PDA

View Full Version : Pathfinder Reshaping the World Pt. 1: Races



Faithe
2016-01-08, 01:59 PM
Consider this a testing ground for a ground up reshape based on the Pathfinder rules. Eventually, I intend to bring all these separate ideas together into a full campaign. Until that time, I suppose, each area of the reshape can get posted here so you can gawk marvel at them. A little bit of feedback is always interesting.

PART 1: RACES



In this world there are only three core playable races. As a bit of a side note, I am also bringing them in with three separate flavours. You can pick your flavour based on the type of campaign you want to run. Want to run a relatively standard campaign? Pick the standard flavour, but if you want to be beating up gods and saving the universe by the end then maybe mythic is a bit more to your liking. As a standard rule these races try to hold true to the Race Point system, Standard being 10RP, Epic being 20RP, and Mythic being 30RP.



Flavour 1: Standard



Arluxian's are born of the freedom of the elements, or so tell the legends they wrap around themselves. Their innate grasp of magic and freedom of movement leaves them often feeling superior to the other three races despite their own obvious shortcomings. Despite the uneasy truth formed at the end of the great migration, Arluxian society is the only one to maintain a seperate military defense force, citing the simple fact that no other race can keep up with them.

Each Arluxian, at birth is tied to an element. This element helps to define them, their rune colour, wing colour, and many aspects of their personality as a whole. It is not uncommon to hear something at birth akin to, "It's a girl! And her runes are Red!" Note, elemental affinity is not passed by parentage or any other factor.

On the whole, Arluxian's are fiercely loyal, but loyalty means something different to each one. Where one might be loyal to peace, another is loyal only to the winds that guide them. This has led to the common misconception that they are either lazy or flighty. While racial prejudices are quite common place, none are quite so pervasive as this concept of Arluxian behavior.

Arluxian's maintain only three total cities across the continent, spread out to the Apex wind current's. While they are elegant, floating, metropoli, the population at large is capable of leaving on a moments notice.

Physical Description: Arluxians are naturally a thinner race, weighing less than either of their counterparts. Each is born with a series of runes in their elemental colour that start at the tips of their hands and flow along their arms up to their shoulders. Of specific note are the runes on their hands, used for gathering natural magic, and the runes on their shoulders which are known as 'Wing Runes'. Average height ranges from 5'5" to 6'7" with larger distributions on the extreme ends. Tall and short are very common, but average height is very uncommon.

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Dex +2, Wis +2, Strength -2

Standard Language

Racial Skills: Fly, Acrobatics

Feats and Skills:

Nimble Attacks ~ You gain Weapon Finesse as a bonus Feat.

Weather Savvy ~ Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Supernatural Ability: Energy Wings ~ As a full round action once per day the Arluxian can channel their natural energy into the wing runes on their back. Doing so causes them to sprout ethereal wings of their natural energy colour. During the time the wings are active they gain flight and a base flight speed of 30ft plus an additional 10ft for every 2 dexterity modifiers (40ft at +2, 50ft at +4, etc). Their base flight manueverability is clumsy and improves by 1 modifier for each 2 dexterity modifiers. Energy Wings lasts for 1 minute + character level + dexterity modifier. The Arluxian can dismiss the wings at any time as a completely free action, or they vanish at the end of the time period, causing the Arluxian to fall to the ground and incur any falling damage that might happen as normal (Reflex save Half). The number of uses per day increases by one at character levels 4, 8, 12 and 16. At character level 20 the Arluxian gains unlimited uses per day of this ability.

Salendrians are born of the gift and breadth of the earth. Their natural strength and defence attributed to the mountains themselves and their healing a gift from the very rivers of life.

Salendrian culture values a strong sense of duty and work ethic. By nature and design they are a very patient people, slow to anger and even slower to being provoked. As a race they view the long war as a dark mark on their reputation, allowing themselves to be provoked to the point of countless atrocities.

Salendrians prefer to do things the proper way, often forsaking any of the shortcuts of the other races for the painstaking process of raising a city brick by brick. They are excellent craftsmen with an unrivaled attention to detail.

Despite their personal distaste for being provoked, many will throw themselves at what is viewed as a worthy cause. Many become bodyguards or soldiers in the best interests of what must be done. Since the great migration a great many have pledged themselves in service of the Iconians.

