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View Full Version : Pathfinder [PF] Races of the Cradle - Homebrew races



Genth
2014-06-20, 08:54 PM
Howdy all, here are the races that I've made for my Homebrew. There may be others later, but this is very much the 'core list'

A few things to note - these are designed to be a shade or two more powerful than standard PF races. As a whole, they range from 15-18 RP as I've designed, but I'm very open and hoping for suggestions on any balancing issues there may be.

Strange and distant to the eyes of the Kind, the Kin were created (or so the mythology goes) by the Star-God, placed on the cradle to spread and learn about the world. While the different races of Kin contrast in many ways, there are some similarities between them.

All Kin have some form of inherited magic, their blood is itself composed of star-stuff and divine intervention. No matter how materialistic the Kin is, they will always have some trick or sign of their inheritance.

All Kin are long-lived, at least compared to the Kind, With the Starkin living lives measured in a few millennia, the Highkin, Deepkin, and Bluekin all living for a few centuries, and the Greykin and Greenkin living usually for one and a half centuries, although obviously there are exceptions to the rule.


Living in isolation, the Great Highkin cities tower above the mountainous landscape in which they are built, with imposing walls covered in strange sigils and woven with powerful magic. The Star-God placed them on the Cradle to study the strange force of magic which seemed to congeal and be strongest around the tallest peaks of the world. As a result, they have become the Cradle’s most celebrated Wizards and Scholars, although they certainly have some warriors in their midst.

Highkin are tall, as a rule, with ears only a little longer than a Kind’s, with skin tones varying from bronze to gold.

The Highkin also maintain and inhabit the enormous Temple of the Star-God, a complex larger than a city, and have a library there.

Ability Scores – +2 Intelligence, +2 Wisdom, -2 Constitution
Size – Highkin are medium sized
Type – Highkin are humanoids with the Kin subtype
Base Speed – Highkin have a base speed of 30ft
Languages – Highkin begin with Common and Startongue. Those with high intelligence can choose from High Cant, Kith, Draconic, Elemental, and Magol

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – No Highkin can grow up without some understanding of magic, and gain +2 to Spellcraft and Knowledge(Arcana)

Low Light Vision
Magic Focus – All Highkin grow up surrounded with magic techniques and so gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Highkin Magic – Highkin can tap into the power of their blood to use Arcane magic, and at 1st level gain Mage Armor as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Overland Flight as a Spell like ability with 1/day uses and caster level equal to total hit die.


The Deepkin were created to explore beneath the earth, to study the gemstones, the great underground rivers and seas, and to sing to the earth itself. Their blood calls out in the form of powerful voices, and their ability to speak and create beautiful music is legendary. Lucky is the individual who has gotten the opportunity to hear the entire Choir of a Hold.

They live in the seven great Holds of the Deepkin, though only a few are known to the surface people.

Deepkin are short and stocky, with long ears adapted to listening in the rocky, echoing deeps, and large, round eyes to see in darkness.


Ability Scores – +2 Constitution, +2 Charisma, -2 Dexterity
Size – Deepkin are medium sized
Type – Deepkin are humanoids with the Kin subtype
Base Speed – Deepkin have a base speed of 20ft but are never slowed by armor
Languages – Deepkin begin with Common and Startongue. Those with high intelligence can choose from Deep Cant, High Cant, Komai

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – Deepkin live to sing and perform, gaining a keen ear, and gain +2 to Perception checks to hear things and Performance (Singing)

Darkvision 60ft

Deep Magic - Members of this race gain a +2 racial bonus on the DC of any Sonic-based spell, and a +2 bonus to Will saves against sonic based spells

Sonorous Voice – Deepkin can tap into the power of their blood to use the power of their voices, and at 1st level gain Clarion Call as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Shout as a Spell like ability with 1/day uses and caster level equal to total hit die.


Hiding in the forests of the cradle, festooned with finger-bones and ironwood fetishes, the Greenkin are feared by any lone traveler trespassing in the woods. Their story is a sad one, however, of a peaceful, pleasant people forced into savagery and viciousness by oppression of their cousins.

Quite unique among the races, the Greenkin display a vast difference between the sexes. The females are tall, powerfully built as a rule, and inclined towards martial pursuits, while the males are small, inclined towards developing their magical aims. However, none of the greenkin have any particular love for scholarly pursuits.

Female Greenkin

Ability Scores – +2 Strength, +2 Charisma, -2 Wisdom
Size – Female Greenkin are medium sized
Type – Greenkin are humanoids with the Kin subtype
Base Speed – Greenkin have a base speed of 30ft
Languages – Greenkin begin with Startongue. Those with high intelligence can choose from Common, Sylvan, Kith, or Elemental

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – Female Greenkin are brought up in the wilds, and trained to live and survive as they rove across the land, and gain a +2 bonus to Survival and Knowledge (Geography)

Low light vision

Weapon Training – All Female Greenkin spend time training with weaponry to protect the tribes, and so gain proficiencies in Rhoka, Ripsaw Glaive, and Spiked Chain.

Greenkin Blood – Female Greenkin can tap into the power of their blood to fuel their bodies, and at 1st level gain Longstrider on self as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Stoneskin on self as a Spell like ability with 1/day uses and caster level equal to total hit die.

