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View Full Version : Pathfinder Amatedor PC/NPC race, looking for feedback



calcreek
2020-02-22, 08:27 PM
I've recently drafted up a race based on a ritual bark paper used by the Mayans and I'm looking for mechanical and flavor feedback, or just impressions or thoughts, from yall.

"Sometimes, when a ream of magical paper made from the stripped bark of intelligent tree creatures like treants is left unattended for an extremely long time, leftover dregs of magic will coalesce and twist it to life, creating an Amátedor. Amátedores are frail, alien creatures made of animate folded paper."

Basic overview:
14RP for base
abberation (half construct)
+2 dex, -4 con, +2 wis or int
DV60ft
greater SR (11+HD)
fire vuln
quadruped


STANDARD RACIAL FEATURES
Ability Score Modifiers: Amátedores are fragile, but nimble and learned. They recieve a +2 to Dex and +2 to either Wisdom or Intelligence, but take -4 to their Constitution. (-1RP)

Size: Amátedores are Medium creatures and thus receive no bonuses or penalties due to their size. (0RP)

Type: Amátedores are Aberrations with the Half-Construct subtype. (3RP, 7RP)

Base Speed: Amátedores have a base speed of 30 feet. (0RP)

Languages: Amátedores begin play speaking Common. Amátedores with high Intelligence scores can choose from the following: Sylvan, Celestial, Infernal, Abyssal, Elder Thing. (0RP)

DEFENSE
Greater Spell Resistance: Amátedores are resistant to magic, gaining spell resistance equal to 11 + their number of hit dice. (3RP)

FEATS AND SKILLS
Quick Reactions: Amátedores receive Improved Initiative as a bonus feat. (2RP)

SENSES
Darkvision 60ft. (--RP)

WEAKNESSES
Elemental Vulnerability: Amátedores are made of paper, and are vulnerable to fire. (-2RP)

OTHER
Quadruped: Amátedores possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. Unlike other quadrupeds, Amátedores are not large due to their slight frame. (2RP)

SUBTYPE DETAILS
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Aberrations have the darkvision 60 feet racial trait.

ALTERNATIVE FEATURES
Consult with your GM before using any of the below subsitutions.
Linen Body: This Amátedor is made primarily of thick but beautiful linen paper. Gain Con +2, Chr +2, Dex -2. This modifies Ability Scores and replaces Quick Reactions.
Weatherproofed Body: This Ametedor’s body is thoroughly inundated with rubbery substances, granting Cold Resistance 5, Fire Resistance 5, Lighting Resistance 5, Sonic Resistance 5, and DR 5/Slashing. This replaces Elemental Vulnerability, Greater Spell Resistance, and Quick Reactions.
Runic Body: This Amátedor’s body is covered in strange runes, empowering the spells of both friend and foe. Choose one school of magic at character creation and increase the effective caster level for spells of that school by 1. In addition, spells of that school cast by others on or at the Amátedor also have their effective caster level increased by 1. This replaces Greater Spell Resistance.
Open Book: This Amátedor gains Read Magic as a constant spell-like ability. Also, gain Spell Resistance equal to 6 plus their number of hit dice. This replaces Greater Spell Resistance.
Sensitive: This Amátedor can feel subtle movements in the air, but their vision is less developed. Gain Tremrsense 30ft. This replaces Darkvision.



Waxen Armor. (combat) Req: Craft: Alchemy (1 rank), light armor proficiency. The Amátedor has learned to anoint their bodies with a light layer protective waxes, granting a +2 natural armor bonus. This wax counts as a masterwork untyped armor; but for the purpose of class abilities and magic effects, such as the Monk’s class abilities, the Amátedor is considered to be unarmored. If removed, or if the wax takes 1 point of fire damage, it is destroyed. After the first application, it costs 50gp worth of reagents to reapply, and a half-hour of downtime to cure.

Waxen Armor, Improved. (combat) Req: Waxen Armor, Craft: Alchemy (5 ranks), light armor proficiency. The Amátedor has learned to stiffen their waxes, increasing their natural armor bonus to +4. This wax counts as a masterwork light armor with an armor check penalty of -1, a max dex bonus of +5, and an arcane spell failure chance of 10%. If removed, or if the wax takes 10hp of fire damage, it is destroyed. After the first application, it costs 200gp worth of reagents to reapply, and 2 hours of downtime to cure.

