Da'Shain
2014-04-08, 11:05 PM
For an upcoming pirate campaign, I'm planning on setting the players down in good ol' horrific Bas-Lag (http://baslag.wikia.com/wiki/Bas-Lag_Wiki). I don't believe any of them have read China Mieville's books (and I heartily recommend them, if anyone reading this hasn't), but the species there are sufficiently different from most existing ones that they're not really well-represented by replacing them with a normal Pathfinder race, so I figured I'd take a stab at creating them and try to make them balanced.
If anyone has attempted this before, please, point me in their direction! Otherwise, let me know whether these races seem playable alongside what will likely be predominantly humans, or whether they seem too powerful or too weak.
Ability Score Racial Traits: Cactacae are tough as bark and strong as roots, but lack the grace of other species and tend to disdain more cerebral pursuits. They gain +2 Strength and +2 Constitution, but have -4 Dexterity and -2 Intelligence.
Type: Cactacae are plants with the [humanoid] subtype. Because of their enhanced cognitive abilities relative to other plants, they lose the normal plant immunity to mind-affecting effects, stunning and polymorph effects, but retain their immunity to paralysis, sleep effects, and poisons that do not specifically work on plants.
Size: Cactacae are typically larger than other races, but are still treated as Medium creatures, and thus have no bonuses or penalties due to size other than those spelled out in their Powerful Build trait.
Base Speed: Cactacae have a base speed of 20 feet.
Languages Cactacae begin play speaking the Common language of their home region and Sunglari, a language which only other sapient plants possess the organs to speak, but which may be learned and understood by other species. Cactacae with high Intelligence scores may choose any language.
Defense Racial Traits
Flora Physiology: Cactacae possess exceptionally tough skin and a redundant organ structure, granting them DR 5/slashing.
Sun-Hardened: Because of their plant-based nervous system and desert origins, Cactacae receive a +2 racial bonus against effects which would cause the fatigued, exhausted, or stunned conditions.
Offense Racial Traits
Powerful Build: Built larger and stronger than typical humanoids, Cactacae receive a +1 size bonus to their CMB and CMD, and additionally may wield weapons one size category larger than normal without incurring penalties. Their carrying capacity is determined as though for a Large creature.
Weapon Familiarity: Cactacae treat rivebows as martial weapons.
Skills Racial Traits
Buoyant Cactacae naturally float in bodies of water, gaining a +8 racial bonus on Swim checks to stay afloat or ascend towards the surface. However, on any round in which they are underwater and do not ascend to the surface, Cactacae lose this bonus on any Swim checks made, and in addition to any checks that round, must make a DC 15 Swim check or ascend at a rate of 30 feet per round. The need for this check may be obviated with freedom of movement or a similar effect.
Senses Racial Traits
Low-Light Vision: Cactacae see twice as far as humans in dim light.
Other Racial Traits
Rigid Sentinel: Cactacae do not sleep, but require six hours of standing rest a day to avoid exhaustion. These hours need not be consecutive but must be in increments of at least one hour. During these rest periods, the Cactus must be immobile, but may still make Perception checks as though awake, at a -2 penalty.
Carbon Breather: Cactacae may hold their breath five times as long as normally determined by their Constitution score.
Weakness Racial Traits
Flammability: Any effect that deals fire damage has a 25% chance to set the Cactus on fire for 1d6 damage in the same round as the fire effect, then for 2d6 fire damage in subsequent rounds. This fire may be extinguished as normal, either by immersion in water, a DC 15 Reflex save (with a +4 bonus if the Cactus spends a full round rolling on the floor), or other effects as determined by the GM.
Photosynthesis: Cactacae do not need to eat, but require sunlight to live. A Cactus may go one sunless day without penalty; afterwards, every subsequent day without an hour of sunshine or an equivalent effect (determined by GM) imposes a cumulative -2 penalty to the Cactus's saving throws. After a week without sun, the Cactus must succeed at a DC 10 Fortitude save or die every day.
