Synth (24 RP)

Synths are entirely synthetic humanoids; mechanical beings that are assembled in factories. Coming in two forms; one prioritizing Strength and the other Dexterity, these models are independent from gender, which is a little-used concept within Synth society. 

Many would assume religion to be considered a foreign concept to mechanical beings, however this is untrue for Synths; They revere The Machine Spirit, a being they believe inhabits and guides all machines, not just the sentient ones such as themselves. It is said that Synth’s considered most gods unworthy of their worship, so they built their own. Others claim that at the very core of Derexia they found their god. Others still claim that The Machine Spirit is the first Synth, a progenitor of sorts. The answer to this question exists within the Grand Archive of Cortex, though access is highly restricted, only allowed to machine priests and high ranking scholars. 

As far as personality is considered, the most generous individuals would consider Synths “Quirky” at best, other less sympathetic few would consider them pale imitations of actual humanity, frighteningly hollow. Perception mostly depends upon how good the particular Synth is at replicating emotion and believable behavior, something that does not come naturally to them. Most believe they’re not actually capable of emotion, and are only able to attempt pale mimicry, although those are not aware of the complexity that lurks beneath the mechanical visage most see.

As far as class selection is concerned, most Synths lean towards a specialization based upon their model, Heavy models leaning towards Fighters and Barbarians, Light models leaning towards Monks and Rogues. Particularly zealous Synths (which constitute a decent proportion of the populace) become Clerics, however Arcane and Occult magics are considered taboo in Synth society, a sign of mistrust in The Machine God and the cold certainty of the steel that makes up their very being. That is not to say that Synth Wizards do not exist, but that they will typically exist in secret.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
18 years +1d6 years (19 – 24 years) +2d6 years (20 – 30 years) +3d6 years (21 – 36 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.

Model Base Height Height Modifier Base Weight Weight Modifier
Heavy 6 ft. 0 in. none 300 lbs. none
Light 5 ft. 0 in. none 150 lbs. none

 

Racial Traits Race Point Cost
Type Construct 20
Size Medium 0
Base Speed Variable (Fast and Slow) 0
Ability Score Modifiers Standard 0
Languages Standard 0
Skill Bonus Perception and Knowledge 4
Senses Darkvision 60ft
  •  
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Synths are specialized machines. They gain +2 Strength as a Heavy model, or +2 to Dexterity as a Light model. All Synths suffer a -2 penalty to Charisma and receive a +2 bonus to Intelligence.
  • Type: Synths are Constructs.
  • Size: Synths are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Synths’ speed is modified by its model, 20ft Speed for Heavy, and 40ft Speed for Light.
  • Languages: Synths begin play speaking Common and Esperanto. Synths with high Intelligence scores can choose from the following languages: Lumari, Sensa, Ridian, Averus, Akohnic, Dresden and Draconic.

Feat and Skill Racial Traits

  • Skilled: Synths have a +2 racial bonus on Knowledge (Engineering) and Perception checks.

Senses Racial Traits

  • Darkvision: Synths have darkvision 60ft.

Lumara (24 RP)

Lumari both embrace and rebuke the title of ‘Warrior Race’. It is a title they hold alongside their eternal rivals, Akhon, and it is one that they fit rather well. Lumari society is divided into a network of clans which inhabit Khrilis, and they are typically rather insulated from one another, barring two exceptions; War, whether it be against an outside force or a so-called “Fallen Clan”, and Celebration, in which times the idea of clan separation is thrown away altogether.

The greatest division of the clans is the method by which they practice the blade. Every Lumara is raised to wield a sword without exception, though not every Lumara is destined to become a soldier. The techniques by which a Lumara wields their blade (or blades) shapes them a great deal. The Lumari are blessed with the unique ability to channel the essence of reality itself through steel, and depending on their stance the result of such effort takes different forms, each roughly corresponding to a discipline of the Magic School of Reality. 

Within Lumari society there are many clans of each discipline, however there are only ever six Grandmasters, those said to be the most skilled alive in their discipline and leaders of all clans who follow their form. Each of these Grandmasters possesses a Fragment, said to be a blade crafted from the shattered remains of their patron god’s blade, destroyed in a duel with the patron god of the Akhon people. Each of these Fragments is said to be unnaturally responsive to a discipline by which the Lumari people live by, and only the Grandmasters are worthy of such power. 