Waxen Armor, Advanced. (combat) Req: Imp. Waxen Armor, Waxen Armor, Craft: Alchemy (12 ranks), medium armor proficiency. The Amátedor has perfected waxing their body with hard and stiff wax, increasing their natural armor bonus to +8. In addition, the wax is a potent fire retardant, granting fire resistance 10 and nullifying the Amátedor’s fire vulnerability, if they are vulnerable to fire. This wax counts as a masterwork medium armor with an armor check penalty of -4, a max dex bonus of +3, and an arcane spell failure chance of 30%. If removed, the armor is destroyed. After the first application, it costs 1000gp worth of reagents to reapply, and takes 24 hours to cure.
Waxen Armor, Modified. (combat) Req: Imp. Waxen Armor, Craft: Alchemy (10 ranks). The Amátedor can apply one of the following armor modifications to their Waxen Armor: Razored, Jarring, Deflecting, or Burnished. The drawbacks of these modifications apply as usual.

Waxen Armor, Enchanted. (item creation) Req: Waxen Armor, Craft Magical Arms and Armor. The Amátedor can use Craft Magical Arms and Armor to attach armor enchantments to their waxy bodies. Applying these enchantments uses the Craft (Alchemy) skill.

Papercut. (combat) Req: BAB+3, simple weapon proficiency. The Amátedor has learned to extend their arms into razor-sharp whips of paper, gaining 2 razor-sharp tendril attacks. These count as primary natural attacks, each dealing 1d6 slashing damage + grab. Like claw attacks, these cannot be used when wielding a weapon in the hand. For the sake of other feats’ prerequisites, this is treated as being both Improved Unarmed Strike, Weapon Focus: Whip, and Whip Mastery (however, these feats do not apply to actual whips themselves--if an Amátedor wants to use whips in addition to its tendrils, it must take these feats just like anyone else). These tendrils benefit from feats and effects that effect whips, such as the Serpent’s Lash feat or the Opportunistic trait.

Papercut, Improved. (combat) Req: BAB+7, Papercut. The Amátedor tendril attacks deal an additional 1d4 bleed damage on hit. This bleed damage stacks with bleed damage from other sources.
Papercut, Rending. (combat) Req: Str 13, BAB+6, Papercut. The Amátedor’s tendril attacks rip and tear into opponents. If both tendril attacks hit one opponent in one turn, add 1d6 slashing damage. This is precision damage that is not multiplied on a critical hit. This feat can be used once per turn. For the sake of other feats’ prerequisites, this feat is treated as being Rending Claws.

Papercut, Modified. (combat) Req. Papercut, BAB+7, melee weapon proficiency. The Amátedor’s can apply one of the following weapon modification to their weapon tendril attacks: Jagged Hooks, Razor Sharp, Serrated Edge (stacks with Rending Papercut, but not bleed from any other sources), Tactically Adapted, Versatile Design. For the sake of other feat’s prerequisites, this feat is considered to be Modified Weapon Proficiency (Whip).
Papercut, Enchanted. (item creation) Req: Waxen Armor, Craft Magical Arms and Armor. The Amátedor can use Craft Magical Arms and Armor to attach weapon enchantments to their tendrils. Each tendril must be enchanted separeately. Applying these enchantments uses the Craft (Alchemy) skill.

Daisy Chain. (combat) Req: BAB+5, Papercut or Improved Unarmed Strike. The Amátedor’s ams have grown particularly long, increasing the reach of their tendril attacks or unarmed strikes (and effects that depend on limbs such as touch attacks or Flurry of Blows, but not weapons) by 5ft.

Constricting Trunk. (combat) Req: BAB+5, Grab special attack or Improved Grapple. The Amátedor can pull one grappled foe into their torso with a successful grapple check, dealing 1d8 bludgeoning/slashing damage each round that the foe is grappled. This counts as a constrict special attack. When grappling a foe in this manner, both of the Amátedor’s hands/arms can be used freely, but they must succeed on a Drag maneuver to move any further than a 5-foot step, and must make a concentration check to cast any spells as if they were casting defensively.

Parchment Empathy. (general) Req: Diplomacy (5 ranks), Wild Empathy class feature. This feat functions as the Greater Wild Empathy feat, granting a +2 insight bonus on Wild Empathy checks. In addition, the following creatures can be affected by Wild Empathy: Aluum, Animated Object (books or similar; GM’s discretion), Archon (Codex), Clockwork Familiar (Scroll Installation), Construct (Runeplated), Damnation Book, Giant (Inverted), Giant (Rune), Giant (Runeslave), Gishvit, Golem (Book), Golem (Libreum), Guardian Scroll, Living Rune, Mimic (in the form of a shelf of books or similar; GM’s discretion), Mummy (Spellscribed), Planar Dragon (Edict), Rune Guardian, Tattoo Guardian (script- and rune-based tattoos only). The GM may add any appropriate parchment-, book-, or writing-based creatures to this list as is appropriate for their campaign. For the sake of other feat’s prerequisites, this feat is considered to be Greater Wild Empathy; but unless Greater Wild Empathy is taken, feats such as Intimidate Animals only effect the above creatures.