Male Greenkin

Ability Scores – +2 Wisdom, +2 Dexterity, -2 Strength
Size – Male Greenkin are small sized
Type – Greenkin are humanoids with the Kin subtype
Base Speed – Greenkin have a base speed of 20ft
Languages – Greenkin begin with Startongue. Those with high intelligence can choose from Common, Sylvan, Kith, or Elemental

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – Male Greenkin are brought up to understand the wilds, and trained to live and survive as they rove across the land, and gain a +2 bonus to Survival and Knowledge (Nature)

Low light vision

Hydrated Vitality – Male Greenkin have a close connection to the waters that feed forests and nature. They gain fast healing 2 for 4 rounds anytime they are submerged completely within a body of natural fresh water, or brackish water. Poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability, however still pools in forested locations do. Members of this race can heal up to 4 hit points per level per day with this ability, after which it ceases to function.

Greenkin Blood – Male Greenkin can tap into the power of their blood to fuel their bodies, and at 1st level gain Green Man’s Grace (Neraid’s Grace, Natch.) on self as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Cure Critical Wounds on self as a Spell like ability with 1/day uses and caster level equal to total hit die.


Riders of the great oceans and inner seas, the Bluekin are –everywhere- there is salt water. Almost all port cities, even in the rabidly xenophobic Komai Dominion, will have an enclave of Bluekin beside the water. Sent by the Star-God to study and understand the oceans, the Bluekin live in tight circles of kinship (pun unintended). A family, the eldest female being the captain, and the eldest male being the quartermaster, runs every ship. Marriage is an important event to the Bluekin, as in every marriage one ship looses a crewmate, and another gains one.

Hardy and strongly built, Bluekin are middling to just above average height, with nut-brown skin, and a thin, sinewy build as a rule. Friendly and with a trader’s mind, the stereotypical image of a Bluekin is of a laughing, long-eared person swinging from ropes and beams.

Ability Scores – +2 Charisma, +2 Dexterity, -2 Intelligence
Size – Male Bluekin are medium sized
Type – Bluekin are humanoids with the Kin subtype
Base Speed – Bluekin have a base speed of 30ft
Languages – Bluekin begin with Common, Startongue and Kith. Bluekin with high intelligence can learn any non-secret language.

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills –Bluekin are brought up on the waves, learning how to move and know about the world around them. They gain a +2 racial bonus to Acrobatics and Knowledge(Geography).

Low light vision

Hold Breath - Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Swim - Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants

Bluekin Blood –Bluekin can tap into the power of their blood to fuel their bodies, and at 1st level gain Enhance Water as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Fickle Winds as a Spell like ability with 1/day uses and caster level equal to total hit die.



Not a PC Race

The Starkin are perhaps one of the most mysterious races on the Cradle. Created, so the tales go, to turn their attention upwards to the sky and stars, to look upon the Star-God and allow him to see himself from another point of view, the Starkin live far to the south, isolated from everyone, with cold winds and impassable mountains to protect their settlements. When a Starkin appears in other places, usually to deliver prophecy, or to trade for precious metals, it is an event that causes commotion among inhabitants.

They are tall, even taller than the Highkin, and thin almost to the point of looking emaciated. Their faces are smooth and noble, however, with high cheekbones. Their skin is midnight black, and speckled with white points that often glow when the Starkin is contemplating something important. Their strengths and skills are largely unknown, but they do seem to be prophets, able to push through the veil and see into the future.


Double not a PC Race

The Traitors. Snakespawn. Deathkin. The Enemy. The Greykin are the most reviled race on the Cradle, places that accept Orcs, and even Wylks will shoot Greykin on sight. That is the legacy of their empire which once stretched across the entire world. They were created by the Star God to explore other realms, slipping through the cracks of reality to see what existed beyond the Cradle itself, and were ensnared by the Naga Lords who waited in the Darkness.

Although the empire was brought down by the invasion of the Kind and rebellion from within, the Naga lords killed or, in the case of Falmak, chased out from the cradle, the Greykin culture still reveres and worships the Snake-lords, and behind the high walls of their dominion, still rule over kith, kin and kind as masters. They still perform raids on coastal towns, burning and taking slaves and claiming that their time will rise again.

For those lucky enough to have survived a raid of Greykin, they are surprisingly normal to see. Similar in stature to Highkin, though with ears sometimes reaching a foot in length, they have ash-grey skin and bone-white hair, preferring to dress in light, leather armor rather than heavy metal. Their eyes, however, betray the pollution they accepted into their blood from the Snake lords. Acid green, blood red, or sickly yellow, with slitted, serpentine pupils, the stare of a Greykin is in itself a fearful sight.

They are stronger in magic than any of the other races, fire, ice and darkness oozing from their fingertips, the legacy of Naga blood in their veins reacting to the Star-God’s. The cost, though, is their lives, they live far shorter lives than other Kin, and their minds, naturally twisting their thoughts towards cruelty and evil.

The Greykin are nigh unstoppable, excelling in the fields of war, through their magic, their willpower, and their corrupted minds. But if one were to penetrate the arcane protections surrounding a Greykin, to do so without alerting the vile thing of its presence, and to strike a mighty blow upon the things physical body, the thing would perish, as with any of the creatures of this world, and indeed perhaps quicker and with less struggle than the more virtuous upon the cradle.


The Kith were the first sentient minds to awaken on the Cradle, and are bound up in it’s material far more than any other race. They are, in a sense, avatars of the Cradle itself, and their worship for a universal Grandmother figure is a hallmark of that.

Kith grow and evolve as they get older and more powerful. The lives they lead change and twist how they appear, and how their forms operate, and so you see Kith in a bewildering variety of forms, from horse or ox-like laborers, to winged, swift-minded seekers of knowledge. All of them, however, are surprisingly hardy, able to withstand many blows and to heal faster than most.


Greatkith (+2 LA) (No, seriously, I’m not gonna let you play as one.)