Besides their affinity for swordplay, most Lumari are generally jovial folk, albeit not often the brightest of their group. Most prioritize bravado and honor over planning and tactics. To underestimate a Lumara as a simple-minded loud-mouthed fighter is most often a fatal error, as a lifetime of training leaves even the most clumsy and sedentary Lumara able to wield a blade with devastating prowess.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
15 years +1d6 years

(16 – 21 years)

+2d6 years (20 – 30 years) +3d6 years (21 – 36 years)

1 This category includes barbarians, oracles, rogues, samurai, 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in.

(5 ft – 6 ft. 6 in.)

120 lbs. +(2d10×5 lbs.)

(130 – 220 lbs.)

Female 4 ft. 5 in. +2d10 in.

(4 ft. 7 in. – 6 ft. 1 in.)

85 lbs. +(2d10×5 lbs.)

(95 – 185 lbs.)

 

Racial Traits Race Point Cost
Type Outsider (Native) 3
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Standard 0
Languages Standard 0
Skill Nimble Attacks 2
Senses Darkvision 60ft 0
Movement Fast 1
Defense Defensive Training, Greater and Energy Resistance 5
Offense Elemental Assault 1
Monstrous (Defense) Fast Healing 6
Monstrous (Offense) Elemental Weapons 6
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Lumari are incredibly skilled and precise, but many prefer to fight with bravado over brains. They gain +2 Dexterity and +2 Charisma, but suffer a -2 penalty to Wisdom.
  • Type: Lumari are outsiders with the native subtype.
  • Size: Lumari are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Lumari have a speed of 40 feet.
  • Languages: Lumari begin play speaking Common and Lumari. Lumari with high Intelligence scores can choose from the following languages: Artificial, Sensa, Ridian, Averus, Akohnic, Dresden and Draconic.

Feat and Skill Racial Traits

  • Nimble Attacks: Lumari receive Weapon Finesse as a bonus feat.

Senses Racial Traits

  • Darkvision: Lumari have darkvision 60 ft.

Movement Racial Traits

  • Fast: Lumari gain a +10 foot bonus to their base speed (this is already included in the speed listed above).

Defense Racial Traits

  • Defensive Training, Greater: Lumari gain a +2 dodge bonus to Armor Class.
  • Energy Resistance: Pick one of the following energy types: acid (land), cold (frost), electricity (sky), fire (ashes), positive (ether), or negative (void). Lumari has resistance 5 to the corresponding energy type.

Offense Racial Traits

  • Elemental Assault: With the same energy type you picked for Energy Resistance, Lumari gain the following supernatural ability: Once per day as a swift action, a Lumara can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental discipline its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

Monstrous Defense Racial Traits

  • Fast Healing: Lumari regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until the Lumari dies, at which point the effects of fast healing immediately end.

Monstrous Offense Racial Traits

  • Elemental Weapons: With the same energy type you picked for Energy Resistance, Lumari deal 1d6 points of energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon.

Alternate Racial Traits

  • The Strong, Silent Type: Lumari gain +2 Strength and +2 Wisdom, but suffer a -2 penalty to Charisma. This ability alters Ability Score Modifiers

Allurin (24 RP)

“There is no such thing as an ugly Allurin” is a phrase commonly tossed around bars and brothels, though the more cynical typically append “at least on the outside”. 

Alluri are many things, though one thing you could not call them is serious. The average Allurin is bubbly, easily-excitable, lighthearted and stunningly attractive. Their anatomy differs greatly from the average humanoid race, however it may not appear so to the untrained eye or hand. Where the average person would see a highly sculpted physique seemingly cut from marble coinciding with curvature that guarantees them entry to any bar, are actually interspersed deposits of fat. The muscular build of the Allurin is something of a trick, as none of those muscles are actually that, rendering them merely for show. This biology guarantees that any Allurin, however gluttonous or slovenly, possesses a body that seemingly brushes against the edges of absolute perfection.

The Alluri do not let this gift go to waste, and many take their chance to dominate the entertainment market within every realm they can reach. This natural advantage along with a healthy dose of nepotism has led to the perception that practically all of art is monopolized by the Alluri. Nepotism is rather difficult for the Alluri to execute, though, due to the unique way in which they reproduce. 

