Annun - Pathfinder Custom Race

Story by Talimus on SoFurry

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#1 of Pathfinder

I made a custom race for Pathfinder! It's based loosely on the Cwn Annwn from Welsh mythology. I absolutely welcome any critiquing. If you want to use it in any campaigns you're doing, please let me know how it goes, and include class and feats and such too.


Annun

The annuns are a race of humanoid canines whose origins are lost to time. Most annuns have a slight affinity for magic, while others cultivate their physical prowess. Each annun would tell you they feel a deep spiritual connection with the valley which all their population resided in once upon a time, somehow linked with that area, and willing to guard it to the death. They call it Monolith Valley, after the bustling city of stone that they had managed to build up in near complete isolation. Their only known neighbor was a town of gnomes some distance away through the forests to the west. They are a peaceful race, not normally one to attack first, or conspire against others.

With Monolith growing so populous and successful, a consortium of settlers and guards were assembled to lead a settlement expedition into the south. They were to settle a respectful distance from the first intelligent life they could find, negotiate peaceful relations, and begin a trade route. Eventually the expedition discovered a collection of elven villages many miles away. The expedition team began to settle nearby. Soon, several annun villages sprung up, all the while caravans made the long journey back and forth between these villages and Monolith. Peace was kept with the elves through trade, and some annuns even volunteered to be guards for the elven villages, as the elves took notice of the annuns' sturdy fortitude.

Years later, a caravan of traders from Monolith failed to arrive when it was scheduled, or ever for that matter. After some time of waiting, the village leaders became concerned for their capitol city. Scouts were sent to reconnect with Monolith, but none of the scouts ever returned either. A group of guards and hunters from the villages was sent back to Monolith to discover its fate, the village leaders guessing they would fare better than scouts.

Upon arriving back in Monolith Valley, the adventuring group discovered only the ruins of their once grand stone city. Nothing of their achievements were remaining, just dust and echoes, as well as restless spirits of their ancestors and opportunistic scavengers. The group returned to the villages to report the fate of Monolith, before returning to reclaim their precious valley. Their efforts are now focused on rebuilding their city and reclaiming their valley.

Physical Description** :**Annuns look as if marble statues of anthropomorphic dogs had come to life and began walking and talking. They have no fur. Instead their skin appears to be made of a flexible marble-like material. Tough, but smooth. They have tall pointed ears that are red in color, and their eyes are also red. Often times, older annuns will end up with patches of moss having grown on their skin. The clothing worn by annuns are often decorated with squarish patterns, alongside designs that resemble mountains.

Relations** :**The village annuns get along very well with elves, and this might cause them to be too trusting of drow. Upon returning to Monolith to find it destroyed, most annuns look towards the neighboring gnomes as the cause. The gnomes claim innocence, but the annuns are skeptical. Dwarves might find annuns fascinating.

Alignment and Religion** :**Adventurers: Village annuns have no direct ties to Monolith, and have more freedom to pursue their own goals. Some annuns from the villages became discontent with the simple lifestyle, and didn't want to return to the ruined Monolith, so they went on their own way to forge their own path. Even annuns that have returned to Monolith to rebuild still take to adventuring, realizing they're going to need to set out in order to find resources, money, and allies in order to rebuild properly.

Male Names: Anyas, Cava, Micay, Palta, Poma, Roca, Sapallu, Topa.

Female Names: Amaru, Cusi, Inti, Mani, Micos, Ozcollo, Pisco, Suri.

Table: Random Starting Ages

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Adulthood

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Intuitive 1

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Self-Taught 2

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Trained 3

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20 Years

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+1d6 years (21-26 years)

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+2d6 years (22-32 years)

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+3d6 years (23-38 years)

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1: This category includes barbarians, oracles, rogues, and sorcerers.

2: This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3: This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Table: Random Height and Weight

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Gender

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Base Height

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Height Mod

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Base Weight

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Weight Mod

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Male

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5 ft. 5 in.

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+2d8 in. (5 ft. 7 in. - 6ft. 9 in.)

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170 lbs.

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+(2d8x3 lbs.)

(176 - 218 lbs.)

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Female

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5 ft. 5 in.

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+2d6 in. (5 ft. 7 in. - 6 ft. 5 in.)

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160 lbs.

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+(2d6x3 lbs.)

(166 - 196 lbs.)

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Standard Racial Traits

  • Ability Scores : Annuns are tough and sturdy, while able to absorb knowledge easily. However, they tend to be on the slow side. They gain +2 Constitution, +2 Intelligence, and -2 Dexterity.
  • Size : Annuns are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type : Annuns are Humanoids with the annun subtype.
  • Base Speed : Annuns have a base speed of 30 feet.
  • Languages : Annuns begin play speaking annun. Annuns with high Intelligence scores can choose from the following: Common, Elven, Gnome, and Dwarven.