All player-character Khepri are female; males of the species are non-sapient.
Ability Score Racial Traits: Khepri are quick-witted and creative, but suffer from frailer physiques than other humanoids. They gain +2 Intelligence and +2 Charisma, but have -2 Constitution.
Type: Khepri females are humanoids with the [insectoid] subtype; they gain none of the vermin type's immunities, but may be affected as though vermin by spells which specifically target vermin. Any spell which specifically targets vermin and does not allow a save instead grants the Khepri a save as normal (calculated as normal by Spell Level + caster's ability modifier).
Size: Khepri females are Medium creatures and thus have no bonuses or penalties due to size.
Base Speed: Khepri have a base speed of 30 feet.
Languages Khepri begin play speaking Khepri and understanding, but not speaking, the Common language of their home region. Khepri females' vocal chords are unable to form the requisite sounds to speak most languages, and they usually make themselves understood either through gesturing or writing. Conversely, the Khepri language, being largely an exchange of pheremones, cannot be spoken or understood by any other species without magical aid. Those with high Intelligence scores may choose any language, although most choose at least one form of sign language.
Defense Racial Traits
Insectile Thoughts: Khepri gain a +2 bonus to saving throws versus illusion and enchantment effects from a non-vermin or insectoid source, as well as any divination effect which would gain information about the Khepri's mind. Additionally, any non-vermin or insectoid creature that attempts to read a Khepri's thoughts must succeed at a DC 20 Will save in order to make any sense of the alien thought processes. Any non-vermin or insectoid creature attempting to Sense Motive a Khepri takes a -2 penalty to their skill check.
Waste Dweller: Despite their frail constitutions, Khepri are used to living in or near the detritus of insect hives, and are thus resistant to many afflictions, gaining a +2 to saving throws against diseases.
Offense Racial Traits
Pincers: A Khepri has a bite attack that deals 1d3 points of damage.
Skills Racial Traits
Expressive: Khepri may select one Craft or Perform skill (except Perform [oratory] or [sing]); this skill gains a +2 racial bonus, and is always treated as a class skill.
Compound Eyes: A Khepri gains a +2 racial bonus on all sight-based Perception checks, and gains a +5 on checks made to see through disguises. However, their unique vision gives them a -5 to any Linguistics checks made to decipher non-Khepri writing, and they read and write non-Khepri languages at one quarter the normal speed. This means that a Khepri trying to activate any scroll written by a non-Khepri takes two full-round actions to do so.
Senses Racial Traits
Improved Darkvision: Khepri see perfectly in the dark up to 60 feet. Additionally, they see in perfect color within their darkvision's range.
Other Racial Traits
Dried Saliva: Khepri spit can be easily formed into sculpture or other simple items, with color determined by the Khepri's diet. A well-fed Khepri may create up to five pounds of this resin-like substance a day; treat the substance as having hardness 0 and 2 hp/inch of thickness. Any item created in this manner may not support more than twice its own weight. Complex tools (such as those found in skill kits) may not be formed by this, nor can any form of usable rope or weapon.
Ability Score Racial Traits: Scabmettlers must be hardy and mentally disciplined to live with their unique blood, but tend to be off-putting in their intensity and slower than other species. They gain +2 Constitution and +2 Wisdom, but have -2 Dexterity and -2 Charisma.
Type: Scabmettlers are humanoids with the [scabmettler] subtype.
Size: Scabmettlers are Medium creatures, and thus have no bonuses or penalties due to size.
Base Speed: Scabmettlers have a base speed of 30 feet.
Languages Scabmettlers begin play speaking the Common language of their home region. Scabmettlers with high Intelligence scores may choose any language.
Defense Racial Traits
Quickstanch: Because their blood coagulates so quickly, only direct bone or organ damage truly hurts a Scabmettler. Scabmettlers have DR 5/bludgeoning, and additionally are immune to bleed effects.