Alluri are genetically incompatible with one another, unable to reproduce and create a so-called “pureblooded Allurin”. This leaves crossbreeding as the only recourse for Alluri, though that raises somewhat of a problem; What makes an Allurin if they’re all crossbreeds? Luckily there is a way to tell; Other than their specific physique, Allurin skin typically sports a lightly pink hue and hair and eye colors of nearly any sort, as long as they compliment each other, as well as something the Allurin refer to as ‘Ink’.

Ink is called such as it resembles a tattoo, although it is a birthmark. Ink is a black pattern unique to every Allurin, although related Alluri may have similar marks. The pattern manifests when the Allurin reaches adulthood, just below the belly button for women and between the shoulder blades for men. The Ink varies in size, though some Alluri believe its size coincides with how much their patron goddess favors their bloodline, something that has caused quite a stir within Whymsa society over the very many years, as a quirk in Alluri biology allows them to live many times longer than their mixed heritage would suggest, at least until they’ve had children of their own, at which point they begin aging normally as they did before adulthood.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
15 years +1d6 years

(16 – 21 years)

+2d6 years (20 – 30 years) +3d6 years (21 – 36 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in. (5 ft. 4 in. – 6 ft. 6 in.) 110 lbs. +(2d8×5 lbs.) (120 – 190 lbs.)
Female 5 ft. 0 in. +2d8 in. (5 ft. 2 in. – 6 ft. 4 in.) 90 lbs. +(2d8×5 lbs.) (100 – 170 lbs.)

 

Racial Traits Race Point Cost
Type Humanoid 0
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Standard 0
Ability Score Modifiers Advanced Charisma 15
Languages Standard 0
Skill Silver Tongued 3
Skill Skill Training (Bluff and Diplomacy) 1
Skill Emissary 1
Skill Bonus Bluff 1
Skill Bonus Diplomacy 1
Magical Seducer 2
Senses Darkvision 60ft 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Alluri are highly sociable and always up for a good time, they receive +8 to Charisma and +2 to Constitution, however suffer -2 to Intelligence as they rarely consider the consequences of said good time.
  • Type: Alluri are Humanoids.
  • Size: Alluri are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Alluri have a base speed of 30 feet.
  • Languages: Alluri begin play speaking Common and Sensa. Alluri with high Intelligence scores can choose from the following languages: Lumari, Artificial, Ridian, Averus, Akohnic, Dresden and Draconic.

Feat and Skill Racial Traits

    • Skill Training: Alluri always consider Bluff and Diplomacy as class skills.
  • Silver Tongued: Alluri gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
  • Emissary: Once per day, Alluri can roll twice when making a Bluff or Diplomacy check and take the better roll.
  • Skilled: Alluri have a +2 racial bonus on Diplomacy and Bluff checks.

Magical Racial Traits

  • Seducer: Alluri add +1 to the save DCs for their spells and spell-like abilities of the emotion school. In addition, an Allurin with a Charisma score of 16 or higher gain the following spell-like ability (the caster level is equal to character level):
    • 1/day—charm person

Senses Racial Traits

  • Darkvision: Alluri have darkvision 60 ft.

 

Ridian (24 RP)

 

Elysium is characterized by a single word, Primal. From the environment that scatters its surface to the beings that call that place their home, there is an unrefined edge that is common throughout, traits that all beings on its face share; Exotic and dangerous. None more fit this description than the Elysian natives, the Ridians. 

Ridans are typically reclusive people, at least the smart ones are. Bordering the line of flora and fauna they have been considered prize collectors pieces by the more megalomaniacal of society, though what makes them truly valuable is their process of so-called “Generational Evolution”.

While Ridians reproduce in the typical fashion, what is passed down to their progeny is far more than simple genetic code. The memories, experiences, and skills are passed down to their children, though without specific training and focus it is difficult for the average Ridian to access these assets.

Beyond this ability, the Ridians possess rather simple bodies, though to any other race they seem anything but. Ridans are as varied as plant life on Elysium itself. They have humanoid bodies and physiology, though in terms of specific biology, the appearance of Ridians is mimicry of standard humanoid appearance. Specific features that are truly pointless to plants, such as breasts, hair, most orifices, and rather limited limb structure, are replicated for reasons that are completely unknown to Ridians and others alike. This replication extends so far that some Ridians have been known to even grow clothing.