Greatkith are rare, born to ‘normal’ kith at a rate around one in five thousand births, and are said to have the greatest potential of any race on the cradle. Indeed, during the Dark Era of the Greykin Empire, Greatkith were taken almost immediately from their homes and used in some of the most horrific experiments, likely one of the progenitors of the Orcish race.

Greatkith are large, and more animalistic in their looks and bearing than ordinary Kith. Standing upright, a greatkith might reach ten or twelve feet, but they tend to be forward leaning, with powerful builds, so their heads usually reach only seven or eight feet.

Ability Scores – +4 Strength, -2 Dexterity, +4 Constitution, -2 Wisdom (Please note these values already reflect the bonuses and penalties from Size)
Size – Greatkith are Large sized and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet
Type – Greatkith are Humanoids with the Giant subtype
Base Speed – Greatkith have a base speed of 40ft
Languages – Greatkith begin knowing Common and Kith, and with high intelligence can know Elemental or Startongue

Kith Growing – As Kith, Greatkith gain the bonus feats and access to the racial kith feats, see below.

Kith

Normal Kith are ubiquitous in almost every part of the world, and fit into a wide variety of situations. They are perhaps the basis for all other life on the cradle.

Ability Scores – +2 Wisdom, +2 Constitution, -2 Intelligence
Size – Kith are medium sized
Type – Kith are humanoids with the Kith subtype
Base Speed – Kith have a base speed of 30ft
Languages – Kith begin with Common and Kith. Kith with high intelligence can learn any non-secret language.

Kith Growing – See Below

Newkith

The ‘Newkith’, named so because they only seemed to appear after the fall of the Greykin Empire, are small folk, prone to stealth and secrecy, tending to keep to their own communities both within and outside cities, but have gained a reputation for being canny and swift-minded

Ability Scores – +2 Constitution, +2 Intelligence, -2 Wisdom
Size – Kith are small sized
Type – Kith are humanoids with the Kith subtype
Base Speed – Kith have a base speed of 20ft
Languages – Kith begin with Common and Kith. Kith with high intelligence can learn any non-secret language.

Kith Growing – See Below



The most amazing ability of the Kith, at least to the eyes of the Kind and Kin, is their ability to evolve and change throughout their lives. When they reach a certain age, or a certain level of power and life experience, they will wake to find their bodies changed. [Just to make things clear – only the ‘elemental’ kith abilities are ‘pathed’, the other feats can be mixed and matched]

At first level, Kith gain a bonus feat, which has to be spent on one of the following racial traits.

“Path of the Flamekith” – Kith gains energy resistance 5 to fire.
“Path of the Airkith” – Kith gains energy resistance 5 to Lightning
“Path of the Waterkith” – Kith gains energy resistance 5 to Cold
“Path of the Stonekith” – Kith gains energy resistance 5 to Acid
“Eyes of the Owl” – Kith gains Darkvision 60ft
“Feet of the Horse” – Kith gains +10 to Base land speed
“Snout of the Wolf” – Kith gains the scent ability
“GM Cheats Form of the Cat” – Kith gains access to all ‘Catfolk’ racial feats and an extra feat
“Jaws of the predator” – Gain a bite attack

At seventh level, Kith gain access to a new set of racial feats and an bonus feat which must be spent on one of the following;
“Flamekith’s might” – [Must have Path of the Flamekith] Kith gains a breath weapon (30ft Cone, Fire, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Airkith’s Strike” – [Must have Path of the Airkith] Kith gains a breath weapon (40ft line, lightning, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Waterkith’s doom” – [Must have Path of the Waterkith] Kith gains a breath weapon (30ft Cone, Ice, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Stonekith’s blow” – [Must have Path of the Stonekith] Kith gains a breath weapon (30ft Cone, Fire, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Feathers of the Eagle” – Kith gains Feathers all over their body, in a bewildering variety of plumage. Kith Gains a +2 Dodge bonus to AC and a -2 penalty to stealth.
“Heart of the Ox” – Kith’s heart expands to twice it’s size, pumping more blood throughout their body. They gain the Ferocity ability.
“Tread of the Wolf” – Kith’s arms and legs twist into subtly more stealthy and graceful forms. They gain a +2 bonus to stealth checks, and +10 to their base land speed.
“Claws of the Predator” – Kith gains two natural claw attacks.

At Twelfth level, Kith gain access to a new set of racial feats and an bonus feat which must be spent on one of the following;


“Flamekith’s Inner Heat” – [Kith Must have the Flamekith’s Might Feat] Whenever the Kith takes damage in melee or is successfully the target of a melee touch attack, the opponent takes fire damage equal to the Kith’s level.
“Home of the Airkith” – [Kith Must have the Airkith’s Strike feat] Kith gains a fly speed equal to double it’s base land speed with perfect maneuverability
“Domain of the Waterkith” – [Kith Must have the Waterkith’s Doom feat] – Kith travelling through water can move at 150 ft per round (i.e just as fast as the fastest warships)
“Skin of the Stonekith” – Kith gains DR 10/Adamantine
“Wings of the Great Birds” – Kith gains large wings, and a fly speed equal to double its base land speed.
“Spirit of the Bull” – Kith gains a permanent +2 racial bonus to constitution.
“Wolfpack” – Along with other kith with this feat, kith can enter into a pack, allowing telepathic communication between members, and a +2 insight bonus to AC whenever other members of the pack are within 60 ft of the Kith.
“Predator’s stance” – Kith gains pounce.

GMs should have ‘high level’ racial feats open for discussion with Kith – beyond 17th level they are starting to become more than mere corporeal creatures. An Airkith might become incorporeal, a kith following the ‘predator’ line might gain speed, reflexes and hunting abilities beyond the capabilities of other races.


