Post by ezekiel on Oct 22, 2013 19:14:46 GMT
Mutated Human
Be it from ancestors having too much contact with infernal creatures or perhaps the mutant was tainted by his own magic gone horribly wrong in some way. They have paid the price for supernatural events. They are highly shunned by those that know them. The kindest of hearts feeling deeply uneasy while the less understanding can be downright hostile.
Because of this they tend to live in seclusion or in small communities of their own being fairly self-sufficient out of necessity.
Like their parent race mutated humans tend to vary. Be it boils, a hunched back, or even in some of the more pronounced cases bones jutting from their body. All things said, they are hideous.
Elves and halflings find them down right loathsome. Half-Orcs and Half-Elves have a tendency to be a bit more understanding of their malady, as they too understand what it is like to be shunned because of something you cannot control. Humans, dwarves, and gnomes can go either way and it seems to depend more on the temperament of the judger than the judged. The mutated themselves seem to vary from race to race as to whom they do or do not like. Necromancers are looked at with distrust though as are any infernal creatures.
They have all been touched by some dark and powerful magic in some point in time. It could be an infernal contract enacted by an ancestor finally being called upon or a failed experiment of some sort. In the end they tend to have a greater inclination towards the mystic arts. Wizards tend to be the most common followed closely by Clerics.
Racial Specifics
Type: Humanoid Size: Medium Speed: Slow [-1 pts] (20’) Alignment: Any
Ability Score Modifier: Mixed Weakness [-2 pts] (+2 Constitution, -2 Dexterity, +2 Intelligence, -4 Charisma)
Language Quality: Xenophobic (Common; Bonus: Dwarven, Gnome, Orc, and Celestial)
Racial Traits
Unnatural [2 pts]: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal.
Skill Training [1 pt]: +2 Survival, +2 Knowledge [Nature] Due to the need to be self sufficient. These skills are always considered class skills.
Static Bonus Feat [2pts]: Alertness, due to the need to constantly be wary of attack or harassment.
Spell-Like Ability [2pts]: Blur (as the sorcery/wizard spell) 1/day as a spell-like ability. Caster level is equal to the character level.
Negative Energy Affinity [-1pt]: A member of this race is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Quick Reactions [2pts]: Members of this race gain improved initiative as a bonus feat.
Hardy [3pts]: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Be it from ancestors having too much contact with infernal creatures or perhaps the mutant was tainted by his own magic gone horribly wrong in some way. They have paid the price for supernatural events. They are highly shunned by those that know them. The kindest of hearts feeling deeply uneasy while the less understanding can be downright hostile.
Because of this they tend to live in seclusion or in small communities of their own being fairly self-sufficient out of necessity.
Like their parent race mutated humans tend to vary. Be it boils, a hunched back, or even in some of the more pronounced cases bones jutting from their body. All things said, they are hideous.
Elves and halflings find them down right loathsome. Half-Orcs and Half-Elves have a tendency to be a bit more understanding of their malady, as they too understand what it is like to be shunned because of something you cannot control. Humans, dwarves, and gnomes can go either way and it seems to depend more on the temperament of the judger than the judged. The mutated themselves seem to vary from race to race as to whom they do or do not like. Necromancers are looked at with distrust though as are any infernal creatures.
They have all been touched by some dark and powerful magic in some point in time. It could be an infernal contract enacted by an ancestor finally being called upon or a failed experiment of some sort. In the end they tend to have a greater inclination towards the mystic arts. Wizards tend to be the most common followed closely by Clerics.
Racial Specifics
Type: Humanoid Size: Medium Speed: Slow [-1 pts] (20’) Alignment: Any
Ability Score Modifier: Mixed Weakness [-2 pts] (+2 Constitution, -2 Dexterity, +2 Intelligence, -4 Charisma)
Language Quality: Xenophobic (Common; Bonus: Dwarven, Gnome, Orc, and Celestial)
Racial Traits
Unnatural [2 pts]: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal.
Skill Training [1 pt]: +2 Survival, +2 Knowledge [Nature] Due to the need to be self sufficient. These skills are always considered class skills.
Static Bonus Feat [2pts]: Alertness, due to the need to constantly be wary of attack or harassment.
Spell-Like Ability [2pts]: Blur (as the sorcery/wizard spell) 1/day as a spell-like ability. Caster level is equal to the character level.
Negative Energy Affinity [-1pt]: A member of this race is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Quick Reactions [2pts]: Members of this race gain improved initiative as a bonus feat.
Hardy [3pts]: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.