Besides their odd appearance though, personality is typically what sets Ridians apart from other races. With their long lifespans and strange upbringing in Elysium, their perspective in the world is truly alien, and for this reason they find difficulty connecting with other races besides, strangely enough, Synths, as they share a similar disposition.

The final quirk of Ridian society is that of a lost art of magic, Druidism. Druidism was only taught to a select few ancient Ridians by their patron god, and the secret of that magic disappeared with them, and their whereabouts are unknown by even the oldest Ridians still in Elysium.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
110 years +4d6 years

(114 – 134 years)

+6d6 years

(116 – 146 years)

+10d6 years

(120 – 170 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 4 in. +2d8 in.

(5 ft. 6 in. – 6 ft. 8 in.)

110 lbs. +(2d8×3 lbs.)

(116 – 158 lbs.)

Female 5 ft. 4 in. +2d6 in.

(5 ft. 6 in. – 6 ft. 4 in.)

90 lbs. +(2d6×3 lbs.)

(96 – 126 lbs.)

 

Racial Traits Race Point Cost
Type Plant 10
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Paragon 1
Languages Standard 0
Defense Bond to the Land 2
Defense Hydrated Vitality 3
Defense Natural Armor 2
Skill Shards of the Past 4
Other Treespeech 2
Senses Low-light vision 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Ridians are complex beings, possessing inherited knowledge far beyond many “younger” races. They receive a +4 to Wisdom, but take a -2 to all physical stats, as they have evolved for complex minds over powerful bodies.
  • Type: Ridians are Plants, though they have Wisdom and Charisma scores, and lack immunity to mind-affecting effects.
  • Size: Ridians are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Ridians have a base speed of 30 feet.
  • Languages: Ridians begin play speaking Common and Ridian. Ridians with high Intelligence scores can choose from the following languages: Lumari, Artificial, Sensa, Averus, Akohnic, Dresden and Draconic.

Defense Racial Traits

  • Bond to the Land: Ridians gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
  • Hydrated Vitality: Ridians gain fast healing 2 for 1 round anytime they submerge completely within a body of natural fresh water. Stagnant, poisoned, or trapped water does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
  • Natural Armor: Ridians gain a +1 natural armor bonus to their Armor Class.

Feat and Skill Racial Traits

  • Shards of the Past: Ridians have past lives that grant them two particular Knowledge skills through evolutionary progression. Each Ridian picks two Knowledge skills. The Ridian gains a +2 racial bonus on both of these skills, and those skills are treated as class skills.

Other Racial Traits

  • Treespeech: Ridians have the ability to converse with plants as if subject to a continual speak with plants spell.

Senses Racial Traits

  • Low-light Vision: Ridians have low light vision.

Almouran (24 RP)

 

The Almourans are a fractured people. All at once they have the capability to be the most immensely powerful faction within Utopia Prime, but expend much of their effort in-fighting to the point of utter exhaustion. Their division begins at their appearance. An Almouran is always the inverse of their mother, and appears in one of two varieties without deviation. 

The first of the typical Almouran forms is that of an angelic figure of pure refined regality. Perfectly unblemished skin complementing hair of immaculate volume all coming together to form an appearance that is utterly otherworldly, the particularly powerful taking this otherworldly nature a step further and growing feathered wings to complete their perfect forms. The second form is that of a raw, unrefined sort of beauty. Skin of shades varying from a burnished red, to a deep blue, the most vibrant of purples, to blacker than any night. Their appearance is demonic, complete with horns and tails that make all but the most innocent-looking Almourans seem sinister. One would expect a rather rigid division of their society to branch from this difference in appearance, but due to the inevitability of it, as well as every empress alternating their own palette down the line of succession, this is the least of the divisions the Almourans face.

The greatest rift within society in Xion is that of magical preference. Divine and Arcane. Prayer and Study. Scriptures and Spellcraft. These two schools of thought have been warring within the heart of the Almouran Empire since its inception, and will doubtless continue for generations. The Empire has built two robust hierarchies, one for each of these schools of thought, with the Empress herself superseding both the Archmage and Archbishop respectively. 