Heroes, invaders, liberators, the Kind are alien to the Cradle, coming from the ‘Greenlands’, a homeland that has faded into mythical status. All that is clear is that they were forced from their homes by the ‘Great Devourer’ and wandered through the ‘Dark Sea’ for many years before finally being brought to the Cradle by the Dragons. Their arrival, at the height of the Greykin empire, precipitated a long war.

The Kind are known for their swift lives, their slight resilience to the powers of magic on the cradle, and their deep connection to their gods, of which there are many.

Ability Scores – Kind gain a +2 to one ability score depending on where they come from;
Kind from Cities gain +2 Intelligence
Kind from the Wilds gain +2 Wisdom
Kind from the Komai Dominion gain +2 Charisma
Firstkind, the savage kind from the northlands gain +2 Strength
Skykind, from Dragonmount, gain +2 Consitution
Size – Kind are medium sized
Type – Kind are humanoids with the Kind subtype
Base Speed – Kind have a base speed of 30ft
Languages – Kind begin with Common and a dialect unique to their nation. Kind with high intelligence can learn any non-secret language.

Close to the Gods – Kind gain +1 to the DC of all spells they gain through domains.

Alien Origin – Kind gain a +1 to all saves against spells and spell like abilities

Weapon Mastery – Kind invented swords, and so gain proficiency with all one-handed sword weapons.

Natural Talent – Kind can select one of their Class Skills, and gain a +2 racial bonus to it.


During the Greykin empire, many unfortunate slaves were experimented on, changed, tortured even, their bodies twisted and changed into parodies of what they were before. After the war of liberation, many of these new races were cast out of ‘decent’ society, seen either as mindless beasts, dangerous enemies, or just dark reminders of what there once was. Most of these creatures do not have the organization or mentality to become adventurers, but some do.

Orcs

The story of the Orcs is a complicated one. In a society where everything not Greykin or Naga was considered property, the Orcs had comfortable, decent lives, acting as the shock troops of the Greykin, impervious to most minor magic and to most minor physical attack, the Orcs rose to a place of high prominence. But they were not satisfied. The Orc Rebellion nearly brought down the Empire three hundred years before the arrival of the Kind.

Orcs are tall, brawny, powerful creatures, seven feet tall or higher, with skin ranging from dark green to dead black, often adorned with scars and tattoos. Their defining characteristic is their resilience. Orcs are nearly impossible to fell with ‘normal’ magic or physical might.

Ability Scores – +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma, -2 Wisdom
Size – Kith are medium sized
Type – Orcs are humanoids with the Outcast subtype
Base Speed – Orcs have a base speed of 35ft
Languages – Orcs begin with Orc. Orcs with high intelligence can learn Common and Startongue

Damage Reduction – Orcs gain DR5/Magic
Spell resistance –Orcs gain SR equal to 11 plus their character level
Fast Healing – Orcs gain Fast Healing 1
Weapon Training – Orcs are proficient with the Ka’za.
Ka’za – Exotic Weapon – 1h – 1d8, 19-20 x2 – 100gp
Ka’za come in slashing or bludgeoning varieties. When attacking with a Ka’za, always use 1.5x Strength Bonus, without needing to use two hands. (In other words, a Ka'za always acts as a 2 handed weapon except that you only need one hand to wield it) Ka’za cannot be dropped as a move action, and it takes a full-round action to remove from the arm.
The Ka’za is a weapon invented by and for the Orcs, a measure of their strength and commitment to battle. It involves either a hammer or a blade, literally strapped to the wrist, fist and forearm, acting as a bladed extension of the arm itself. This allows Orc to put their full strength behind the blow without needing to use another hand which might be needed for a shield. Or another Ka’za.

Here is where most new races will go. I have some ideas for quite exotic races, but they need more work :)



Enjoy!

ThreadNecro5
2014-06-21, 11:22 AM
the races look good to me, i'l go through them individually and note my observations.


Living in isolation, the Great Highkin cities tower above the mountainous landscape in which they are built, with imposing walls covered in strange sigils and woven with powerful magic. The Star-God placed them on the Cradle to study the strange force of magic which seemed to congeal and be strongest around the tallest peaks of the world. As a result, they have become the Cradle’s most celebrated Wizards and Scholars, although they certainly have some warriors in their midst.

Highkin are tall, as a rule, with ears only a little longer than a Kind’s, with skin tones varying from bronze to gold.

The Highkin also maintain and inhabit the enormous Temple of the Star-God, a complex larger than a city, and have a library there.

Ability Scores – +2 Intelligence, +2 Wisdom, -2 Constitution
Size – Highkin are medium sized
Type – Highkin are humanoids with the Kin subtype
Base Speed – Highkin have a base speed of 30ft
Languages – Highkin begin with Common and Startongue. Those with high intelligence can choose from High Cant, Kith, Draconic, Elemental, and Magol

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – No Highkin can grow up without some understanding of magic, and gain +2 to Spellcraft and Knowledge(Arcana)

Low Light Vision
Magic Focus – All Highkin grow up surrounded with magic techniques and so gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Highkin Magic – Highkin can tap into the power of their blood to use Arcane magic, and at 1st level gain Mage Armor as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Overland Flight as a Spell like ability with 1/day uses and caster level equal to total hit die.


no real comments, essentially an elf with spell like ability's everything looks solid and the background helps give it more of a unique character.


The Deepkin were created to explore beneath the earth, to study the gemstones, the great underground rivers and seas, and to sing to the earth itself. Their blood calls out in the form of powerful voices, and their ability to speak and create beautiful music is legendary. Lucky is the individual who has gotten the opportunity to hear the entire Choir of a Hold.

They live in the seven great Holds of the Deepkin, though only a few are known to the surface people.