Physical Description: Salendrian's are generally quite shorter and thicker built than the other two races. Without general distinguishing traits they are easily seen as the most varied of the races. From their skin to hair colour, nothing is static between them. All traits have a parentage root that can be traced, but they are often quite removed from it. A strong example is a child possessing purple hair because their great-great-grandmother did, but no other relatives since have had it. Their average height, quite stuck together, is 5'0"-5'6" with an average weight of between 150-240lbs.

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Strength+2, Con+2, Int-2

Standard Language

Racial Skills: None

Feats and Skills:

Natural Armour, Greater ~ Members of this race gain a +2 natural armor bonus to their Armor Class.
Unkillable ~ Members of this race are immune to massive damage. Any time they should be killed by massive damage, they are instead reduced to -9HP and rendered unconscious.

Supernatural Ability: Unnatural Healing ~ As a Standard action once per day the Salendrian can channel their natural energy to heal themselves. Doing so restores 1+(Character level*2)+(Con modifier*2) HP and heals any missing or injured limbs. Should the Salendrian be reduced to 0 or less HP, the ability will automatically trigger at the beginning of their next round if there is a use left, doing so brings them to 0HP with the first point healed and any subsequent points are calculated as normal. They cannot choose for the ability to not trigger. The number of uses per day increases by one at character levels 4, 8, 12, 16 and 20. At level 20, the ability expands to also remove any instance of ability drain or poisoning.

Velusians are a naturally magical race. All Velusians have at least some inborn magic in the form of telekinesis which they use in day to day life. It is not uncommon for a Velusian to go weeks or months without ever using their hands for anything.

Once upon a time, the Velusians believed themselves naturally superior to the other races, leading to the outbreak of the great war. After the great migration and the subsequent encounter with the Iconians, they were forced to admit that they were not the superior race they believed of themselves. Many however, still feel superior to the other two ungodly races.

All Velusians are born with simple runes along their cheeks and neck. These runes glow when magic is being used. Most Velusians consider this as a curse, believing the runes were put there to try and limit their natural talent by making it visible.

Physical Description: Velusians are a naturally weaker race. Their bodies are neither skinny nor particularly impressive. Muscle mass is almost always evenly distributed and almost impossible to tone for them. Like Salendrians, their skin hair and eyes can be of any colour. Their runes are black unless they are casting magic at which point they glow a faint purple. Average height is 5’3”-6’0” with an average weight of 90-170lbs

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Int+2, Wis +2, Con -2

Linguist

Racial Skills: None

Feats and Skills:

Deep Magic ~ Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.

Supernatural Ability: Natural Telekinesis ~ As a Standard action the Velusian can cast telekinesis on an object. This ability may only lift, manipulate, or hold objects weighing 1+(character level\2)+(Int modifier)lbs or less. Any attack made by throwing a telekinetic object is made with 1d4(no matter the weapon) and without bonuses. The effective range of this telekinesis is 10ft/character level and it cannot target any object currently held by someone else. It has an unlimited duration, but can only be in use on one object at a time.

lesser teleport ~ Once per day starting at Character level 4 as a move action, the Velusian can choose to teleport. Teleport has a base range of ten feet, increasing by ten feet at character level 10, 15 and 20. The Velusian cannot bring anything with them except their own equipment, any telekinetically held object is instantly released during the teleportation. The number of uses of this ability per day increase by 1 at character levels 7, 10, 13, 16 and 19. At character level 20, the Velusian gains unlimited uses per day.


This is designed as an NPC/Monster race and is unplayable. The specific racial qualities will appear in the mythic section (for power balance reasons) and history will be spread throughout the world description.




Subsequent posts will eventually contain the other two flavours of races. Feel free to critique and comment.

Faithe
2016-01-09, 12:25 AM
Flavour 2: Epic



Arluxian's are born of the freedom of the elements, or so tell the legends they wrap around themselves. Their innate grasp of magic and freedom of movement leaves them often feeling superior to the other three races despite their own obvious shortcomings. Despite the uneasy truth formed at the end of the great migration, Arluxian society is the only one to maintain a seperate military defense force, citing the simple fact that no other race can keep up with them.

Each Arluxian, at birth is tied to an element. This element helps to define them, their rune colour, wing colour, and many aspects of their personality as a whole. It is not uncommon to hear something at birth akin to, "It's a girl! And her runes are Red!" Note, elemental affinity is not passed by parentage or any other factor.

On the whole, Arluxian's are fiercely loyal, but loyalty means something different to each one. Where one might be loyal to peace, another is loyal only to the winds that guide them. This has led to the common misconception that they are either lazy or flighty. While racial prejudices are quite common place, none are quite so pervasive as this concept of Arluxian behavior.