Creased and Folded. (general) Req: Dex 17, Stealth (5 ranks). The Amátedor gains the Compression universal monster ability, and gains a +4 competence bonus on Escape Artist checks. In addition, the Amátedor can hide in plain sight when pretending to be a cluttered mess of paper, and gets a +10 bonus to stealth when doing so. If the Amátedor is naked has no equipment, they can tightly pack themself into a neat ream of paper and take 20 on stealth checks to hide in areas like office storerooms where a large quantity of paper is appropriate, acting like a Gargoyle’s Freeze ability. Any attempt to remove paper from their body when hiding in this manner reveals them.
CTRL-X CTRL-V. (magic) Req: Spellcraft 1 rank. The Amátedor gains Scrivener’s Chant and Erase as a paired spell-like ability, usable 1/day. When duplicating text with CTRL-X CTRL-V, the text appears exactly identical to the original to the point of being indistinguishable from it, without need to make a Linguistics check. The text cannot be altered in any manner with this ability, so any alterations after the fact require Linguistics checks as usual. Once the duplication is completed, the original is Erased. The two spells must be used together, and if one is used the other will always follow.


Important to note that I've included a feat in my google do that essentially give a 1st level character a bunch of random scrolls for free. Whether they can cast the scrolls or not is beside the point. That one's almost a page of text and has a big table for d% rolls so I won't include it here.

The paper that makes up their body forms itself in a shape reminiscent of a tree: 4 short branch-like legs, a slim torso formed of several twisting sheets, 2 spindly branch-like arms each ending in several tendril-like strips, and an ornately folded head. Amátedores are sexless and genderless.
Each Amátedor’s head is different, and most fold and unfold their heads every few days to alter their appearance much in the same way that other races use cosmetic makeup. Most favor geometric shapes, but some fold their heads into shapes reminiscent of flower blossoms or animals. The color of an Amátedor’s body depends on the coloration of the paper from which they are made, and most Amátedores have several different colors across their body. Common colors are ochre, ivory, beige, and tan, but some have a greenish hue. Amátedores who are frequently exposed to the sun to be bleached white. Amátedores vary in height from 5 to 8ft tall, and tend to weigh from 25 to 50lbs.

Amátedores do not eat or drink in the traditional sense, but every day they spend 1 hour (in 15 minute intervals that do not need to be consecutive) in contact with natural earth absorbing nutrients. They do not feed for any longer than 1 hour per day. Feeding is a passive activity and Amátedores can pursue other downtime activities while doing so, such as preparing spells or crafting items. When an Amátedor travels to areas devoid of soil, they harvest mud and carry it with them in place of rations. A half pound of earth can feed an average Amátedor for a month. Amátedores can dip themselves in liquids to “taste” them, but most view this as a novelty. In a pinch, Amátedores can feed on blood and be sated as if feeding on dirt, but they need to make a Fortitude save (DC 10 + the amount of minutes spent feeding) or be sickened for 24 hours per 15 minutes spent feeding. (An Amátedor who feeds on blood for 15 minutes, a standard meal, needs to make a DC25 save or be sickened for 1 day. An Amátedor who gorges themself on blood for a full hour straight needs to make a DC70 save or be sickened for 4 days. This sickness cannot be removed through normal or magical means, besides its duration expiring.) As Amátedores do not consciously control their feeding, an Amátedor who is immersed in blood while disabled is at a significant disadvantage. Amátedores who do not feed for more than (24 + Constitution bonus) hours must make Constitution saves each hour as if dying of thirst, or they take 1d6 nonlethal damage each hour and become fatigued. Unlike with regular thirst, the DC increases by 1 every hour, rather than each day.

Amátedores do not sleep, but every day they spend at least 4 hours repairing tatters, preparing spells, and engaging in other leisure activities. To repair damage to their body without the use of healing or repairing magic, they need to consume 10 sheets (2gp’s worth) of high quality parchment per hit die. This process takes 1 hours of continuous concentration per hit die repaired. An Amátedor needs to make a Craft (alchemy) or Craft (leatherworking) check to repair their body with a DC of 10 + 2x the number of hit die to be repaired. Amátedores cannot be healed through the use of the Heal skill, and any checks that would use Heal require a Craft (alchemy or leatherworking) check instead.