The path an Almourans life takes depends largely upon what side they take within this eternal struggle. To side with the divine is to become an apostle of Nikita herself. For most, it means joining the congregation as a cleric and perhaps joining a crusade or two within your lifetime and enjoying the most blessed inevitability of dying for a righteous cause. This is where the less devoted (and all men) will end their journeys, but for the women who choose to devote themselves fully to Nikita’s grace, they will be rewarded with the honor of grand bureaucracy, though some will be lucky enough to join the Empresses elite military force, Adepta Sororitus.

The path of the Arcane involves rigorous years of study within the Almouran Institute of Arcane Ascendence. Through a minimum of sixteen years of study, an Almouran will be able to gain the prestigious title of Spiral Mage, perfecting a type of magic that works independently from the traditional bounds of arcane study, complementing it with power unmatched by any other.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
60 years +4d6 years

(64 – 84 years)

+6d6 years

(66 – 96 years)

+8d6 years

(68 – 108 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in.

(5 ft. – 6 ft. 6 in.)

120 lbs. +(2d10×5 lbs.)

(130 – 220 lbs.)

Female 4 ft. 5 in. +2d10 in.

(4 ft. 7 in. – 6 ft. 1 in.)

85 lbs. +(2d10×5 lbs.)

(95 – 185 lbs.)

 

Racial Traits Race Point Cost
Type Outsider (Native)  3
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Specialized 1
Ability Score Modifiers Advanced Charisma 9
Ability Score Modifiers Advanced Intelligence 9
Languages Standard 0
Monstrous (Magical) Spell-Like Ability, At-Will (Detect Magic, Greater) 2
Senses Darkvision 60ft 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Almourans are born to wield magic, and typically leave weaponry to those that lack the aptitude. They receive +6 Intelligence and Charisma and suffer a -2 to Strength.
  • Type: Almourans are Outsiders with the Native subtype.
  • Size: Almourans are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Almourans have a base speed of 30 feet.
  • Languages: Almourans begin play speaking Common and Averus. Almourans with high Intelligence scores can choose from the following languages: Lumari, Artificial, Sensa, Ridian, Akohnic, Dresden and Draconic.

Monstrous (Magical) Racial Traits

  • At-Will Spell-Like Ability: Almourans can cast Greater Detect Magic at will.

Akohn (24 RP)

 

There is a fine line between the treatment of War as an artform, and War as sport. The Akohn do not lie anywhere near this line, as they firmly believe war is sport, and vice versa. 

Living the entirety of one’s life in constant training is sure to cultivate a certain attitude towards life, and luckily for most Akohn this attitude is one of joyful ambition and extremely simplistic outlooks on self-improvement. To live is to train for an Akohn. Within Akohnic society it is the gravest of shames to die before seeing the greatest heights one can reach. Even to surpass one’s prime age without reaching what they consider to be an ultimate physique is considered a disappointment of the highest measure.

Combat is at the very center of Akohnic society, to the point where their hierarchy, which is seemingly a monarchy from the outside, is decided entirely by the strongest. The king is decided by a trial of combat, and all other offices are filled by appointment by the new king. It so happens that the position of king is the one that is most often changed, as the Akohn with talent in finances or urban planning typically remain in their positions as the combat-obsessed paragon who just usurped the previous king has little time or patience to search for a suitable replacement for them.

Regardless of the king in charge at the time, every few years the exact same event takes place; The Pride War. The Lumari and Akohnic have, for many centuries now, traded blows on the grand stage of war. Interestingly enough, the tradition began from a good-natured spar between the patron gods of either race that quickly became an all-out battle. The patron gods have not joined in the action after the first Pride War, but ever since these wars have been waged consistently every few years. Within them there are two simple rules; don’t kill, and win. These events, despite being extreme and vicious battles, are sport for the combatants first and foremost, and the celebration following a Pride War is truly a sight to behold.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
15 years +1d6 years

(16 – 21 years)

+2d6 years (20 – 30 years) +3d6 years (21 – 36 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in. (5 ft. 4 in. – 6 ft. 6 in.) 110 lbs. +(2d8×5 lbs.) (120 – 190 lbs.)
Female 5 ft. 0 in. +2d8 in. (5 ft. 2 in. – 6 ft. 4 in.) 90 lbs. +(2d8×5 lbs.) (100 – 170 lbs.)