Arluxian's maintain only three total cities across the continent, spread out to the Apex wind current's. While they are elegant, floating, metropoli, the population at large is capable of leaving on a moments notice.

Physical Description: Arluxians are naturally a thinner race, weighing less than either of their counterparts. Each is born with a series of runes in their elemental colour that start at the tips of their hands and flow along their arms up to their shoulders. Of specific note are the runes on their hands, used for gathering natural magic, and the runes on their shoulders which are known as 'Wing Runes'. Average height ranges from 5'5" to 6'7" with larger distributions on the extreme ends. Tall and short are very common, but average height is very uncommon.

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Dex +2, Wis +2

Standard Language

Racial Skills: Fly, Acrobatics, Stealth

Feats and Skills:

Elemental Affinity ~ You pick one elemental type, this becomes your elemental affinity. You gain Resistance 5 to that element as well as a +2 bonus on any saving throw made against spells or effects with that element.

Nimble Attacks ~ You gain Weapon Finesse as a bonus Feat.

Weather Savvy ~ Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Supernatural Ability: Energy Wings ~ As a full round action twice per day the Arluxian can channel their natural energy into the wing runes on their back. Doing so causes them to sprout ethereal wings of their natural energy colour. During the time the wings are active they gain flight and a base flight speed of 30ft plus an additional 10ft for every 2 dexterity modifiers (40ft at +2, 50ft at +4, etc). Their base flight manueverability is clumsy and improves by 1 modifier for each 2 dexterity modifiers. Energy Wings lasts for 1 minute + character level + dexterity modifier. The Arluxian can dismiss the wings at any time as a completely free action, or they vanish at the end of the time period, causing the Arluxian to fall to the ground and incur any falling damage that might happen as normal (Reflex save Half). The number of uses per day increases by two at character levels 4, 8, 12 and 16. At character level 20 the Arluxian gains unlimited uses per day of this ability.

Salendrians are born of the gift and breadth of the earth. Their natural strength and defence attributed to the mountains themselves and their healing a gift from the very rivers of life.

Salendrian culture values a strong sense of duty and work ethic. By nature and design they are a very patient people, slow to anger and even slower to being provoked. As a race they view the long war as a dark mark on their reputation, allowing themselves to be provoked to the point of countless atrocities.

Salendrians prefer to do things the proper way, often forsaking any of the shortcuts of the other races for the painstaking process of raising a city brick by brick. They are excellent craftsmen with an unrivaled attention to detail.

Despite their personal distaste for being provoked, many will throw themselves at what is viewed as a worthy cause. Many become bodyguards or soldiers in the best interests of what must be done. Since the great migration a great many have pledged themselves in service of the Iconians.

Physical Description: Salendrian's are generally quite shorter and thicker built than the other two races. Without general distinguishing traits they are easily seen as the most varied of the races. From their skin to hair colour, nothing is static between them. All traits have a parentage root that can be traced, but they are often quite removed from it. A strong example is a child possessing purple hair because their great-great-grandmother did, but no other relatives since have had it. Their average height, quite stuck together, is 5'0"-5'6" with an average weight of between 150-240lbs.

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Strength+2, Con+2, Int-2

Standard Language

Racial Skills: None

Feats and Skills:

Natural Resistance ~ Members of this race gain DR 2/Magic.

Unkillable ~ Members of this race are immune to massive damage. Any time they should be killed by massive damage, they are instead reduced to -9HP and rendered unconscious.

Fast Healing ~ Members of this race gain Fast Healing 3.


Supernatural Ability: Unnatural Healing ~ As a Standard action once per day the Salendrian can channel their natural energy to heal themselves. Doing so restores 1+(Character level*2)+(Con modifier*2) HP and heals any missing or injured limbs. Should the Salendrian be reduced to 0 or less HP, the ability will automatically trigger at the beginning of their next round if there is a use left, doing so brings them to 0HP with the first point healed and any subsequent points are calculated as normal. They cannot choose for the ability to not trigger. The number of uses per day increases by one at character levels 4, 8, 12, 16 and 20. At level 20, the ability expands to also remove any instance of ability drain or poisoning.

Velusians are a naturally magical race. All Velusians have at least some inborn magic in the form of telekinesis which they use in day to day life. It is not uncommon for a Velusian to go weeks or months without ever using their hands for anything.

