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    Pixie in the Playground
     
    Planetar

    Join Date
    Mar 2015

    Default Homebrew spelljammer pathfinder race quallum

    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:
    Last edited by Lmarcum; 2015-05-13 at 08:14 PM. Reason: I made multiple changes to this race

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