 

Racial Traits Race Point Cost
Type Humanoid 0
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Specialized 1
Languages Standard 0
Ability Score Modifiers Advanced Strength 4
Ability Score Modifiers Advanced Dexterity 4
Ability Score Modifiers Advanced Constitution 9
Defense Cornered Fury 4
Advanced (Offense) Frenzy 2
Senses Standard 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: True paragons of physical might, Akohn gain a +4 bonus to All Physical Scores, due to this societal hyperfixation on training, however, they have spent little time socializing with other races, reflected in their -2 to penalty Charisma.
  • Type: Akohn are Humanoids.
  • Size: Akohn are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Akohn have a base speed of 30 feet.
  • Languages: Akohn begin play speaking Common and Akohnic. Akohn with high Intelligence scores can choose from the following languages: Lumari, Artificial, Sensa, Averus, Dresden and Draconic.

Defense Racial Traits

  • Cornered Fury: Whenever an Akohn is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Advanced Offense Racial Traits

  • Frenzy: Once per day, whenever an Akohn takes damage, they can fly into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

 

Starkin (24 RP)

 

Throughout the entirety of recorded history, there are only a small handful of documented encounters with the Starkin. Records of these encounters have been carefully analyzed and preserved for all time, and extensive analysis has yielded four fundamental truths of the Starkin. It should be known that many points in this entry are merely conjecture, as it is far more difficult to document a race of people that do not wish to be known by the general populace than one that cannot wait to be known, like the Alluri. The challenge of piercing together facts about creatures that were, until recently, thought to be myth is a great one to say the least, however, the following are considered to be the fundamental truths of the Starkin people;

First. All Starkin possess intellect on an entirely transcendent level compared to the typical mortal. It would take the most dedicated and gifted Almouran Spiral Mage to match the genius that a Starkin can muster. This truth naturally leads many to the conclusion that the Starkin are naturally gifted mages, and it may be for the best that they remain in the shadows.

Second. Starkin are largely comprised of a singular collective, one ruled by a royal family. Within the records it is stated that the royal family are as to Starkin peasantry as Starkin are to humans in terms of intelligence, a truly terrifying prospect. The records could also be interpreted as hinting at the existence of artifacts possessed by the royal family, and that it is the existence of those artifacts that propel their intellect to such otherworldly levels.

Third. Starkin are on an endless quest to document all of existence. It is unknown what the documentation is for, but many also point to what is largely considered to be their patron god. The God of Reality perhaps wishes for existence to be known, this is the most optimistic of interpretations. It is not currently known what they will do once this quest is completed.

Fourth. The Starkin all possess the innate ability to twist and warp their physical forms in order to take the shape of any being they can conjure into their imaginations. This truth means there is a very real possibility that Starkin can be found among the general populace of any realm, and due to this change being entirely biological in nature, there is no way to know if any living being is a Starkin in disguise. An undisguised Starkin is a pale, gaunt humanoid figure with pallid skin and a face adorned with three eyes and a tentacled maw. With the means currently available to us, it is impossible to discern a Starkin. Perhaps that is by design.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
110 years +4d6 years

(114 – 134 years)

+6d6 years

(116 – 146 years)

+10d6 years

(120 – 170 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6 ft. 2 in. +2d8 in. (6 ft. 4 in. – 7 ft. 6 in.) 110 lbs. +(2d8×5 lbs.) (120 – 190 lbs.)
Female 6 ft. 0 in. +2d8 in. (6 ft. 2 in. – 7 ft. 4 in.) 90 lbs. +(2d8×5 lbs.) (100 – 170 lbs.)

 

Racial Traits Race Point Cost
Type Aberration 3
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Standard 0
Ability Score Modifiers Advanced Intelligence 15
Languages Standard 0
Magical Change Shape (Greater) 6
Senses Darkvision 60ft 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Starkin have grown to prioritize mind over all else, though centuries of experimentation have ensured they possess the physical resilience to persist for as long as possible. They gain +8 to intelligence and +2 to Constitution, however receive a -2 penalty to Strength.
  • Type: Starkin are Aberrations, alien in the grandeur of their mindset and strange in their anatomies. They receive Darkvision out to 60ft.
  • Size: Starkin are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Starkin have a base speed of 30 feet.
  • Languages: Starkin begin play speaking Common and Astral. Starkin with high Intelligence scores can choose from the following languages: Lumari, Artificial, Sensa, Ridian, Akohnic, Averus, Dresden, and Draconic.