Once upon a time, the Velusians believed themselves naturally superior to the other races, leading to the outbreak of the great war. After the great migration and the subsequent encounter with the Iconians, they were forced to admit that they were not the superior race they believed of themselves. Many however, still feel superior to the other two ungodly races.

All Velusians are born with simple runes along their cheeks and neck. These runes glow when magic is being used. Most Velusians consider this as a curse, believing the runes were put there to try and limit their natural talent by making it visible.

Physical Description: Velusians are a naturally weaker race. Their bodies are neither skinny nor particularly impressive. Muscle mass is almost always evenly distributed and almost impossible to tone for them. Like Salendrians, their skin hair and eyes can be of any colour. Their runes are black unless they are casting magic at which point they glow a faint purple. Average height is 5’3”-6’0” with an average weight of 90-170lbs

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Int+2, Wis +2, Con -2

Linguist

Racial Skills: None

Feats and Skills:

Deep Magic ~ Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.

Magical Linguist ~ Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):

1/day—arcane mark, comprehend languages, message, read magic.

Supernatural Ability: Natural Telekinesis ~ As a Standard action the Velusian can cast telekinesis on an object. This ability may only lift, manipulate, or hold objects weighing 1+(character level)+(Int modifier*2)lbs or less. Any attack made by throwing a telekinetic object is made with 1d4(no matter the weapon) and without bonuses. The effective range of this telekinesis is 15ft/character level and it cannot target any object currently held by someone else. It has an unlimited duration, but can only be in use on one object at a time.

lesser teleport ~ Once per day starting at Character level 1 as a move action, the Velusian can choose to teleport. Teleport has a base range of ten feet, increasing by ten feet at character level 5, 10, 15 and 20. The Velusian cannot bring anything with them except their own equipment, any telekinetically held object is instantly released during the teleportation. The number of uses of this ability per day increase by 1 at character levels 4, 7, 10, 13, 16 and 19. At character level 20, the Velusian gains unlimited uses per day. At character level 15, the Velusian is able to take one other creature with them as long as they are touching.

Faithe
2016-01-09, 01:21 AM
Flavour 3: Mythic



Arluxian's are born of the freedom of the elements, or so tell the legends they wrap around themselves. Their innate grasp of magic and freedom of movement leaves them often feeling superior to the other three races despite their own obvious shortcomings. Despite the uneasy truth formed at the end of the great migration, Arluxian society is the only one to maintain a seperate military defense force, citing the simple fact that no other race can keep up with them.

Each Arluxian, at birth is tied to an element. This element helps to define them, their rune colour, wing colour, and many aspects of their personality as a whole. It is not uncommon to hear something at birth akin to, "It's a girl! And her runes are Red!" Note, elemental affinity is not passed by parentage or any other factor.

On the whole, Arluxian's are fiercely loyal, but loyalty means something different to each one. Where one might be loyal to peace, another is loyal only to the winds that guide them. This has led to the common misconception that they are either lazy or flighty. While racial prejudices are quite common place, none are quite so pervasive as this concept of Arluxian behavior.

Arluxian's maintain only three total cities across the continent, spread out to the Apex wind current's. While they are elegant, floating, metropoli, the population at large is capable of leaving on a moments notice.

Physical Description: Arluxians are naturally a thinner race, weighing less than either of their counterparts. Each is born with a series of runes in their elemental colour that start at the tips of their hands and flow along their arms up to their shoulders. Of specific note are the runes on their hands, used for gathering natural magic, and the runes on their shoulders which are known as 'Wing Runes'. Average height ranges from 5'5" to 6'7" with larger distributions on the extreme ends. Tall and short are very common, but average height is very uncommon.

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Dex +2, Wis +2

Standard Language

Racial Skills: Fly, Acrobatics, Stealth

Feats and Skills:

Elemental Affinity ~ You pick one elemental type, this becomes your elemental affinity. You gain Resistance 5 to that element as well as a +2 bonus on any saving throw made against spells or effects with that element.

Nimble Attacks ~ You gain Weapon Finesse as a bonus Feat.

Focused Study ~ At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.