Clot Armor: By drinking Blodfrey, a special anti-coagulant tea, a Scabmettler may cut herself in specific patterns and allow her blood to run over her body, swiftly setting into large, interconnected scabs as tough as bone, taking two rounds to do so. These scabs form the Scabmettler's clot armor, and may bestow a natural armor bonus of up to +8 on the scabmettler, so long as she is not wearing any other armor or heavy clothing. For each point of natural armor bonus, the Scabmettler must cut herself for 1 hit point of damage. This armor is treated as normal armor, requires armor proficiencies, and imposes an arcane spell failure chance as normal; a bonus of +7 or greater is treated as heavy armor with a max Dex bonus of +1 and an armor check penalty of -5, a bonus of +5 or +6 is treated as medium armor with a max Dex bonus of +3 and an armor check penalty of -3, and a bonus of +4 or lower is treated as light armor with a max Dex bonus of +5 and an armor check penalty of -1. This armor lasts for eight hours, or may be cut off by the Scabmettler beforehand. This armor stacks with any natural armor bonuses the Scabmettler receives from other sources, even ones that would not normally stack.
Offense Racial Traits
Scabbed Over: When hit by a melee slashing or piercing attack she was not flat-footed or otherwise denied action against, a Scabmettler may make a combat maneuver check to disarm her attacker as an immediate action. This attempt provokes attacks of opportunity as normal. If the attempt is successful, the weapon has been stuck in the Scabmettler's clotted blood and is torn from her attacker's grasp, embedded in the Scabmettler. It may be torn free either with a single successful grapple combat maneuver check (in place of initiating a grapple) or with a DC 10 Strength check if the Scabmettler is willing. If torn free from an unwilling scabmettler, it deals normal weapon damage plus half the attacker's Strength modifier, mitigated by the Scabmettler's DR as normal.
Weakness Racial Traits
Hyperactive Platelets: A Scabmettler without access to the Blodfrey herb has more sluggish blood than normal, and runs the risk of sudden total clotting, resulting in paralysis and quick death. For every day after the first that she goes without any Blodfrey herb, the Scabmettler receives one less point of healing per die from any healing source, to a maximum of -5 per die; if the healing source does not rely on dice, she regains only a quarter of the normal hit points it would heal. After a week without the herb, she must succeed at a DC 15 Fortitude save every day or suffer total paralysis, followed by death within an hour.
If anyone has attempted this before, please, point me in their direction! Otherwise, let me know whether these races seem playable alongside what will likely be predominantly humans, or whether they seem too powerful or too weak.
Ability Score Racial Traits: Cactacae are tough as bark and strong as roots, but lack the grace of other species and tend to disdain more cerebral pursuits. They gain +2 Strength and +2 Constitution, but have -4 Dexterity and -2 Intelligence.
Type: Cactacae are plants with the [humanoid] subtype. Because of their enhanced cognitive abilities relative to other plants, they lose the normal plant immunity to mind-affecting effects, stunning and polymorph effects, but retain their immunity to paralysis, sleep effects, and poisons that do not specifically work on plants.
Size: Cactacae are typically larger than other races, but are still treated as Medium creatures, and thus have no bonuses or penalties due to size other than those spelled out in their Powerful Build trait.
Base Speed: Cactacae have a base speed of 20 feet.
Languages Cactacae begin play speaking the Common language of their home region and Sunglari, a language which only other sapient plants possess the organs to speak, but which may be learned and understood by other species. Cactacae with high Intelligence scores may choose any language.
Defense Racial Traits
Flora Physiology: Cactacae possess exceptionally tough skin and a redundant organ structure, granting them DR 5/slashing.
Sun-Hardened: Because of their plant-based nervous system and desert origins, Cactacae receive a +2 racial bonus against effects which would cause the fatigued, exhausted, or stunned conditions.
Offense Racial Traits
Powerful Build: Built larger and stronger than typical humanoids, Cactacae receive a +1 size bonus to their CMB and CMD, and additionally may wield weapons one size category larger than normal without incurring penalties. Their carrying capacity is determined as though for a Large creature.