Magical Racial Traits

  • Change Shape, Greater: Starkin can assume the appearance of a Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

 

Felguardian (24 RP)

In a way unlike every other race imaginable, Felguardians are impossible to define. This is not to say that other races are monolithic, or that Felguardians are somehow inherently “more special” than any other phylum of humanoid that exists, but is a far greater testament to the environment in which they cultivated themselves.

Terra is a world lost. One that has been torn asunder by its inhabitants and every piece of it used, consumed, and permuted to the absolute extent possible. Likewise Felguardian culture has undergone a similar treatment. To spend all of one’s time locked away with the only connection to others being one of many technicolor dream worlds that constitute virtual or alternate reality games and media that tear the user away from their world and place them within one where they are allowed to abstract themselves into whatever form they desire, dissolving themselves as a physical being and making the construction of their thoughts into their reality.

To utterly dissolve traditional values, to completely dismantle any form of a structured self, it leaves any Felguardian you meet to be capable of truly anything. There is no “Average” Felguardian, in fact the term Felguardian only refers to a specific encoded pattern upon the genome of certain individuals, which allows them to be particularly compatible with cybernetic interfaces, this pattern derived from years of genetic evolution being intermingled with the artificial evolution of mechanical augmentations.

The complete destruction of a sense of community or self allows Felguardians to be entirely unique, many deciding in their formative years a skill, trade, or interest to define themselves with and then abstracting a personality or framework of values from there, lest they find themselves in a world of Noise.

Every Felguardian is a study on the effects of deconstruction on the human psyche. The effect of complete disintegration of frameworks has on a developing mind.

And it is because of this that a Felguardian finding true happiness in this world is a truly profound event. One that speaks far more of other races than their own.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
15 years +1d6 years

(16 – 21 years)

+2d6 years (20 – 30 years) +3d6 years (21 – 36 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in. (5 ft. 4 in. – 6 ft. 6 in.) 110 lbs. +(2d8×5 lbs.) (120 – 190 lbs.)
Female 5 ft. 0 in. +2d8 in. (5 ft. 2 in. – 6 ft. 4 in.) 90 lbs. +(2d8×5 lbs.) (100 – 170 lbs.)

 

Racial Traits Race Point Cost
Type Humanoid 0
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Flexible 2
Ability Score Modifiers Advanced Constitution 4
Ability Score Modifiers Advanced Intelligence 4
Ability Score Modifiers Advanced Wisdom 4
Ability Score Modifiers Advanced Charisma 4
Languages Standard 0
Other Cybernetic Affinity 1
Other Skilled 4
Other Craftsman 1
Senses Standard 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: Felguardians are diligent beings, ones that strive to excel in all aspects, and this is reflected in both their minds and bodies. They receive a +2 to all Ability Scores.
  • Type: Felguardians are Humanoids.
  • Size: Felguardians are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Felguardians have a base speed of 30 feet.
  • Languages: Felguardians begin play speaking Common and Dresden. Alluri with high Intelligence scores can choose from the following languages: Lumari, Artificial, Sensa, Averus, Akohnic, and Draconic.

Other Racial Traits

    • Cybernetic Affinity: Felguardians are the inventors of Cybernetics, and over centuries of augmentation their physiology has adapted to further accommodate mechanical enhancements. A Felguardian treats their Constitution and Wisdom scores as 2 points higher for the purpose of determining the number of cybernetic augmentations they can equip.
  • Skilled: Felguardians gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
  • Craftsman: Felguardians gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Maedel (24 RP)

 

Maedel believe in many things. They believe in the goddess Delmae, and her infinite passion from which they draw their lives. They believe in themselves and the strength they have, both physical, and emotional. They believe in each other, the strength of community and their collective strength. Most of all though, they believe that they exist for a reason.

The quest for purpose for a Maedel is different from that of other races. It is not simply the search for a place of belonging in this world, or for a point of view from which they are able to see themselves living a happy life. They look for their spot in the grand tapestry of the universe, their place in the infinite and beautiful weave of existence, a place from which they are able to contribute their color to the painting, their thread to the weave, their words to the page. A Maedel prizes legacy above all else.