Deepkin are short and stocky, with long ears adapted to listening in the rocky, echoing deeps, and large, round eyes to see in darkness.


Ability Scores – +2 Constitution, +2 Charisma, -2 Dexterity
Size – Deepkin are medium sized
Type – Deepkin are humanoids with the Kin subtype
Base Speed – Deepkin have a base speed of 20ft but are never slowed by armor
Languages – Deepkin begin with Common and Startongue. Those with high intelligence can choose from Deep Cant, High Cant, Komai

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – Deepkin live to sing and perform, gaining a keen ear, and gain +2 to Perception checks to hear things and Performance (Singing)

Darkvision 60ft

Deep Magic - Members of this race gain a +2 racial bonus on the DC of any Sonic-based spell, and a +2 bonus to Will saves against sonic based spells

Sonorous Voice – Deepkin can tap into the power of their blood to use the power of their voices, and at 1st level gain Clarion Call as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Shout as a Spell like ability with 1/day uses and caster level equal to total hit die.


these also are also looking good, but id personalty recommend giving them something like a 5ft burrow speed that can go through stone (or possibly 5ft earth glide to give a more magical vibe), it just would make it more plausible for them to live underground, after all a god decides to stick them underground and them expects them to get everywhere with pre-made tunnels? :smallsmile:.[/QUOTE]


Hiding in the forests of the cradle, festooned with finger-bones and ironwood fetishes, the Greenkin are feared by any lone traveler trespassing in the woods. Their story is a sad one, however, of a peaceful, pleasant people forced into savagery and viciousness by oppression of their cousins.

Quite unique among the races, the Greenkin display a vast difference between the sexes. The females are tall, powerfully built as a rule, and inclined towards martial pursuits, while the males are small, inclined towards developing their magical aims. However, none of the greenkin have any particular love for scholarly pursuits.

Female Greenkin

Ability Scores – +2 Strength, +2 Charisma, -2 Wisdom
Size – Female Greenkin are medium sized
Type – Greenkin are humanoids with the Kin subtype
Base Speed – Greenkin have a base speed of 30ft
Languages – Greenkin begin with Startongue. Those with high intelligence can choose from Common, Sylvan, Kith, or Elemental

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – Female Greenkin are brought up in the wilds, and trained to live and survive as they rove across the land, and gain a +2 bonus to Survival and Knowledge (Geography)

Low light vision

Weapon Training – All Female Greenkin spend time training with weaponry to protect the tribes, and so gain proficiencies in Rhoka, Ripsaw Glaive, and Spiked Chain.

Greenkin Blood – Female Greenkin can tap into the power of their blood to fuel their bodies, and at 1st level gain Longstrider on self as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Stoneskin on self as a Spell like ability with 1/day uses and caster level equal to total hit die.

Male Greenkin

Ability Scores – +2 Wisdom, +2 Dexterity, -2 Strength
Size – Male Greenkin are small sized
Type – Greenkin are humanoids with the Kin subtype
Base Speed – Greenkin have a base speed of 20ft
Languages – Greenkin begin with Startongue. Those with high intelligence can choose from Common, Sylvan, Kith, or Elemental

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – Male Greenkin are brought up to understand the wilds, and trained to live and survive as they rove across the land, and gain a +2 bonus to Survival and Knowledge (Nature)

Low light vision

Hydrated Vitality – Male Greenkin have a close connection to the waters that feed forests and nature. They gain fast healing 2 for 4 rounds anytime they are submerged completely within a body of natural fresh water, or brackish water. Poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability, however still pools in forested locations do. Members of this race can heal up to 4 hit points per level per day with this ability, after which it ceases to function.

Greenkin Blood – Male Greenkin can tap into the power of their blood to fuel their bodies, and at 1st level gain Green Man’s Grace (Neraid’s Grace, Natch.) on self as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Cure Critical Wounds on self as a Spell like ability with 1/day uses and caster level equal to total hit die.


nice background, helps separate them form the other races. no comments on the racial traits (assume this means there good)


Riders of the great oceans and inner seas, the Bluekin are –everywhere- there is salt water. Almost all port cities, even in the rabidly xenophobic Komai Dominion, will have an enclave of Bluekin beside the water. Sent by the Star-God to study and understand the oceans, the Bluekin live in tight circles of kinship (pun unintended). A family, the eldest female being the captain, and the eldest male being the quartermaster, runs every ship. Marriage is an important event to the Bluekin, as in every marriage one ship looses a crewmate, and another gains one.

Hardy and strongly built, Bluekin are middling to just above average height, with nut-brown skin, and a thin, sinewy build as a rule. Friendly and with a trader’s mind, the stereotypical image of a Bluekin is of a laughing, long-eared person swinging from ropes and beams.

Ability Scores – +2 Charisma, +2 Dexterity, -2 Intelligence
Size – Male Bluekin are medium sized
Type – Bluekin are humanoids with the Kin subtype
Base Speed – Bluekin have a base speed of 30ft
Languages – Bluekin begin with Common, Startongue and Kith. Bluekin with high intelligence can learn any non-secret language.

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills –Bluekin are brought up on the waves, learning how to move and know about the world around them. They gain a +2 racial bonus to Acrobatics and Knowledge(Geography).

Low light vision

Hold Breath - Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Swim - Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants

Bluekin Blood –Bluekin can tap into the power of their blood to fuel their bodies, and at 1st level gain Enhance Water as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Fickle Winds as a Spell like ability with 1/day uses and caster level equal to total hit die.



nice background on this one, very unique. also the racial traits are appropriate to their lifestyle and offer something unusual.