Weapon Familiarity: Cactacae treat rivebows as martial weapons.
Skills Racial Traits
Buoyant Cactacae naturally float in bodies of water, gaining a +8 racial bonus on Swim checks to stay afloat or ascend towards the surface. However, on any round in which they are underwater and do not ascend to the surface, Cactacae lose this bonus on any Swim checks made, and in addition to any checks that round, must make a DC 15 Swim check or ascend at a rate of 30 feet per round. The need for this check may be obviated with freedom of movement or a similar effect.
Senses Racial Traits
Low-Light Vision: Cactacae see twice as far as humans in dim light.
Other Racial Traits
Rigid Sentinel: Cactacae do not sleep, but require six hours of standing rest a day to avoid exhaustion. These hours need not be consecutive but must be in increments of at least one hour. During these rest periods, the Cactus must be immobile, but may still make Perception checks as though awake, at a -2 penalty.
Carbon Breather: Cactacae may hold their breath five times as long as normally determined by their Constitution score.
Weakness Racial Traits
Flammability: Any effect that deals fire damage has a 25% chance to set the Cactus on fire for 1d6 damage in the same round as the fire effect, then for 2d6 fire damage in subsequent rounds. This fire may be extinguished as normal, either by immersion in water, a DC 15 Reflex save (with a +4 bonus if the Cactus spends a full round rolling on the floor), or other effects as determined by the GM.
Photosynthesis: Cactacae do not need to eat, but require sunlight to live. A Cactus may go one sunless day without penalty; afterwards, every subsequent day without an hour of sunshine or an equivalent effect (determined by GM) imposes a cumulative -2 penalty to the Cactus's saving throws. After a week without sun, the Cactus must succeed at a DC 10 Fortitude save or die every day.
All player-character Khepri are female; males of the species are non-sapient.
Ability Score Racial Traits: Khepri are quick-witted and creative, but suffer from frailer physiques than other humanoids. They gain +2 Intelligence and +2 Charisma, but have -2 Constitution.
Type: Khepri females are humanoids with the [insectoid] subtype; they gain none of the vermin type's immunities, but may be affected as though vermin by spells which specifically target vermin. Any spell which specifically targets vermin and does not allow a save instead grants the Khepri a save as normal (calculated as normal by Spell Level + caster's ability modifier).
Size: Khepri females are Medium creatures and thus have no bonuses or penalties due to size.
Base Speed: Khepri have a base speed of 30 feet.
Languages Khepri begin play speaking Khepri and understanding, but not speaking, the Common language of their home region. Khepri females' vocal chords are unable to form the requisite sounds to speak most languages, and they usually make themselves understood either through gesturing or writing. Conversely, the Khepri language, being largely an exchange of pheremones, cannot be spoken or understood by any other species without magical aid. Those with high Intelligence scores may choose any language, although most choose at least one form of sign language.
Defense Racial Traits
Insectile Thoughts: Khepri gain a +2 bonus to saving throws versus illusion and enchantment effects from a non-vermin or insectoid source, as well as any divination effect which would gain information about the Khepri's mind. Additionally, any non-vermin or insectoid creature that attempts to read a Khepri's thoughts must succeed at a DC 20 Will save in order to make any sense of the alien thought processes. Any non-vermin or insectoid creature attempting to Sense Motive a Khepri takes a -2 penalty to their skill check.
Waste Dweller: Despite their frail constitutions, Khepri are used to living in or near the detritus of insect hives, and are thus resistant to many afflictions, gaining a +2 to saving throws against diseases.
Offense Racial Traits
Pincers: A Khepri has a bite attack that deals 1d3 points of damage.
Skills Racial Traits
Expressive: Khepri may select one Craft or Perform skill (except Perform [oratory] or [sing]); this skill gains a +2 racial bonus, and is always treated as a class skill.
