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gr8artist
2014-09-24, 02:15 PM
Weirdlings

Weirdlings were once the aberrant spawn of humanoids, caused by exposure to mutational forces or transmutive magic during pregnancy or infancy. Despite the smile size and fragile nature of young children, their bodies are growing rapidly and often retain traces of the supernatural forces that affected it when it was in its most impressionable state. Most such affected turn out to be humanoids with aberrant bloodlines or connections to aberrant mysteries, but the rare and susceptible few become something else entirely; warped, twisted versions of their true selves able to grow and adapt at will, when desired.

Physical Description: Weirdlings are shape-changers, able to reorganize their organs and features though a quick but painful process. Weirdlings are hearty and resilient, though you wouldn't guess so by looking at them. They often appear diseased and malformed, and some trace of this seeps through into their alternate form. They tend to be gangly, flexible, and difficult to forget. Many weirdlings possess inaccurate anatomies, with segmented columns in their arms and legs rather than singular bones, and they often have an odd or inappropriate number of fingers, toes, teeth, and ribs. They are most often gaunt and contorted, and their faces are like haunting masks.

Society: Weirdlings were originally the discarded rejects of society; lumpy, misshapen creatures considered by most cultures to be ill omens or demon-spawn. But, as understanding of transmutive magic has grown, so has the understanding of their origins. They still don't fit in well with members of other races, and thus they frequently find themselves in slums and back-alleys, out of sight of the "normal" races. Weirdlings often stick together in small groups, often referred to as "tumors" by the inconsiderate sods who live in their vicinity.

Relations: Weirdlings get along well with sympathetic and malformed races like the vishkanya, wayang, and grotesque tieflings. They are often shunned by - and therefore resentful toward - elves, orcs, and dwarves. Xenophobic races tend to be especially apprehensive toward Weirdlings, and so they often do extensive research before introducing themselves to new cultures.

Alignment and Religion: Shunned from common society, Weirdlings often lean toward chaos and anarchy, and rarely conform to lawful tenets other than those that are innately good. While some Weirdlings are scornful and vindictive because of the way they are treated, others go out of their way to be friendly and generous so as to improve their social standing.

Adventurers: Most Weirdlings that take up adventuring life do so for lack of other employment. Not that there aren't jobs in their homes, but rather that most would rather avoid hiring a Weirdling, if possible. They also adventure to try and better understand their own strange origins, and often find that their natural talents make them proficient explorers even without proper training.

Names: Weirdling names are usually in Aklo, and often translate to blessings and wishes like "health", "peace", or "kinship". Weirdlings view their own lives as mutable, and their ability to change their body chemistry and design at a whim has caused them to think outside of traditional gender roles and stigma. As such, males and females share the same names. The most common Weirdling names are Savvok (Valor), Aszhaka (Health), Thoka'ra (Friendship), Thussili (Peace), Sabomyr (Justice), and Kigana (Hope).