Weather Savvy ~ Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Supernatural Ability: Energy Wings ~ As a standard action twice per day the Arluxian can channel their natural energy into the wing runes on their back. Doing so causes them to sprout ethereal wings of their natural energy colour. During the time the wings are active they gain flight and a base flight speed of 30ft plus an additional 10ft for every 2 dexterity modifiers (40ft at +2, 50ft at +4, etc). Their base flight manueverability is clumsy and improves by 1 modifier for each 2 dexterity modifiers. Energy Wings lasts for 1 minute + character level + dexterity modifier. The Arluxian can dismiss the wings at any time as a completely free action, or they vanish at the end of the time period, causing the Arluxian to fall to the ground and incur any falling damage that might happen as normal (Reflex save Half). The number of uses per day increases by two at character levels 4, 8, 12 and 16. At character level 20 the Arluxian gains unlimited uses per day of this ability.

Elemental Attack ~ Once per day at level one, the Arluxian can infuse their elemental affinity element into an attack. This attack has an additional 1d8 damage of the chosen element added to it. The damage of this ability increases by 1d8 at levels 5, 10, 15 and 20. The uses per day of this ability increases by one at levels 6, 9, 12, 15 and 20.

Salendrians are born of the gift and breadth of the earth. Their natural strength and defence attributed to the mountains themselves and their healing a gift from the very rivers of life.

Salendrian culture values a strong sense of duty and work ethic. By nature and design they are a very patient people, slow to anger and even slower to being provoked. As a race they view the long war as a dark mark on their reputation, allowing themselves to be provoked to the point of countless atrocities.

Salendrians prefer to do things the proper way, often forsaking any of the shortcuts of the other races for the painstaking process of raising a city brick by brick. They are excellent craftsmen with an unrivaled attention to detail.

Despite their personal distaste for being provoked, many will throw themselves at what is viewed as a worthy cause. Many become bodyguards or soldiers in the best interests of what must be done. Since the great migration a great many have pledged themselves in service of the Iconians.

Physical Description: Salendrian's are generally quite shorter and thicker built than the other two races. Without general distinguishing traits they are easily seen as the most varied of the races. From their skin to hair colour, nothing is static between them. All traits have a parentage root that can be traced, but they are often quite removed from it. A strong example is a child possessing purple hair because their great-great-grandmother did, but no other relatives since have had it. Their average height, quite stuck together, is 5'0"-5'6" with an average weight of between 150-240lbs.

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Strength+2, Con+2, Int-2

Standard Language

Racial Skills: None

Feats and Skills:

Unshakable Resistance ~ Members of this race gain DR 2/-. At character level 8 this increases to DR 5/-.

Flexible Bonus Feat ~ Members of this race select one extra feat at 1st level.

Unkillable ~ Members of this race are immune to massive damage. Any time they should be killed by massive damage, they are instead reduced to -9HP and rendered unconscious.

Fast Healing ~ Members of this race gain Fast Healing 3.


Supernatural Ability: Unnatural Healing ~ As a Standard action once per day the Salendrian can channel their natural energy to heal themselves. Doing so restores 1+(Character level*2)+(Con modifier*2) HP and heals any missing or injured limbs. Should the Salendrian be reduced to 0 or less HP, the ability will automatically trigger at the beginning of their next round if there is a use left, doing so brings them to 0HP with the first point healed and any subsequent points are calculated as normal. They cannot choose for the ability to not trigger. The number of uses per day increases by one at character levels 4, 8, 12, 16 and 20. At level 20, the ability expands to also remove any instance of ability drain or poisoning.

Revivification ~ Once per week starting at character level 7, if an attack or event should have killed you, your body regenerates despite the death state. The process is extremely painful and takes 3d4 hours to completely revive you, during which time you are vulnerable. The only way to prevent this ability to to permanently burn away all traces of the body.

Velusians are a naturally magical race. All Velusians have at least some inborn magic in the form of telekinesis which they use in day to day life. It is not uncommon for a Velusian to go weeks or months without ever using their hands for anything.

Once upon a time, the Velusians believed themselves naturally superior to the other races, leading to the outbreak of the great war. After the great migration and the subsequent encounter with the Iconians, they were forced to admit that they were not the superior race they believed of themselves. Many however, still feel superior to the other two ungodly races.

All Velusians are born with simple runes along their cheeks and neck. These runes glow when magic is being used. Most Velusians consider this as a curse, believing the runes were put there to try and limit their natural talent by making it visible.

Physical Description: Velusians are a naturally weaker race. Their bodies are neither skinny nor particularly impressive. Muscle mass is almost always evenly distributed and almost impossible to tone for them. Like Salendrians, their skin hair and eyes can be of any colour. Their runes are black unless they are casting magic at which point they glow a faint purple. Average height is 5’3”-6’0” with an average weight of 90-170lbs

Size: Medium

Humanoid

Base Speed: 30ft

Ability Score Racial Trait: Int+2, Wis +2, Con -2

Linguist

Racial Skills: None

Feats and Skills:

Spell Focus ~ Members of this race get spell focus in a school of their choice as a bonus feat.