Compound Eyes: A Khepri gains a +2 racial bonus on all sight-based Perception checks, and gains a +5 on checks made to see through disguises. However, their unique vision gives them a -5 to any Linguistics checks made to decipher non-Khepri writing, and they read and write non-Khepri languages at one quarter the normal speed. This means that a Khepri trying to activate any scroll written by a non-Khepri takes two full-round actions to do so.
Senses Racial Traits
Improved Darkvision: Khepri see perfectly in the dark up to 60 feet. Additionally, they see in perfect color within their darkvision's range.
Other Racial Traits
Dried Saliva: Khepri spit can be easily formed into sculpture or other simple items, with color determined by the Khepri's diet. A well-fed Khepri may create up to five pounds of this resin-like substance a day; treat the substance as having hardness 0 and 2 hp/inch of thickness. Any item created in this manner may not support more than twice its own weight. Complex tools (such as those found in skill kits) may not be formed by this, nor can any form of usable rope or weapon.
Ability Score Racial Traits: Scabmettlers must be hardy and mentally disciplined to live with their unique blood, but tend to be off-putting in their intensity and slower than other species. They gain +2 Constitution and +2 Wisdom, but have -2 Dexterity and -2 Charisma.
Type: Scabmettlers are humanoids with the [scabmettler] subtype.
Size: Scabmettlers are Medium creatures, and thus have no bonuses or penalties due to size.
Base Speed: Scabmettlers have a base speed of 30 feet.
Languages Scabmettlers begin play speaking the Common language of their home region. Scabmettlers with high Intelligence scores may choose any language.
Defense Racial Traits
Quickstanch: Because their blood coagulates so quickly, only direct bone or organ damage truly hurts a Scabmettler. Scabmettlers have DR 5/bludgeoning, and additionally are immune to bleed effects.
Clot Armor: By drinking Blodfrey, a special anti-coagulant tea, a Scabmettler may cut herself in specific patterns and allow her blood to run over her body, swiftly setting into large, interconnected scabs as tough as bone, taking two rounds to do so. These scabs form the Scabmettler's clot armor, and may bestow a natural armor bonus of up to +8 on the scabmettler, so long as she is not wearing any other armor or heavy clothing. For each point of natural armor bonus, the Scabmettler must cut herself for 1 hit point of damage. This armor is treated as normal armor, requires armor proficiencies, and imposes an arcane spell failure chance as normal; a bonus of +7 or greater is treated as heavy armor with a max Dex bonus of +1 and an armor check penalty of -5, a bonus of +5 or +6 is treated as medium armor with a max Dex bonus of +3 and an armor check penalty of -3, and a bonus of +4 or lower is treated as light armor with a max Dex bonus of +5 and an armor check penalty of -1. This armor lasts for eight hours, or may be cut off by the Scabmettler beforehand. This armor stacks with any natural armor bonuses the Scabmettler receives from other sources, even ones that would not normally stack.
Offense Racial Traits
Scabbed Over: When hit by a melee slashing or piercing attack she was not flat-footed or otherwise denied action against, a Scabmettler may make a combat maneuver check to disarm her attacker as an immediate action. This attempt provokes attacks of opportunity as normal. If the attempt is successful, the weapon has been stuck in the Scabmettler's clotted blood and is torn from her attacker's grasp, embedded in the Scabmettler. It may be torn free either with a single successful grapple combat maneuver check (in place of initiating a grapple) or with a DC 10 Strength check if the Scabmettler is willing. If torn free from an unwilling scabmettler, it deals normal weapon damage plus half the attacker's Strength modifier, mitigated by the Scabmettler's DR as normal.
Weakness Racial Traits
Hyperactive Platelets: A Scabmettler without access to the Blodfrey herb has more sluggish blood than normal, and runs the risk of sudden total clotting, resulting in paralysis and quick death. For every day after the first that she goes without any Blodfrey herb, the Scabmettler receives one less point of healing per die from any healing source, to a maximum of -5 per die; if the healing source does not rely on dice, she regains only a quarter of the normal hit points it would heal. After a week without the herb, she must succeed at a DC 15 Fortitude save every day or suffer total paralysis, followed by death within an hour.