PDA

View Full Version : Pathfinder Akashic Race: Deo [PEACH]



Milo v3
2015-03-30, 01:17 AM
Deo
The deo are a race of immense humanoids descended from efreeti-salamander hybrids that were created to hunt down ghuls, who appear as men with the scales and heads of serpents. They dwell within secret oases, filled with magic and a miniature jungle that shades them from the burning sun. Because of their heritage they have a strange vulnerability of being able to be conjured by mages.

Physical Description: Deo have thin lithe humanoid bodies covered in smooth pale sandy scales. They have the heads of a desert snake, topped with thorny ridges above their reptilian eyes. In the gaps between scales you can see a faint but warm red glow, a sign of the fire that lies within the deo’s body. Powerful deo are easy to spot from the akashic fire that they give off in battle. They stand around 7 feet tall on average.
Society: Because of their history of being enslaved and bound by mages, deo have a very open society with very little in the way of laws. Otherwise, they’re culture is very similar to that of humans.
Relations: Deo are highly secretive and xenophobic as a result of their common enslavement at the hands of other species. Ghuls are the greatest enemy of the deo, with the two genie-kin having a grand history of war against each other.
Alignment and Religion: Deo generally worship deities of fire because of their heritage and hot habitat. They can be of any alignment, though there are a fair amount of lawful evil deo that follow efreeti.
Adventurers: All deo are trained in combat to some degree, to allow them to better deal with dangerous situations they may be conjured into. This training also allows them to better defend themselves against ghuls they may face.

Deo Racial Traits
+2 Strength, +2 Charisma, -2 Intelligence: Their planar heritage grants them strength of both body and personality, though generations of enslavement left their intellect stunted.
Jinn: Deo are humanoids with the akashic, jinn, and reptile subtypes. For all race-related effects a jinn creature is considered a genie regardless of type.
Medium: Deo are medium creatures and have no bonuses or penalties due to their size.
Speed: Deo have a base land speed of 30 feet.
Senses: Darkvision 60ft.
Bonus Essence: Deo have a natural connection to the unique power of akasha and start play with 1 bonus Essence point in their pool.
Calling Vulnerability: Deo can be conjured by spells of the Calling subschool as if they were Outsiders with the Native subtype.
Heat (Su): The fire within a deo manifests through the glowing gaps between his scales and a heat that flows from his touch. When he makes an unarmed attack, or an attack with a metallic or natural weapon, he deals an additional point of fire damage. The deo can invest Essence into this ability as though it were a veil; with the damage set to 1d4 per point of Essence (minimum 1).
Scale Shine (Su): The deo generates light as a candle whenever he has at least one point of essence invested into his heat ability. If there are two or more points of essence invested into heat, he produces normal illumination to a radius of 5 ft. per essence and increased illumination to double that distance. If there are four points of essence invested into heat, undead within 10 ft. take 1d4 points of fire damage at the end of the deo's turn.
Shifting Scales (Su): Like ghuls a deo can alter its shape into another form. This functions as change shape (young venomous snake; beast shape I). The appearance of this snake form is always the same.
Languages: Deo begin play speaking Common and Ignan. Deo with high Intelligence scores can choose from the following: Auran, Dwarven, Giant, and Terran.

Race Traits:
Bound Heritage: The deo gains a +2 trait bonus on will saves against spells of the Calling subschool.
Ghul Hatred:The deo gains a +1 trait bonus on attack and damage rolls against Ghouls and Ghuls.

Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Bloodrager: Add 1/4 to the bloodrager's effective class level when determining the power of his bloodrager bloodline powers.
Daevic: Gain +1/4 bonus on saves against enchantment spells and effects.
Guru (Akasin): Add 1/4 to the temporary essence gained from using Absorb Radiance.
Kineticist: Add 1/3 point of fire damage to the kineticist's blasts that deal fire damage.
Mystic: Deal +1/4 additional fire damage with the heat racial ability.
Oracle (Flame): Add 1/3 to the oracle's effective class level when determining the power of his revelations.
Ranger: Deal +1/4 additional damage on attacks against undead creatures.
Sorcerer: Choose a bloodline power that the sorcerer can use. The sorcerer treats his class level as though it were +1/3 higher when determining the effects of that power.
Summoner: Add +1/2 points of fire damage to the attacks of the summoner's eidolon.


Alternate Deo
Anukha (Wolf-folk)
Often misidentified as jackal-headed, these tough and quick witted people have the heads of desert wolves and a thin layer of black fur covering their bodies. Ancient allies of the ghul’s, a large part of their culture is focused on death and the undead, though the negative energy has made their bones stiff over the generations.

Ability Modifiers: +2 Con, +2 Int, -2 Dex
Chill: Being so tied to death, anukha can drain away the heat that warms the living. When he makes an unarmed attack, or an attack with a metallic or natural weapon, he deals an additional point of cold damage. The anukha can invest Essence into this ability as though it were a veil; with the damage set to 1d4 per point of Essence (minimum 1). This replaces heat.
Corpselight: Anukha generates blue light as a candle whenever he has at least one point of essence invested into his chill ability. If there are two or more points of essence invested into heat, he produces normal illumination to a radius of 5 ft. per essence and increased illumination to double that distance. If there are four points of essence invested into chill, living creatures within 10 ft. take 1d4 points of cold damage at the end of the anukha’s turn. This ability replaces scale shine.
Warped Fur: This functions as change shape (riding dog; beast shape I). The appearance of this form is that of a desert wolf, and is the same with every use. This ability replaces shifting scales.

Race Traits:
Ghul Friend: The anuhkha gain a +2 trait bonus on charisma based skill checks against ghouls and ghuls.
Veiled Repose: Undead the anukha animated through the Dark Lord’s Ring of Essence-Binding veil do not rot or decay while animated.

Cephri (Scarabfolk)
Said to have feasted upon efreet who died in their sunburnt sands, these scarabs became infused with light and akasha. These insect-like humanoids stand tall at 7 feet, covered in a shining blue-black carapace, and are often seen with a miniature sun floating above their unnerving heads.

Ability Modifiers: +2 Dex, +2 Wis, -2 Str
Corona: Cephri can shape or dismiss an orb of flame above their heads as a move-action, this orb gives off light as a torch that promotes life in all it touches, providing a +2 circumstance bonus on heal checks against creatures that are touched by the corona’s light. The cephri can invest Essence into this ability as though it were a veil; increasing the circumstance bonus by +2 per essence invested. If two points of essence is invested into this ability, the corona illuminates an area double that of a torch. If four points of essence is invested into this ability, the cephri gains fast healing 1 while his corona is shaped. This ability replaces heat and shining scales.
Shifting Scales: This functions as change shape (fire beetle; vermin shape I). The appearance of this form is that of a black scarab, and is the same with every use. This ability alters shifting scales.

Race Traits:
Death Eater: The cephri can cast Purify Food and Water once per day, but the target must be a corpse. This spell-like ability has a caster level of one.
Sandswimmer: The cephri can spend a standard action to grant himself a burrow speed of 5 ft. This burrow speed only passes through sand and similar materials.

MojoBojangles
2015-04-16, 01:57 PM
This is actually pretty neat stuff. I can't see anything glaringly wrong, and the flavor is great. Have you used them yet in any games?

Milo v3
2015-04-16, 07:32 PM
Unfortunately I've only playtested these versions as NPC's so far, though previous times I playtested the Deo the change shape ability was abit too expansive (allowing for around five different forms I think), so that aspect was toned down for the current version.