Defense Racial Traits

  • Annun Natural Armor : Annuns have very tough skin, and gain a +1 natural armor bonus to their Armor Class. At 5th, 10th, and 15th levels, this bonus increases by +1(maximum +4 at 15th level).
  • Stability : Annuns can hold their ground well. They receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Feat and Skill Racial Traits

  • Cultivated Vigilance : Over time, annuns that elected to rebuild Monolith have learned that they must always stay on their guard. Even while traversing the land of their people, they must be ready for monsters or bandits to jump out from any corner in the ruins. This grants annun a +2 racial bonus to both perception and initiative.
  • Renovator : If annuns expect to rebuild, they must possess the knowledge. Upon character reaction, choose one of the following craft skills: architecture, carpentry, masonry. The chosen craft skill gains a +2 racial bonus and cannot be changed.

Magical Racial Traits

  • Envoy : Annuns have some innate magical power coursing through them, and their flexible marble skin isn't the only proof thereof. Annuns with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level):

1/day--comprehend languages, detect magic, detect poison, read magic.

Offense Racial Traits

  • Countermage : More proof of their innate magical affinity, annuns gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Stone Fortification : Certain annuns with heightened magical affinity find themselves able to control stone in various ways. These annuns are called Stoneshapers. Some Stoneshapers can fortify their skin to be near invincible for a short time, but this comes at the price of movement and all-around protection. These Stoneshapers have a move speed of 20 feet, but can use Stoneskin as a spell-like ability once per day. This trait replaces the default move speed and Envoy.
  • Advanced Constitution : Some annuns have softer skin, but don't mistake this for weakness. They can take just as much of a beating as their thicker-skinned brethren. Annuns with this trait gain +4 Constitution and +2 Intelligence. This trait replaces the default ability score trait, Annun Natural Armor, and Stability.
  • Group Fortification : These Stoneshapers are able to apply their Stoneskin ability even to others around them, as long as there's physical contact. While they have the most mastery over their stoneshaping powers, they tend to be generally weaker, and bear a weakness to the bitter cold. These Stoneshapers have a weakness to cold damage, but they may use Stoneskin, Communal as a spell-like ability once per day. This trait requires selecting the alternate racial trait Stone Fortification. This trait replaces Countermage.
  • Annun Settler : These Annun are the descendants of the village settlers. They gain a +2 racial bonus in diplomacy and knowledge local checks. This trait replaces Cultivated Vigilance.
  • Solid Punch : These Stoneshapers can use small amounts of magical power to solidify one of their fists, which gives them a powerful punch. They are able to use Stone Fist as a spell-like ability once per day. This trait replaces Renovator.
  • Annun Ferocity : Those who prefer hands-on operation, or wayward annuns who took their own path in life, often harbor anger because they feel they have no place in the world. They would be hard-pressed to fall in battle. These annuns gain the following extraordinary ability: If the hit points of this annun fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. This trait replaces Countermage.

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Cleric : Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.

Bard : Add +1 to the bard's CMD when resisting a disarm or sunder attempt.

Barbarian : Reduce AC penalty when raging by ?, to a maximum reduction of 2. (AC penalty is reduced by 1 for every five times you select this option.)

Fighter : Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.

Druid : Add +1/3 to the druid's natural armor bonus while in wild shape.

Paladin : Add +1 to the paladin's energy resistance to one kind of energy (maximum +10).

Ranger : Add +¼ to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.

Sorcerer : Add a +½ bonus on Use Magic Device checks.

Wizard : Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

Alchemist : Add +¼ to the alchemist's natural armor bonus when using the character's mutagen.

Cavalier : Add +1 hit point to the cavalier's mount. If the annun ever replaces this mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier's class.

Magus : Add a +½ bonus on concentration checks made to cast defensively.

Oracle : Add +¼ to the armor or natural armor bonus granted by oracle spells she casts on herself.

Summoner : Add a +¼ natural armor bonus to the AC of the summoner's eidolon.

Vigilante : Add 1/2 to the DC increase from unshakable.

Witch : Add +¼ natural armor bonus to the AC of the witch's familiar.

Antipaladin : The antipaladin adds +1/4 to the number of cruelties he can inflict.

Hunter : Add DR 1/magic to the hunter's animal companion. Each time the hunter gains another level, the DR increases by ½ (maximum DR 10/magic). If the hunter replaces her animal companion, the new companion gains this damage reduction.

Investigator : Gain a +¼ bonus on all inspiration rolls.

Warpriest : Gain a +2 bonus on rolls to stabilize when dying.

Bloodrager : Add +1/2 to concentration checks made while bloodraging when casting defensively or when injured while casting.

Shaman : Add ¼ to the natural armor bonus of the shaman's spirit animal.

Skald : Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).