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View Full Version : Homebrew spelljammer pathfinder race quallum



Lmarcum
2015-05-13, 03:40 PM
Hello folks, I'm trying to make a race for a homebrew spelljammer/pathfinder game and I created these little buggers. Any help with LA or character structure would be greatly appreciated

Quallum

Planetary attitudes- the Quall use an archaic hierarchy that is based on clan names and age. The Quall military (which all Quallums must serve for at least 4 years) is generally sold off to other planets as a mercenary like force.

Religion: the Quallum worship a total of 2 dieties; Ko- god of war, teamwork, smithing, and ice Gab- goddess of song, family, ships, and feasts

Technology: the Quallum have limited technology, due to the fact that their religion is against arcane magic

Physical description- Quallums range from 7-9 feet tall. Quallums have pale white fur and bear-like features. Quallums have 4 large toes and 5 fingers

Racial Traits: Quallums have the following racial traits.
+2 charisma, +2 constitution, –2 wisdom.

Humanoid (Quallum).

Large : Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races 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

Darkvision: Quallums can see in the dark up to 120 feet.

Low-Light Vision: Quallums can see twice as far as humans in conditions of dim light.

Quallums base land speed is 20 feet.

Razor teeth: The Quallum have a bite attack (1d6).

Cold Endurance: Quallums have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.

+2 racial bonus on float checks: Quallum's rarely leave their ships by choice, but are reasonably good at saving themselves from death.

+1 racial bonus on all saving throws.

Quallum Ferocity: Once per day, when a Quallum is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

+2 racial bonus on perception checks.

Automatic Languages: trade-speak and Quallum. Bonus Languages: