Post by Wyran on Oct 10, 2013 16:40:27 GMT
So, for the past two days I've been creating this new race of mine. I got the idea for it from the "Void" wizard elemental school, since I realised we have half-elementals for the main four elemental planes, but nothing for Void (or Metal and Wood, but there aren't any specific planes for those unless you count the Material plane). Feel free to post any suggestions or improvements I could make to it.
Irritan
(Racial Qualities)
Type: Outsider (Native): 3RP
Ability scores: Standard (+2 Constitution, +2 Wisdom, -2 Charisma): 0RP
Size: Medium: 0RP
Base speed: Normal: 0RP
Languages: Standard: 0RP
(Racial Traits)
Ability modifiers:
Advanced Constitution: 4RP
Defense:
Spell Resistance, Greater: 3RP
Undead Resistance: 1RP
Magical:
Soul Seer: 4RP
Spell-like ability, Greater (Speak With Dead): 4RP
Offense:
Weapon Familiarity (Scythe, Longsword): 1RP
Miscellaneous:
Light and Dark: 1RP
Weaknesses:
Energy Vulnerability (All): -8RP
Total: 13
When native outsiders are mentioned, people generally don’t think of the Astral plane – after all, it is simply a void housing the spirits of the dead. Very rarely, however, a human child may cross over into said realm whilst in the womb, during what would normally be a miscarriage. What happens next is not certain, but is usually associated with some sort of magical accident, either in the Astral plane or the Material, and the result is an Irritan, known by some as a “Reaper Child”. These children are often abandoned by their parents, and have strong connections to both the void and death itself. Perhaps because of this, they are often mistaken as half-undead, whereas they are actually fully alive.
Physical Description:
These creatures appear very similar to humans at first, save for their skin. Its colour varies with each individual, since they are often created in different ways, but it usually ranges from a deathly white to a deep purple. The skin itself is surprisingly tough, and cool to the touch. Oddly enough, the colour of their hair is what most irritans have in common, as it is usually completely black – due to this, members of this race will often style their hair in extravagant ways if they become aware of another of their own within their area of residence in order to distinguish themselves from each other. Despite their visual similarities, they are much more resilient than regular humans, and seem to instill a sense of dread wherever they go.
Society:
Irritans tend to be very solitary creatures. Some of them try to fit into normal human society, but they tend to be shunned away out of superstition, leading many to either try to disguise themselves in human civilisations or live in hiding elsewhere. Since they are very rare, they will often congregate with other members of their species if it all possible, although a few individuals prefer to remain alone. In both cases, they will move around a lot, experimenting with various different societies until they either find one they can live in comfortably or decide to continue travelling for as long as possible.
Relations:
Most species have trouble understanding the irritans, and their naturally serious demeanour tends dampen most social situations. Of all the half-elemental races, they get along best with oreads due to their somewhat similar mindset, although that isn’t saying much. The only creatures they truly get along with are samsarans, due to their shared connection with death.
Alignment and Religion:
Generally speaking, irritans are neutrally-aligned and worshippers of Pharasma, although good and evil are not foreign concepts to them. A good-aligned irritan might consider it their duty to eradicate undead, while an evil irritan might dedicate their lives to raising them instead. Regardless of alignment, they usually think of themselves as agents of death of some form or another.
Adventurers:
Due to their need for travel, the majority of irritans find it easier to pursue the life of an adventurer – better to be exploring dungeons and fighting monsters than stay where they’re not wanted.
Standard Racial Traits
Ability Score Traits: Irritans are harder to kill than most races and have a unique insight into the fabric of the world, but they don’t empathise with others very well. They gain +4 Constitution, +2 Wisdom and -2 Charisma.
Size: Irritans are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Irritans are outsiders with the native subtype.
Speed: Irritans have a base speed of 30 feet.
Languages: Irritans begin speaking Common. Irritans with high intelligence scores can choose from the following: Aquan, Auran, Celestial, Ignan, Infernal, Necril and Terran.
Defence Racial Traits: Irritans have spell resistance equal to 11 plus their level. In addition, they receive a +2 racial bonus on saving throws against disease and mind-affecting effects.
Magical Racial Traits: Irritans can use deathwatch as a constant spell-like ability. In addition, they can cast Speak With Dead as a spell-like ability once per day. The caster level of this ability is equal to their character level.
Offense Racial Traits: Irritans are naturally proficient with the scythe and longsword.
Senses Racial Traits: Irritans have darkvision (60 feet).
Other Racial Traits: Once per day as an immediate action, an irritant can treat positive and negative energy as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute when activated.
Weaknesses Racial Traits: Irritans are vulnerable to all four energy types (acid, cold, fire, electricity).
Irritan
(Racial Qualities)
Type: Outsider (Native): 3RP
Ability scores: Standard (+2 Constitution, +2 Wisdom, -2 Charisma): 0RP
Size: Medium: 0RP
Base speed: Normal: 0RP
Languages: Standard: 0RP
(Racial Traits)
Ability modifiers:
Advanced Constitution: 4RP
Defense:
Spell Resistance, Greater: 3RP
Undead Resistance: 1RP
Magical:
Soul Seer: 4RP
Spell-like ability, Greater (Speak With Dead): 4RP
Offense:
Weapon Familiarity (Scythe, Longsword): 1RP
Miscellaneous:
Light and Dark: 1RP
Weaknesses:
Energy Vulnerability (All): -8RP
Total: 13
When native outsiders are mentioned, people generally don’t think of the Astral plane – after all, it is simply a void housing the spirits of the dead. Very rarely, however, a human child may cross over into said realm whilst in the womb, during what would normally be a miscarriage. What happens next is not certain, but is usually associated with some sort of magical accident, either in the Astral plane or the Material, and the result is an Irritan, known by some as a “Reaper Child”. These children are often abandoned by their parents, and have strong connections to both the void and death itself. Perhaps because of this, they are often mistaken as half-undead, whereas they are actually fully alive.
Physical Description:
These creatures appear very similar to humans at first, save for their skin. Its colour varies with each individual, since they are often created in different ways, but it usually ranges from a deathly white to a deep purple. The skin itself is surprisingly tough, and cool to the touch. Oddly enough, the colour of their hair is what most irritans have in common, as it is usually completely black – due to this, members of this race will often style their hair in extravagant ways if they become aware of another of their own within their area of residence in order to distinguish themselves from each other. Despite their visual similarities, they are much more resilient than regular humans, and seem to instill a sense of dread wherever they go.
Society:
Irritans tend to be very solitary creatures. Some of them try to fit into normal human society, but they tend to be shunned away out of superstition, leading many to either try to disguise themselves in human civilisations or live in hiding elsewhere. Since they are very rare, they will often congregate with other members of their species if it all possible, although a few individuals prefer to remain alone. In both cases, they will move around a lot, experimenting with various different societies until they either find one they can live in comfortably or decide to continue travelling for as long as possible.
Relations:
Most species have trouble understanding the irritans, and their naturally serious demeanour tends dampen most social situations. Of all the half-elemental races, they get along best with oreads due to their somewhat similar mindset, although that isn’t saying much. The only creatures they truly get along with are samsarans, due to their shared connection with death.
Alignment and Religion:
Generally speaking, irritans are neutrally-aligned and worshippers of Pharasma, although good and evil are not foreign concepts to them. A good-aligned irritan might consider it their duty to eradicate undead, while an evil irritan might dedicate their lives to raising them instead. Regardless of alignment, they usually think of themselves as agents of death of some form or another.
Adventurers:
Due to their need for travel, the majority of irritans find it easier to pursue the life of an adventurer – better to be exploring dungeons and fighting monsters than stay where they’re not wanted.
Standard Racial Traits
Ability Score Traits: Irritans are harder to kill than most races and have a unique insight into the fabric of the world, but they don’t empathise with others very well. They gain +4 Constitution, +2 Wisdom and -2 Charisma.
Size: Irritans are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Irritans are outsiders with the native subtype.
Speed: Irritans have a base speed of 30 feet.
Languages: Irritans begin speaking Common. Irritans with high intelligence scores can choose from the following: Aquan, Auran, Celestial, Ignan, Infernal, Necril and Terran.
Defence Racial Traits: Irritans have spell resistance equal to 11 plus their level. In addition, they receive a +2 racial bonus on saving throws against disease and mind-affecting effects.
Magical Racial Traits: Irritans can use deathwatch as a constant spell-like ability. In addition, they can cast Speak With Dead as a spell-like ability once per day. The caster level of this ability is equal to their character level.
Offense Racial Traits: Irritans are naturally proficient with the scythe and longsword.
Senses Racial Traits: Irritans have darkvision (60 feet).
Other Racial Traits: Once per day as an immediate action, an irritant can treat positive and negative energy as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute when activated.
Weaknesses Racial Traits: Irritans are vulnerable to all four energy types (acid, cold, fire, electricity).