Amátedores do not breathe, but are affected by olfactory effects through the same mechanism they use to taste liquids. Amátedores do not have eyes or ears and do not hear in a traditional sense, but their entire head functions as an equivalent sense organ. Most Amátedores speak by rubbing together the strips that make up their chest, producing quiet but somewhat abrasive voices; magically inclined Amátedores vibrate their bodies directly to produce loud and somewhat rich voices. Because of the unique mechanism they use to speak, Amátedores cannot be silenced unless the silencer is familiar with their biology. If paralysed or otherwise rendered completely immobile, Amátedores are blinded and deafened for its duration.

Due to their strange body, the following body slots are available for Amátedores to wear magic items: Head, Headband, Throat, Shoulders, Body, Arms, Wrist x2, Waist, Ankle x4. Amátedores can wear any kind of ring on their wrist slots. Amátedores do not wear clothing and cannot wear armor, boots, gloves, or helms; ankle slots can wear any foot slot item that is not a shoe. In place of clothing, many Amátedores paint, draw, or tattoo their parchment with colorful patterns, or they stitch beads and jewelry into their bodies.

Amátedores do not age and are functionally immortal, but they can be slain like any other creature. They do not recieve any penalties associated with advanced age.

SOCIETY
Amátedores are not particularly social, and due to their rarity, have no culture of their own. Many live alone as hermits, but some find homes in druid circles or in diverse cities. Many become skilled craftsmen or artists, or work as apprentices in the horticulture, alchemy, or textile industries. Some join troubadour caravans and become minstrels. Amátedor are not very well suited to hard labor and as such tend to avoid rural communities, and they are almost unheard of in the stoneworking and lumber industries. Due to the relationship between them, Amátedores tend to avoid forests where dryads dwell. As they don’t require air, Amátedores are well suited to sailing the void and the phlogiston, and many will sign on to crew a spelljammer at one point in their life or another.

RELATIONS
Amátedores are alien in appearance and rare, so most civilized races view them with either distrust or dismissal; the former regarding them as monsters and the latter as mindless constructs. Most Elves and Dwarves in particular have little respect for the Amátedor, viewing them as little more than curiosities. They see some kindred in other races that are subjects of discrimination such as Half-orcs and Tieflings, and many Gnomes value empoying Amátedor as apprentices. Amátedor have a certain fondness for most constructs, especially those made from books or paper, who they see as kindred spirits. In particular, Guardian Scrolls and Amátedores share a striking similarity, being literally cut from the same cloth. Elder Things consider Amátedores to be friends, and any Elder Thing colony will welcome an Amátedor with open tentacles. Because their creation usually involves the murder of a treant at some point in time, Dryads view Amátedores as revolting abominations and attack them on sight.

ALIGNMENT/RELIGION
Amátedor hermits are always neutral, ignorant to the machinations of the world around them. Amátedores in societies have a slight individualist bent but usually don’t tend to hold any strong beliefs, and as such are any degree of neutral. Amátedores are not usually religious, but those who are tend to follow either nature gods or gods interested in the arts and craftsmanship. Some follow gods of necromancy, seeing no qualms in animating the dead.

ADVENTURERS
Amátedor hermits may choose to travel the land instead of settling down, while metropolitan Amátedores may become members of a guild. Amátedores are typically drawn towards studious classes that focus on spellcasting such as druids and wizards, but rouges, clerics, and monks are common. Some Amátedores take a liking to theater, and become bards. It is impossible for Amátedores to become Sorcerers or Bloodragers, and Amátedor Paladins are unheard of. Lawful Amátedores may want to make a pilgrimage to Axis, the plane of the Axiomites and Inevitables. Amátedores change interests on a whim and many take levels in a large number of classes, with few specialising in one thing or another.

KNOWLEDGE CHECKS
Knowledge (Arcana):
DC5. Amátedores are constructs made of paper, and they are very flammable.
DC10. Amátedores are living, independent beings made of paper.
DC15. Amátedores are formed from piles of magical paper, brought to life by dregs of magic.
DC20. Amátedores are formed from magical paper fashioned from the bark of intelligent plant creatures like treants, who are usually killed in the process. They are despised by Dryads.

NAMES
Amátedores tend to take artistic, geometric, linguistic, or descriptive names that match their current interests. Sometimes an Amátedor will take the name of a figure they admire or envy, such as a deity, celebrity, or even another member of their party. As their interests wax and wane, Amátedores frequently change their names; they rarely stay with one for long. Samples: Cross-hatch, Calligraphy, Embossed, Rhombus, Syllogism, Dichotomy, Solresol.