Not a PC Race

The Starkin are perhaps one of the most mysterious races on the Cradle. Created, so the tales go, to turn their attention upwards to the sky and stars, to look upon the Star-God and allow him to see himself from another point of view, the Starkin live far to the south, isolated from everyone, with cold winds and impassable mountains to protect their settlements. When a Starkin appears in other places, usually to deliver prophecy, or to trade for precious metals, it is an event that causes commotion among inhabitants.

They are tall, even taller than the Highkin, and thin almost to the point of looking emaciated. Their faces are smooth and noble, however, with high cheekbones. Their skin is midnight black, and speckled with white points that often glow when the Starkin is contemplating something important. Their strengths and skills are largely unknown, but they do seem to be prophets, able to push through the veil and see into the future.


don't see why these should be unplayable, you could give them a racial archetype for their more powerful abilities (perhaps some divination spell-likes judging by background).


Double not a PC Race

The Traitors. Snakespawn. Deathkin. The Enemy. The Greykin are the most reviled race on the Cradle, places that accept Orcs, and even Wylks will shoot Greykin on sight. That is the legacy of their empire which once stretched across the entire world. They were created by the Star God to explore other realms, slipping through the cracks of reality to see what existed beyond the Cradle itself, and were ensnared by the Naga Lords who waited in the Darkness.

Although the empire was brought down by the invasion of the Kind and rebellion from within, the Naga lords killed or, in the case of Falmak, chased out from the cradle, the Greykin culture still reveres and worships the Snake-lords, and behind the high walls of their dominion, still rule over kith, kin and kind as masters. They still perform raids on coastal towns, burning and taking slaves and claiming that their time will rise again.

For those lucky enough to have survived a raid of Greykin, they are surprisingly normal to see. Similar in stature to Highkin, though with ears sometimes reaching a foot in length, they have ash-grey skin and bone-white hair, preferring to dress in light, leather armor rather than heavy metal. Their eyes, however, betray the pollution they accepted into their blood from the Snake lords. Acid green, blood red, or sickly yellow, with slitted, serpentine pupils, the stare of a Greykin is in itself a fearful sight.

They are stronger in magic than any of the other races, fire, ice and darkness oozing from their fingertips, the legacy of Naga blood in their veins reacting to the Star-God’s. The cost, though, is their lives, they live far shorter lives than other Kin, and their minds, naturally twisting their thoughts towards cruelty and evil.

The Greykin are nigh unstoppable, excelling in the fields of war, through their magic, their willpower, and their corrupted minds. But if one were to penetrate the arcane protections surrounding a Greykin, to do so without alerting the vile thing of its presence, and to strike a mighty blow upon the things physical body, the thing would perish, as with any of the creatures of this world, and indeed perhaps quicker and with less struggle than the more virtuous upon the cradle.


I can understand (sort of) why these would be unplayable, but in by opinion a similar situation to the idea I said for a playable starkin would work, along with most of their abilities being from racial feats (as an idea for a racial trait to represent the degree of magical power preheats give them the ability to use magic missile at will, but they must choose a damage element for it and it needs to roll to hit. just because their a generally evil and disliked race shouldn't render them unplayable, or if the reason is power a solution is given above.


The Kith were the first sentient minds to awaken on the Cradle, and are bound up in it’s material far more than any other race. They are, in a sense, avatars of the Cradle itself, and their worship for a universal Grandmother figure is a hallmark of that.

Kith grow and evolve as they get older and more powerful. The lives they lead change and twist how they appear, and how their forms operate, and so you see Kith in a bewildering variety of forms, from horse or ox-like laborers, to winged, swift-minded seekers of knowledge. All of them, however, are surprisingly hardy, able to withstand many blows and to heal faster than most.


Greatkith (+2 LA) (No, seriously, I’m not gonna let you play as one.)

Greatkith are rare, born to ‘normal’ kith at a rate around one in five thousand births, and are said to have the greatest potential of any race on the cradle. Indeed, during the Dark Era of the Greykin Empire, Greatkith were taken almost immediately from their homes and used in some of the most horrific experiments, likely one of the progenitors of the Orcish race.

Greatkith are large, and more animalistic in their looks and bearing than ordinary Kith. Standing upright, a greatkith might reach ten or twelve feet, but they tend to be forward leaning, with powerful builds, so their heads usually reach only seven or eight feet.

Ability Scores – +4 Strength, -2 Dexterity, +4 Constitution, -2 Wisdom (Please note these values already reflect the bonuses and penalties from Size)
Size – Greatkith are Large sized and take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet
Type – Greatkith are Humanoids with the Giant subtype
Base Speed – Greatkith have a base speed of 40ft
Languages – Greatkith begin knowing Common and Kith, and with high intelligence can know Elemental or Startongue

Kith Growing – As Kith, Greatkith gain the bonus feats and access to the racial kith feats, see below.

Kith

Normal Kith are ubiquitous in almost every part of the world, and fit into a wide variety of situations. They are perhaps the basis for all other life on the cradle.

Ability Scores – +2 Wisdom, +2 Constitution, -2 Intelligence
Size – Kith are medium sized
Type – Kith are humanoids with the Kith subtype
Base Speed – Kith have a base speed of 30ft
Languages – Kith begin with Common and Kith. Kith with high intelligence can learn any non-secret language.

Kith Growing – See Below

Newkith

The ‘Newkith’, named so because they only seemed to appear after the fall of the Greykin Empire, are small folk, prone to stealth and secrecy, tending to keep to their own communities both within and outside cities, but have gained a reputation for being canny and swift-minded

Ability Scores – +2 Constitution, +2 Intelligence, -2 Wisdom
Size – Kith are small sized
Type – Kith are humanoids with the Kith subtype
Base Speed – Kith have a base speed of 20ft
Languages – Kith begin with Common and Kith. Kith with high intelligence can learn any non-secret language.

