of my concept (unless you'd like that)...My world of Essafos is a world beseiged by creatures known as Titans, rampaging monstrosities that seek to destroy anything and everything they can. The Elves have retreated to floating cities (think Ancient Netheril from Faerun), the Dwarves to their deep/high mountain citadels and the Gnomes are fey creatures created in the magical conflagrations that shaped the present world. Humans remain numerous but obsessed with religion and politics, so...Humans. Halflings are wanderers and traders, so...Halflings. And Half-orc is a term for any pairing of Goblinkin and Humanoid...Need to work on those three a bit as they're rather uninspired. Okay, so they all are...But it's a start.

Thinking I might make my Half-orcs half-Demon or Hagspawn instead while keeping their racial traits the same. Incidentally, I'm aware there's an anime with the same name as Titans, and no I haven't seen it, but the theme stays :smallamused:

Google Mars Terraformed if you'd like a world map. Mega-continent with a few large inland lakes, a South Polar mountain range and one vast Northern Sea. The continent features mostly temperate forests and expanses of wastelands and steppe, with jungles following ley lines threaded across the planet's surface, irrespective of local climate.

I'm also working on Dragonkin and Warforged-inspired races to round things out.

Malachi Lemont
2014-01-27, 12:23 PM
This world sounds like a lot of fun - and I can tell you've put some thought into it. I like the idea of many vertical layers of society, with the elves in the sky and the dwarves deep underground, protecting the surface from what's underneath. Nice work!

Drekk
2014-01-28, 10:03 PM
Thanks! I decided to scrap half-orcs and replace them with Hellspawned instead :smallbiggrin:

I'm still wondering about the Undead ~ power-wise, do you think they match well with the other races?

avr
2014-01-29, 05:54 AM
There's quite a lot of divergence in power levels between your races. Gnomes get some nice out of combat utility from their at wills but relatively little in combat. OTOH halfling wizards will be pumping their arms and cheering you for buffing them so, as will humans of any kind and elven warrior-types.

The undead are better than your gnomes but probably worse than humans with the possible exception of undead paladins vs. human paladins. Which is an odd place to have synergy but there it is. Overall I'd put them in same power range as your races. For power I'd rate your races as Humans > (Dwarves, Elves, Halflings) > (Hellspawn, Undead) > Gnomes

Drekk
2014-01-29, 06:16 AM
Innnnnteeresting analysis! I'm trying to decide now if I should just strip Halflings from the setting and grant their abilities to Gnomes and take away the Gnomish SR or keep both races and just buff Gnomes a bit.

Thanks for commenting on the Undead; sounds like they may be in a good place. I didn't do well in thinking about utility vs combat strength; I rated them both about equal in usage, but then, it also depends on the encounters. I've run great games with no combat before, so utility could be equally useful. BUT. I specifically asked for power analysis, so maybe my poor lil Gnomes could use a buff! As for the Hellspawn..They've only been in existence a few hours. Maybe a nice solid SLA is in order..Something that isn't Darkness 1/Day :smallcool:

'Preciate Ya!

Drekk
2014-01-30, 10:57 AM
Gutted Halflings and gave their stuff to the Gnomes. There's only enough room for one short race in this world!...And Dwarves :smallamused: Also gave my Hellspawned a bit of a boost offensively.

AdamantlyD20
2014-02-01, 08:55 PM
Great job, you have clearly put a lot of thought and effort into your setting. Would you mind if i used these at some point?

Drekk
2014-02-02, 05:36 AM
That's the best complement I could get! But only if you tell me how they work out for you! :smallbiggrin:

AdamantlyD20
2014-02-02, 07:42 PM
That's the best complement I could get! But only if you tell me how they work out for you! :smallbiggrin:

Sure thing. I'm adding the page to my bookmarks and will be more than happy to let you know

Everyl
2014-02-02, 10:39 PM
This question might be irrelevant, since I haven't read Pathfinder, but from the writeup of the Fallen, I'm left with a few questions. You specify how they feed, and what the consequences of not feeding are, but how much do they need to eat to stave off starvation? Do they need to do a minimum amount of damage per day with those attacks to avoid starvation? And do the Fallen get both the bite and the drain, or only one chosen at chargen (the text implies both at different points)?

Drekk
2014-02-03, 03:31 AM
I'd written out a few ideas on how to ensure a Fallen PC eats enough but scrapped it in favor of DM fiat to keep from flooding the Fallen stat block with too many rules. Basically treat them the same way as PC's that don't buy rations or hunt. If you aren't biting or groping things, you're going to start feeling fatigue/exhaustion. My original idea was that they'd need to deal one-half of the PC's normal hit points per day to living targets. Living meaning not corpses. What do you suggest? Being stricter would ensure they have RP consequences for their in-game power and keep the flavor of ravenous Undead.

The Fallen only gain one of the abilities as chosen by you. I'd written "this takes one of two forms," and in the feat section "based on your feeding ability, you gain one of the following:" but I'll re-edit it to ensure clarity.

Thanks for your feedback!

Everyl
2014-02-03, 03:36 PM
The only reason I think that having more explicit feeding rules might be important is because of situations like what the OOTS is facing with Durkon in recent comics. What if the PCs are in a situation where the only food that is available (or morally acceptable) for a Fallen to eat are other PCs? How much healing is it going to take to patch up their "donors?" I don't have any suggestions for how to balance this, but I suspect it's a question that could easily come up during gameplay.

Drekk
2014-02-04, 06:37 AM
Ahhh, okay, good point! I should spell it out in a sentence or two. I think 1/2 their max HD/day is a nice way to do it. The more powerful they are, the more ravenous they become. A 10th level fighter is either hauling around a bag of holding with a lot of freaking chickens...Or taking Weapon Specialization: Omnomnomnomnom :smallamused:

Omeganaut
2014-02-12, 08:38 PM
If you give a race an ability that grows every 5 levels, you should give one to all your races. Otherwise some races will be better at lower levels and some will gain in power to higher levels. As it is, I'd put your races about a half level above standard pathfinder and a full level above 3.5, so you would have to empower your monsters accordingly. I'd also question why your hellspawn have a bonus to CHA if everyone hates them, and a penalty to INT. I'd say reverse those, and make sure its explicit that they get flavor social penalties, as they are slightly more powerful than the others.

EDIT: Wait, shouldn't this be in the general homebrew forum rather than the worldbuilding sub-forum, since it is focusing on races and not the larger world?