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RACIAL TRAITS


Type: Weirdlings are Aberrations with the Shapechanger subtype. Most Weirdlings are aberrant versions of humanoid creatures, and thus usually also have one humanoid subtype (like Orc or Elf) that matches their genealogy or ancestry.
Ability Scores: +2 Constitution, 2 Wisdom, +2 Charisma. Weirdlings are resilient and passionate, though they have difficulty relating to the world around them. Weirdlings of a size other than medium may have higher or lower Strength or Dexterity scores.
Size: Weirdlings are usually medium creatures, though smaller and larger Weirdlings born to small or large races have been found. A small Weirdling has 2 Strength and +2 Dexterity, while a large Weirdling has +2 Strength and 2 Dexterity. These adjustments are in addition to their other ability modifiers.
Speed: Weirdlings have a 30 foot base speed, regardless of size.
Resilience: Weirdlings gain a +2 racial bonus on saves against diseases and mind-affecting effects.
Change Shape (Su): Weirdlings can suppress their misshapen features with effort, allowing them to blend in to other cultures temporarily. Doing so allows a Weirdling to appear as a humanoid version of himself, practically indistinguishable from a normal member of that race. This form is static and cannot be changed each time he takes this form. He gains a +10 racial bonus on disguise checks made to appear as a member of his genealocial race. Changing shape is a full-round action. This trait otherwise functions as alter self, save that the Weirdling does not adjust its ability scores.
Aberrant Sorcery: A Weirdling with the aberrant sorcerer bloodline treats its caster level as 1 higher when casting bonus spells and using bloodline powers. This does not give the Weirdling early access to level-based powers; it only affects powers that they could already use without this trait.
Aberrant Adaptation (Su): As a full-round action, the Weirdling can restructure his anatomy and physiology in one of the following ways. Doing so takes a toll on the physique of the Weirdling, and thus he cannot have more than one change in effect at a time; if he uses this ability a second time before the original benefit has expired, then the first benefit immediately ends and the new benefit begins. Once he has used this ability, he retains the chosen benefits for a number of minutes equal to his Constitution score + his hit dice. He may end this benefit prematurely as a standard action, though the remaining time is lost if he does so. The benefits are as follows:

Claws: The Weirdling grows claws on each hand that deal 1d4 damage (1d3 small or 1d6 large) and are treated as primary natural weapons for him. His claws also grant him a 20 foot climb speed and a +8 racial bonus on Climb checks.
Fangs: The Weirdling gains a bite attack that deals 1d4 damage (1d3 small or 1d6 large) as a primary natural weapon. His fangs also infect his victims with Weirdling Venom (DC 10 + 1/2 HD + Con; frequency 1/round for 8 rounds; effect 1d2 Str; cure 1 save).
Fins: The Weirdling grows gills and webbed appendages that allow him to breathe water and air interchangeably and grant him a 30 foot swim speed, along with a +8 racial bonus on Swim checks.
Might: The Weirdling rearranges his muscle mass for increased power and speed, granting him a +10 foot bonus to his move speed when making a run or charge and a +2 racial bonus on CMB when attempting to bull-rush or overrun an opponent. He also gains a slam attack as a primary natural weapon that deals 1d6 damage (1d4 small or 1d8 large).
Senses: The Weirdling's eyes, ears, and nose enlarge and reshape to grant him low-light vision, scent, a 30 foot increase to the range of his darkvision, and a +8 racial bonus on Perception checks. During this time he has the light blindness weakness and suffers a 2 penalty on saves against the deafened and blinded conditions.
Toughness: The Weirdling converts his skin into thick leathery scales and cartilage, granting him a +2 racial bonus to his natural armor and a number of temporary hit points equal to his hit dice + Constitution modifier.
Wings: The Weirdling grows gliding wings from his shoulders that allow him to glide 5 feet horizontally for every foot that he falls and grant him a +4 racial bonus on Fly checks. These wings also grant him immunity to fall damage, as though under the effects of a feather fall spell, though the wings do not allow him to gain altitude in any way. If he attacks with the wings in combat, they are considered a single secondary natural weapon that deals 1d4 damage (1d3 small or 1d6 large).
He may use this ability a number of times per day equal to 1/4 his hit dice + his Constitution modifier. Darkvision 60': Weirdlings are Aberrations and naturally able to see in mundane darkness out to a distance of 60 feet.
Languages: Weirdlings speak common and aklo. Weirdlings with above average Intelligence may choose bonus languages from the following list: abyssal, infernal, fey, draconic, underdark, giant, or celestial.

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Weirdling Ages
As Weirdlings are usually malformed and misshapen offspring of other races, they age at a rate similar to their predecessors. Therefore, their starting ages and aging effects are based on a percentage of the age of their original race.

Starting Age
Weirdlings go through an accelerated puberty that causes them to reach adulthood at 80% of the normal age for their origin race. They tend to learn more slowly, as they have difficulty finding teachers or receiving fair treatment, or interacting with the world in general.