Their endless search for purpose is reflected well within their society. Upon their home realm of The Azaereum, a massive and highly volcanic realm whose atmosphere would force any but the Maedel to succumb to heat stroke within minutes. They make their homes near the abundant superheated pools of mineral water that accompany the base of volcanoes, spending their time honing whatever craft they wish and receiving the utmost support from their tribe, which many Maedel consider to be as close as family.

It is the destiny of most Maedel to leave The Azaereum, unless they find their purpose to be guiding the young upon their path. Leaving The Azaereum is a difficult choice many have to make, but they most often view their home realm as a nest from which they must take flight from eventually. Sometimes this is viewed as more literal by the particularly dedicated Maedel, those with pure dragon blood within their veins. All Maedel possess scales adorning their figure and a draconic tail, typically complemented with darker skin tones, but purebloods have innate connection to draconic magic, something thought to be restricted to the mythical sorcerers of which Utopia Prime sees so little. For these Maedel their purpose is simple; Become a Dragon.

They often refuse to elaborate on how literal this purpose may be.

Adulthood Intuitive 1 Self-Taught 2 Trained 3
15 years +1d6 years

(16 – 21 years)

+2d6 years (20 – 30 years) +3d6 years (21 – 36 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.

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5 ft. 2 in. +2d8 in. (5 ft. 4 in. – 6 ft. 6 in.) 110 lbs. +(2d8×5 lbs.) (120 – 190 lbs.)
Female 5 ft. 0 in. +2d8 in. (5 ft. 2 in. – 6 ft. 4 in.) 90 lbs. +(2d8×5 lbs.) (100 – 170 lbs.)

 

Racial Traits Race Point Cost
Type Dragon 10
Size Medium 0
Base Speed Normal 0
Ability Score Modifiers Standard 0
Languages Standard 0
Offense Breath Weapon 1
Defense Fire in the Blood 3
Defense Natural Armor 2
Defense Energy Resistance (Fire) 1
Defense Fearless 1

Defense

Lifebound 2
Other Prehensile Tail 2
Advanced (Offense) Claws 2
Senses Standard 0
Total 24

Standard Racial Traits

  • Ability Score Modifiers: +2 to Cha, +2 to Str, -2 to Dex
  • Type: Maedel are Dragons, receiving Darkvision of 60ft, low light vision, and Immunity to Sleep and Paralysis effects.
  • Size: Maedel are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Maedel have a base speed of 30 feet.
  • Languages: Maedel begin play speaking Common and Draconic. Maedel with high Intelligence scores can choose from the following languages: Lumari, Artificial, Sensa, Averus, Akohnic, and Dresden.

Offense Racial Traits

  • Breath Weapon: Pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, a Maedel can make a supernatural breath weapon attack that deals 1d6 points of fire damage in the area chosen. 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.

Defense Racial Traits

    • Fire in the Blood: Maedel gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance). Maedel can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
    • Natural Armor: Maedel gain a +1 natural armor bonus to their Armor Class.
    • Energy Resistance: Maedel gain 5 points of Fire Resistance.
    • Fearless: Maedel gain a +2 racial bonus on all saving throws against fear effects.
  • Lifebound: Maedel gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Defense Racial Traits

  • Claws: Maedel receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.

Other Racial Traits

  • Prehensile Tail: Maedel have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Table: Aging Effects

Race Middle Age Old Venerable Maximum Age
Ability Score Effects –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha –3 to Str, Dex, and Con; +3 to Int, Wis, and Cha –6 to Str, Dex, and Con; +6 to Int, Wis, and Cha GM secretly determines Maximum
Synths 150 years 200 years 250 years 250 + 6d% years
Lumari 35 years 53 years 70 years 70 + 2d20 years
Allurin (Childless) 150 years 200 years 250 years 250 + 6d% years
Allurin 35 years 53 years 70 years 70 + 2d20 years
Ridians 175 years 263 years 350 years 350 + 4d% years
Almourans 150 years 200 years

250 years

250 + 6d% years
Akohn 35 years 53 years 70 years 70 + 2d20 years
Starkin 150 years 200 years 250 years 250 + 6d% years
Felguardian 35 years 53 years 70 years 70 + 2d20 years
Maedel 35 years 53 years 70 years 70 + 2d20 years

 

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