Blackfoot - Pathfinder Custom Race

Story by Talimus on SoFurry

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#2 of Pathfinder

Here's my second race! This one is based VERY loosely off Native American folklore, but I don't know exactly where it comes from. I hope to soon come out with more races in the future. As always, if you see any critiques to be made, be sure to let me know. And if you play as one of them, tell me how it goes! What class did you play? What feats did you take? How well did the race perform? I'd love to hear about it.

This is a reupload, because there was some external formatting issue going on. I made a new submission and typed it all out from scratch again.


Blackfoot

They have little to no history, preferring to live in the moment. The only thing close to history they have is their race's creation myth.

They were once humans, thousands of years ago. A man named Ebris Ozah lived in a small village with his two wives: Gonfre and Nirni Ozah. His wives proved themselves to be lazy and unfaithful, often visiting other men by the time Ebris returned from hunting. Ebris felt if he moved his home from the village and into a remote place, his wives would have to be faithful and attentive. This worked, for a while. But eventually they grew bored and spiteful of Ebris. While he was away on a hunt, Gonfre and Nirni dug a deep hole in front of Ebris' skinning rack, covering it with branches and soil. They placed his stool upon the cover so he would not suspect a thing. He soon returned with his catches, and when he went to skin one, the trap was sprung and he fell into the hole. Then Gonfre and Nirni packed their things and returned to the village where they pretended to mourn him.

But Ebris was not dead. He was injured and starving, but before his death, a pack of mystical snow wolves stumbled upon the hole he was stuck in. For reasons Ebris did not understand, the wolves dug him out of the hole. They fetched him food so he might recover, and in turn swore his life to serving them. Due to these strange wolves' magic, Ebris gradually changed into the form of a wolfman. He stood on two legs, but his face and body were that of a wolf. Covered from head to toe in fur, claws protruding from his fingers and toes. It is not known how he reproduced, but it's said that all blackfeet originated from Ebris Ozah, and most inherited the magic of the wolves that rescued him.

In the present, blackfeet tend to live in villages built in colder climates, and within forests and on mountains.

Physical Description : Blackfeet are wolves with humanoid bodies, standing on two legs and possessing the gift of intelligence and speech. Their fur varies in color, but most are white, grey, or other very light earth tones. No matter the color of their fur, it fades to black on their limbs. This is a trait shared with the mystic wolves that allegedly rescued Ebris from death in the race's mythology.

Relations : Blackfeet are thought of as werewolves by the rougarou, but they are not werewolves. It's rumored that blackfeet and catfolk do not get along.

Adventurers : Blackfoot adventurers are highly common, many desiring to go out on their own, or even traveling in their own packs that departed from villages. Blackfeet generally aren't proficient at memorizing spells, so spontaneous casters are much more common.

Male Names : Alvar, Aron, Greger, Noak, Pelle, Rikard, Roffe, Ulrik Female Names : Annelie, Berit, Erica, Liselott, Rika, Selma, Tessan, Tova

Table: Random Starting Ages

| Adulthood | Intuitive 1 | Self-Taught 2 | Trained 3 | | 20 Years | +1d6 years (21-26 years) | +2d6 years (22-32 years) | +3d6 years (23-38 years) |

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

| Gender | Base Height | Height Mod | Base Weight | Weight Mod | | Male | 5 ft. 1 in. | +2d12 in. (5 ft. 3 in. - 7ft. 1 in.) | 160 lbs. | +(2d12x7 lbs.)(174 - 328 lbs.) | | Female | 4 ft. 9 in. | +2d12 in. (4 ft. 11 in. - 6 ft. 9 in.) | 120 lbs. | +(2d12x7 lbs.)(134 - 288 lbs.) |

Standard Racial Traits

  • Ability Scores : Blackfeet are hardy and welcoming, but don't think particularly far ahead. +2 constitution, +2 charisma, -2 wisdom.
  • Size : Blackfeet are medium creatures and thus receive no bonuses or penalties due to their size.
  • Type : Blackfeet are Humanoids with the blackfoot and canine subtypes.
  • Base Speed : Blackfeet have a base speed of 30 feet.
  • Languages : Blackfeet begin play speaking Blackfoot and common. Blackfeet with high intelligence scores can choose from the following: dwarven, elven, giant, gnoll, halfling, tengu, treant.