Adulthood


Intuitive


Self-Taught


Trained



20%

as origin race


as origin race +1 die


as origin race +2 dice




Aging Effects
Weirdlings remain in their prime for longer than their ancestors, though once their bodies begin to wear down they do so quickly.



Middle Age


Old


Venerable


Maximum Age



as origin race +10%

as origin race 10%


as origin race 25%


as origin race 50%




We have a Weirdling spawned from humans, and a Weirdling spawned from elves.
Human Starting Ages and Aging Effects



Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


15 years

+1d4


+1d6


+2d6

35
53
70
+2d20



Weirdling (Human) Starting Ages and Aging Effects



Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


12 years

+1d4


+2d6


+4d6

38
48
52
+1d20



Elven Starting Ages and Aging Effects


Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


110 years

+4d6


+6d6


+10d6

175
263
350
+4d%




Weirdling (Elf) Starting Ages and Aging Effects


Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


88 years

+4d6


+7d6


+12d6

192
237
262
+2d%



Random Height and Weight
Weirdlings are taller and thinner than their origin race.



Gender


Base Height


Height Modifier


Base Weight


Weight Modifier



Male

as origin race


as origin race +1 die


as origin race


as origin race with 2 multiplier



Female

as origin race


as origin race +1 die


as origin race


as origin race with 2 multiplier




Favored Class Options
The following favored class options are available to all Weirdlings who have the listed favored class, and unless otherwise stated, the bonus applies each time they select the favored class reward.
Taking a page from dragonjek's entry, homebrew classes are marked in italics.

Alchemist add +10 minutes to the duration of the alchemist's mutagens.
Barbarian add +1/2 to the damage of the barbarian's natural weapons while raging.
Divine Blade (http://www.giantitp.com/forums/showsinglepost.php?p=17762168&postcount=10) add +1/2 point to their blessing pool.
Fighter add +1/4 to the fighter's CMD.
Monk add +1/3 to the damage dealt by the monk's unarmed strikes.
Oracle add +1/2 to the oracle's effective level when determining the effects of his curse.
Paladin add +1/2 to any magical healing the paladin does to himself.
Relicbound (http://www.giantitp.com/forums/showsinglepost.php?p=17808310&postcount=17) add +1/2 damage to the value listed for their divine strike.
Rogue add +1/2 to the rogue's CMB for the steal and disarm combat maneuvers.
Scientist (http://www.giantitp.com/forums/showsinglepost.php?p=16709426&postcount=15) add +1/5 rank in biology or physiology.
Sorcerer add +1/3 to the sorcerer's effective level when using bloodline powers, or +1/2 if he has the aberrant bloodline.
Summoner add +1/3 to the eidolon's evolution pool.
Titan Toppler (http://www.giantitp.com/forums/showsinglepost.php?p=16132126&postcount=19) add +1 foot to the range of his threatened area when using a weapon sized for a creature larger than himself, to a maximum of +10 feet. In combat, this has no effect until taken 5 times, at which point he extends his reach by 1 additional square.
Witch add +1/3 natural armor bonus to the AC of the witch's familiar.
Wizard add +1/3 to the number of uses per day of an arcane school power, or +1/2 if he is a transmutation specialist. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier.

Debihuman
2014-09-27, 11:08 AM
I like these a lot but shouldn't the name be WEIRDLING? That's just bugging me.

Speed and size are generally correlated so Large creatures move at 40 feet usually and Small creatures move at 20 feet. Why is this number static? It gives a boost to Small creatures but a penalty to Large creatures.

Debby

gr8artist
2014-09-27, 10:02 PM
Well blast it all. Apparently I can't spell.
Regarding the speed, it was mostly a choice for simplicity's sake. And since the race can gain climb and swim speeds, I felt like making the base speed universal made more sense than listing three versions of each of their 3 speeds.
I feel like being large is a big enough buff, increasing their speed is possibly unbalanced. Should speed be listed as "Same as genealogical race"?