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.
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.