Defense Racial Traits

  • Fearless : Blackfeet can square off against even the most frightening of foes, due to their headstrong nature. They gain a +2 racial bonus on all saving throws against fear effects.
  • Energy Resistance : Most blackfeet live in cold climates, and have grown accustomed to its harsh weather. Blackfeet have resistance 2 to cold damage. At 5th level, this resistance becomes 5 instead. At 10th level it becomes 15. Finally, at 15th level, it becomes immunity instead.

Movement Racial Traits

  • Forest Stride : Blackfeet can move through natural difficult terrain at their normal speed while in forests. Magically altered terrain affects them normally.

Offensive Racial Traits

  • Bite : Blackfeet gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
  • Claws : Blackfeet receive two claw attacks that deal 1d3 damage each. The claws are a primary attack, and cannot be used if the blackfoot is wielding anything in their hands.
  • Icy Breath : Once per day, as a standard action, blackfeet can make a supernatural breath weapon attack that deals 1d6 points of cold damage in a 15-foot cone. All creatures within the affected area must make a reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's constitution modifier. Those who succeed at the save take no damage from the attack. This is believed to be an ability passed down from the mystic wolves in the fairy tale of Ebris Ozah and his wives.

Other Racial Traits

  • Wolf Empathy : Blackfeet gain a +2 bonus on handle animal checks made to influence wolves.

Sense Racial Traits

  • Low-Light Vision : Blackfeet can see twice as far as a race with normal vision in conditions of dim light.
  • Scent : Blackfeet have noses designed for detecting even faint smells. They gain the scent ability.

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.

  • Mountain-Born : Some blackfeet aren't from the snowy forests. Instead these ones hail from the mountains. They gain a +2 racial bonus on acrobatics checks made to cross narrow ledges and on saving throws against fatigue and sickness. This replaces Low-Light Vision.
  • Mountain Climbers : Blackfeet with this racial trait gain +2 racial bonus on climb checks. This replaces Forest Stride.
  • Bonus Social Feat : Some blackfeet live neither in the snowy woods or mountains. They aren't used to the cold, nor are they naturally adept at traversing rough terrain. Blackfeet with this racial trait select one extra feat at 1st level and one extra feat at 5th level. These feats must be social feats. This replaces Energy Resistance and Forest Stride.
  • Skill Training : Select two skills. These skills are always considered class skills for your blackfoot. This replaces Low-Light Vision.

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.

Bard : Gain the ability to add metamagic to bard spells without increasing casting time 1/3 times/day. (One use of this ability per day for every three times you select this option.)

Barbarian : Add +1/4 to the damage of a bite attack.

Fighter : Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.

Rogue : Add a +1/2 bonus on Bluff checks to feint and Intimidate checks.

Sorcerer : Add +1/2 point of frost damage to spells that deal frost damage cast by the sorcerer(This does not include spell-like abilities).

Shifter : Add a +1/3 bonus on critical hit confirmation rolls when using shifter claws (maximum bonus of +5). This bonus does not stack with Critical Focus.

Inquisitor : Add a +1/2 on Intimidate checks to demoralize humanoids.

Alchemist : Add +1/2 to the alchemist's bomb damage.

Oracle : Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.

Summoner : Add +1/4 point to damage of one of the eidolon's natural weapon attacks.

Vigilante : Gain 1/6 of a new social talent.

Hunter : Add one spell known from the hunter spell list. This spell must be at least one level below the highest spell level the hunter can cast.

Investigator : Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.

Brawler : Add +1/4 to attack rolls with the brawler's bite attack as a secondary attack (maximum bonus +3).

Bloodrager : Add 1/4 to the bloodrager's effective class level when determining the power of her bloodrager bloodline powers.

Skald : The skald can use spell kenning +1/6 additional times per day.

Slayer : Gain a +1/3 bonus on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus doesn't stack with those gained through Critical Focus and similar effects.

Swashbuckler : Add +1/6 to the swashbuckler's nimble bonus.