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View Full Version : Pathfinder [Race] Sutilum (PEACH)



Xuldarinar
2014-08-04, 04:26 PM
SUTILUM


Shambling menageries of debris and often humanoid remains, the sutilum are an obscure race of aberrations that scour the land in search of discarded things and the dead to make more of their kin for own ends. Curious in not only its nature, sutilum are a mute race, communicating with their own kind and others through the use of their own rune based language.
Physical Description: Sutilum often stand around the height of humans, though some are vastly taller or shorter than others. Their bodies constructed from random chunks of wood, metal, bone and flesh, their appearances vary widely. While one individual may appear almost human with metal and wood limbs, others may seem little more than roughly humanoid shaped animated piles of junk. Hair colors vary widely, given that some actually have hair where as others may have other things attached that simulate the appearance, and many lack the trait entirely. Similarly, eyes vary in color, size, shape, and even in material and number. The most common trait among sutilum, is the absence of a mouth or one that has been sewed shut. Still, there are many that exist that possess mouths or simply functioning lower jaws. Masks are commonly worn or even attached to the heads of sutilum with roughly humanoid heads, or even made into the heads for ones that lack typical ones.
Society: Typical sutilum society, for lack of a better word, functions much as a hive and is overseen by a sutilum matriarch or patriarch. Each sutilum, inspite appearing to be built with random parts, serves a given role. Individuality being a foreign concept to most of their kin. Some sutilum societies diverge from the norm, usually when a matriarch is crafted mostly from the remains of a single individual. In these cases, the matriarch or patriarch attempts to structure their society after the memories of the one the individual came from.
Relations: Most races are unaware of sutilum, their existence only spoken of in rumor and myth. Sutilum prefer to go unseen, undisturbed by other races whenever possible. When they do get involved with other races, more often than not hostility follows.
Alignment and Religion: Sutilum, inspite of their chaotic appearances tend towards structure. To them, rules are rules and thats all there is to it. However given their nature, if it can be called that, they often have very strange interpretations of things, and at times will intentionally skew their interpretations when they believe it to their benefit. Morality is a foreign concept to most sutilum. When short in numbers and when in need they are just as likely to kill and destroy what ever they can to acquire the things they need as they are to simply wander in search of things already broken or dead. It is unknown if sutilum as a race serve a deity, though different groups of them and even individuals have been seen loosely imitating the rituals and practices held by various religions.
Adventurers: From time to time, sutilum come into existence that are driven to become adventures. Often this results from the remains of an adventurer or a particularly individualistic person being used heavily in a sutilum's construction.
Names: Often denoting themselves with a unique rune tied to their language, sutilum are not known to have spoken names. When Sutilum begin interacting with other races it is not uncommon for them to roughly translate their name into another race's language, which often turns out to be a brief and rough description of themselves, or for those it first encounters to give it a name to call it by.


SUTILUM RACIAL TRAITS
While sutilum can take a wide verity of shapes and sizes, most sutilum have the following traits:
+2 to One Ability Score: Sutilum characters gain a +2 bonus to one ability score of their choice at creation.
Half-Construct Aberration: Sutilum are Aberrations with the Half-Construct subtype.
Medium: Sutilum are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Sutilum can see twice as far as humans in conditions of dim light.
Claws: Sutilum typically have fingers made of sharp pieces of wood, metal, bone, or simply the fingers of a creature that inherently had claws. As a result, they can use these claws as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
Fell Magic: Sutilum gain a +1 to the DC of any saving throws against necromancy spells that they cast. Sutilum with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day-bleed, chill touch, detect poison, touch of fatigue. The caster level for these effects is equal to the
sutilum's character level.The DC for these spell-like abilities is equal to 10 + the spell's level + the character's Wisdom modifier.
Negative Energy Affinity: While not actually undead creatures, sutilum depend upon negative energy. Sutilum react to positive and negative energy as if they were undead creatures, being harmed by positive energy and healed by negative energy.
Sutilum Rune: As a free action, a sutilum can project the image of a single character of any language known to them, within a single foot of themselves. When casting spells that require Verbal components, Sutilum use this ability cast it instead. This does not increase nor decrease the casting time of a given spell, but all spells with verbal components cast by a Sutilum are treated as if they were cast with the silent spell metamagic feat.
Languages: Sutilum begin play knowing their own language. Sutilum with high intelligence scores can choose from the following: Common, Elven, Infernal, and Undercommon



ALTERNATE RACIAL RULES
Sutilum, being a race created from the materials available to them, come in a wide variety of forms and have a an equally wide variety of traits and features. The following rules represent some of those varied aspects.
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of the standard sutilum racial traits. Consult your GM before selecting any of these new options.
Multi-Armed: Some sutilum are constructed with an additional limb. This racial trait replaces Fell Magic.
Natural Armor: Some sutilum are constructed with stronger materials than others. Sutilum with this racial trait gain a +1 natural armor bonus to their Armor Class This racial trait replaces Claws.
Racial Blood: Some sutilum are constructed mostly from the remains of a creature of a given race. Select one other race. Sutilum with this racial trait are treated as a member of that race as well as Sutilum for any effect related to race. This racial trait replaces Claws.
Shards of the Past: Having been made in part from the discarded body parts of the formerly living, some sutilum can remember things the former owner of the parts knew in life. Sutilum with this racial trait select two knowledge skills. They possess a +2 racial bonus on both of these skills and they are always treated as class skills. This racial trait replaces Fell Magic.
Small: When materials are scarce, or when the corpses available are of smaller races, sutilum can be constructed as small creatures as opposed to medium ones. Sutilum with this racial trait are small, granting them a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. This racial trait replaces Medium and reduces the damage of Claw to 1d3.

FAVORED CLASS OPTIONS
The following options are available to all sutilum who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.

Antipaladin: Add +1/2 hit point to the antipaladin's touch of corruption ability (whether using it to harm or heal)
Cryptic: Add +1/2 to the damage of the cryptic's disrupt pattern ability.
Dread: The dread gains +1/6 of a new terror.
Magus: Add +1/4 point to the magus's arcane pool.
Occultist: Add +1/2 to the hit point damage the occultist deals with granted abilities.
Psion: When manifesting psion powers of the psychokinesis discipline, add +1/3 to the effective manifester level of the power, but only to determine the power's duration.
Rogue: Add +1 to Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Shadowcaster: When casting mysteries of the evocation school, add +1/3 to the effective caster level of the power, but only to determine the mystery's duration.
Sorcerer: Add +1/2 to the number of times the sorcerer can use the deadly intent haunted bloodline power or +1/2 to the number of times the sorcerer can use the hand of the psion psychic bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Witch: The witch gains +1/6 of a new witch hex.
Wizard: When casting wizard spells of the fear descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.


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I'd really love feed back on this race, anything that could help me work out any problems and to add more onto them.

This race was inspired by the Stitched, a race in Poxnora.