Kith Growing – See Below



The most amazing ability of the Kith, at least to the eyes of the Kind and Kin, is their ability to evolve and change throughout their lives. When they reach a certain age, or a certain level of power and life experience, they will wake to find their bodies changed. [Just to make things clear – only the ‘elemental’ kith abilities are ‘pathed’, the other feats can be mixed and matched]

At first level, Kith gain a bonus feat, which has to be spent on one of the following racial traits.

“Path of the Flamekith” – Kith gains energy resistance 5 to fire.
“Path of the Airkith” – Kith gains energy resistance 5 to Lightning
“Path of the Waterkith” – Kith gains energy resistance 5 to Cold
“Path of the Stonekith” – Kith gains energy resistance 5 to Acid
“Eyes of the Owl” – Kith gains Darkvision 60ft
“Feet of the Horse” – Kith gains +10 to Base land speed
“Snout of the Wolf” – Kith gains the scent ability
“GM Cheats Form of the Cat” – Kith gains access to all ‘Catfolk’ racial feats and an extra feat
“Jaws of the predator” – Gain a bite attack

At seventh level, Kith gain access to a new set of racial feats and an bonus feat which must be spent on one of the following;
“Flamekith’s might” – [Must have Path of the Flamekith] Kith gains a breath weapon (30ft Cone, Fire, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Airkith’s Strike” – [Must have Path of the Airkith] Kith gains a breath weapon (40ft line, lightning, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Waterkith’s doom” – [Must have Path of the Waterkith] Kith gains a breath weapon (30ft Cone, Ice, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Stonekith’s blow” – [Must have Path of the Stonekith] Kith gains a breath weapon (30ft Cone, Fire, 1d6/2levels, DC 10+1/2 Kith Level+ Con Modifier) useable every 1d8 rounds
“Feathers of the Eagle” – Kith gains Feathers all over their body, in a bewildering variety of plumage. Kith Gains a +2 Dodge bonus to AC and a -2 penalty to stealth.
“Heart of the Ox” – Kith’s heart expands to twice it’s size, pumping more blood throughout their body. They gain the Ferocity ability.
“Tread of the Wolf” – Kith’s arms and legs twist into subtly more stealthy and graceful forms. They gain a +2 bonus to stealth checks, and +10 to their base land speed.
“Claws of the Predator” – Kith gains two natural claw attacks.

At Twelfth level, Kith gain access to a new set of racial feats and an bonus feat which must be spent on one of the following;


“Flamekith’s Inner Heat” – [Kith Must have the Flamekith’s Might Feat] Whenever the Kith takes damage in melee or is successfully the target of a melee touch attack, the opponent takes fire damage equal to the Kith’s level.
“Home of the Airkith” – [Kith Must have the Airkith’s Strike feat] Kith gains a fly speed equal to double it’s base land speed with perfect maneuverability
“Domain of the Waterkith” – [Kith Must have the Waterkith’s Doom feat] – Kith travelling through water can move at 150 ft per round (i.e just as fast as the fastest warships)
“Skin of the Stonekith” – Kith gains DR 10/Adamantine
“Wings of the Great Birds” – Kith gains large wings, and a fly speed equal to double its base land speed.
“Spirit of the Bull” – Kith gains a permanent +2 racial bonus to constitution.
“Wolfpack” – Along with other kith with this feat, kith can enter into a pack, allowing telepathic communication between members, and a +2 insight bonus to AC whenever other members of the pack are within 60 ft of the Kith.
“Predator’s stance” – Kith gains pounce.

GMs should have ‘high level’ racial feats open for discussion with Kith – beyond 17th level they are starting to become more than mere corporeal creatures. An Airkith might become incorporeal, a kith following the ‘predator’ line might gain speed, reflexes and hunting abilities beyond the capabilities of other races.


the kith are cool, both concept and rules-wise. all the kith feats look balanced, but id say the greatkith should be playable, they don't look to much stronger than the pathfinder trox (and it has a +8 strength bonus grapple bonuses, a bonus feat and a burrow speed) and when I played a trox barbarian it was balanced with the rest of the group. yes the greatkith is likely powerful compared to many characters, but on the other had it may not be able to fit through doors among other problems.




Heroes, invaders, liberators, the Kind are alien to the Cradle, coming from the ‘Greenlands’, a homeland that has faded into mythical status. All that is clear is that they were forced from their homes by the ‘Great Devourer’ and wandered through the ‘Dark Sea’ for many years before finally being brought to the Cradle by the Dragons. Their arrival, at the height of the Greykin empire, precipitated a long war.

The Kind are known for their swift lives, their slight resilience to the powers of magic on the cradle, and their deep connection to their gods, of which there are many.

Ability Scores – Kind gain a +2 to one ability score depending on where they come from;
Kind from Cities gain +2 Intelligence
Kind from the Wilds gain +2 Wisdom
Kind from the Komai Dominion gain +2 Charisma
Firstkind, the savage kind from the northlands gain +2 Strength
Skykind, from Dragonmount, gain +2 Consitution
Size – Kind are medium sized
Type – Kind are humanoids with the Kind subtype
Base Speed – Kind have a base speed of 30ft
Languages – Kind begin with Common and a dialect unique to their nation. Kind with high intelligence can learn any non-secret language.

Close to the Gods – Kind gain +1 to the DC of all spells they gain through domains.

Alien Origin – Kind gain a +1 to all saves against spells and spell like abilities

Weapon Mastery – Kind invented swords, and so gain proficiency with all one-handed sword weapons.