Deep Magic ~ Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.

Magical Linguist ~ Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level):

1/day—arcane mark, comprehend languages, message, read magic.

Supernatural Ability: Natural Telekinesis ~ As a Standard action the Velusian can cast telekinesis on an object. This ability may only lift, manipulate, or hold objects weighing 1+(character level)+(Int modifier*2)lbs or less. Any attack made by throwing a telekinetic object is made with 1d4(no matter the weapon) and without bonuses. The effective range of this telekinesis is 15ft/character level and it cannot target any object currently held by someone else. It has an unlimited duration, but can only be in use on one object at a time.

lesser teleport ~ Twice per day starting at Character level 1 as a move action, the Velusian can choose to teleport. Teleport has a base range of ten feet, increasing by ten feet at character level 5, 10, 15 and 20. The Velusian cannot bring anything with them except their own equipment, any telekinetically held object is instantly released during the teleportation. The number of uses of this ability per day increase by 2 at character levels 4, 7, 10, 13, 16 and 19. At character level 20, the Velusian gains unlimited uses per day. At character level 15, the Velusian is able to take one other creature with them as long as they are touching.

Lesser detect magic ~ Members of this race are naturally in tune with magic flowing around them. This ability functions as a constant detect magic around the Velusian. At character level 10, they are able to determine the exact spell or power being used if they make a DC 19 + Spell Level Knowledge (Arcana) check.



Iconians

Iconians are the living gods of this world. They were first encountered after the great migration to the new continent. Their powers and near immortality have cemented them as divine beings in the history of the world.

Iconians do not die of any form of old age and each takes a specific title and duty much like a deity. All known Iconians are very old and it has never been recorded that they procreate, but nothing is known of where they come from.

Appearance: Iconian appearance is something of a mixture of the three races. They posses elegant runes across almost two thirds of their body. Even the shortest known Iconian stands almost a head taller than the tallest Arluxian and is better built than the most hardy Salendrian.

Language: Iconians appear to know every language by default and can pick up a language within seconds. No one besides other Iconians are able to understand their native tongue though.

Age: Standard Adult age for an Iconian is between 100 and 1500 years. After 1500 years they accrue Ascended marks at a rate of 1 every 200 years. Iconians do not die of old age.



The Iconian Template:

As Iconians are essentially the deities of the world each Iconian can be created separately, but to get an idea for the power the Iconian template provides a good base.

Stats: Each stat is 2d8+20 (or 3d6+20 if you prefer)
HD: 30d10+(10*Con)
AC: 42, touch 20, flat footed 38
Skills: Any 12 at rank 35 or lower
Saves: One Save type + 15, another + 10, the final + 5
Base Atk +20; CMB +32; CMD 47
Special Abilities:

Casting ~ An Iconian can cast magic as a 20th level character of a full casting class which you designate.
Damage Reduction ~ Iconians have DR 18/epic.
Greater Teleport ~ Iconians can cast greater teleport as a move action at will.
Energy Wings ~ Iconians have the Energy Wings ability as a 20th level Arluxian.
Supernatural Regeneration ~ Twice Per day, Iconians can revive from the dead as if using the Salendrian Revivification ability. This revival takes only 2d4 rounds at the end of which they will have half of their hit point total returned.
Impossible Healing ~ Iconians gain fast healing 10.
Epic Attacks ~ All Iconian weapons and attacks are considered epic and magical for the purposes of overcoming DR.
Terragen Magic ~ An adult Iconian has 7 Terragen Spell slots. Terragen magic is considerable more powerful and grand than traditional magic, capable of doing things like blotting out the sun or erupting dormant volcanoes. Each Iconian's terragen spells known varies, so the list should be up to DM. Terragen Magic can also be foregone for a more reasonable challenge.



Applying the Ascended Marks: Ascended marks start accruing when an Iconian exceeds 1500 years at a rate of 1 every 200 years. To apply ascended marks to the template simply at 1HD for each mark, +1 to each stat for each mark, +1 skill rank to all skills for each mark, and 1 Terragen spell slot for every 2 marks rounded down.

And that is why Iconians belong in the mythic section. They might make a good end boss for a party of full levelled PCs in a mythic campaign setting...Might.