Natural Talent – Kind can select one of their Class Skills, and gain a +2 racial bonus to it.


kind also looking good, unusual background, versatile, all round very good race.


Orcs

[QUOTE=Genth;17659210]The story of the Orcs is a complicated one. In a society where everything not Greykin or Naga was considered property, the Orcs had comfortable, decent lives, acting as the shock troops of the Greykin, impervious to most minor magic and to most minor physical attack, the Orcs rose to a place of high prominence. But they were not satisfied. The Orc Rebellion nearly brought down the Empire three hundred years before the arrival of the Kind.

Orcs are tall, brawny, powerful creatures, seven feet tall or higher, with skin ranging from dark green to dead black, often adorned with scars and tattoos. Their defining characteristic is their resilience. Orcs are nearly impossible to fell with ‘normal’ magic or physical might.

Ability Scores – +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma, -2 Wisdom
Size – Kith are medium sized
Type – Orcs are humanoids with the Outcast subtype
Base Speed – Orcs have a base speed of 35ft
Languages – Orcs begin with Orc. Orcs with high intelligence can learn Common and Startongue

Damage Reduction – Orcs gain DR5/Magic
Spell resistance –Orcs gain SR equal to 11 plus their character level
Fast Healing – Orcs gain Fast Healing 1
Weapon Training – Orcs are proficient with the Ka’za.
Ka’za – Exotic Weapon – 1h – 1d8, 19-20 x2 – 100gp
Ka’za come in slashing or bludgeoning varieties. When attacking with a Ka’za, always use 1.5x Strength Bonus, without needing to use two hands. (In other words, a Ka'za always acts as a 2 handed weapon except that you only need one hand to wield it) Ka’za cannot be dropped as a move action, and it takes a full-round action to remove from the arm.
The Ka’za is a weapon invented by and for the Orcs, a measure of their strength and commitment to battle. It involves either a hammer or a blade, literally strapped to the wrist, fist and forearm, acting as a bladed extension of the arm itself. This allows Orc to put their full strength behind the blow without needing to use another hand which might be needed for a shield. Or another Ka’za.

the orcs are impressive, they definitely designed for combat and they will do it well. overall a nice twist on the classic creature


also:

All that is clear is that they were forced from their homes by the ‘Great Devourer’
you setting has the tyranids? :smallbiggrin:

overall you seem to have a pretty interesting setting forming after giving these races a glance, you may be interesting in the 'haze' race I have written, it should be posed when you reed this, just check my extended signature, you cant miss it as it will only have two things.

Genth
2014-06-21, 05:22 PM
The non-playable races (Starkin and Greykin) are non playable for plot reasons :p

With the Greatkith, I was more worried about playing with 'large' size creatures than a power imbalance. But I'll see what my group thinks :smallsmile:

Love the deepkin glide idea. 5ft earth glide, enough to 'get around' but not enough to be useful in combat (Once GMd a character who had a underground glide speed, they abused the hell out of it. Much easier to control if someone just needs to walk away)

Genth
2014-06-28, 02:33 AM
New addition!

S’miss

The S’miss are one of the most misunderstood of the outcast races. While the Orcs are, by and large, true to their design by the Greykin, vicious, barbaric warriors, the S’miss rebellion was far more quiet and careful. The Greykin made them to be tortuters, interrogators, beings of fear and dread to be spoken of in whispers. What the Greykin did not expect, however, was for empathy to trickle into the template. For the first few centuries of their existence, the S’miss acted as they were meant to, cold, cruel, incapable of compassion. But so many years of such close connection to their victims meant that they started to feel what they felt. The rebellion, when it came, was sudden and universal. The S’miss simply left. Some, many were killed by the Greykin, but the S’miss did not fight back, save for a few small groups to protect the youngest. They just floated away to the hills, mountains, forests and secret places.

Today, however, the S’miss are still viewed with fear and hatred. They are frightening to look upon once grown. When a S’miss is born, they are almost cute, pale, indistinct blobs of white, with blue glowing eyes. As they grow, their flesh shrinks, becoming thin and fabric-like, until the adult S’miss resembles a skeleton wreathed in a funeral shroud, the head usually covered by actual fabric, to hide the now painfully blue eyes that strike supernatural fear into their enemies. That thin flesh is broken only by sharp, wicked talons at the end of their hands. They float, eerily, their bodies flapping slightly in the wind.

Ability Scores - +2 Dex, +2 Wisdom, -2 Charisma
Size – Medium
Type – Monstrous Humanoid with the (S’miss) subtype
Speed ¬– S’miss have no legs, and thus, no land speed, but have a fly speed of 40ft, with average maneuverability. When prevented from flying (by virtue of spells or an anti-magic field) they are effectively immobilized.
Languages – S’miss have Telepathy 100ft.

Bonelike – A cut to a S’miss’ flesh has next to no effect. The only way to truly damage them is through bludgeoning or Energy damage so have DR10/Bludgeoning, Energy

Claw – S’miss have sharp, bonelike claws from the end of their fingers, so gain two 1d4 natural attacks.

Frightful Gaze - Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user's character level + the user's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user's frightful gaze for 24 hours. This effects allies as well. The Culture of the S’miss sees this as a curse, and young S’miss are brought up to keep their eyes covered in the presence of others. A S’miss who uses this ability freely when adventuring ought to have a good reason to.

Other Senses – When a S’miss has their blindfold in place to protect others from their Frightful Gaze they gain Blindsense 30ft

Hated – S’miss are feared and hated almost universally in the Cradle. All humanoid races except the Orcs and Greykin gain a +2 bonus to attack rolls against a S’miss.