Custom Pathfinder Race: Sylvari
Since I
posted the guild wars-based class 'dervish,' i thought why not post the race as
well! Rosalia Thornwood, one of the players is a Sylvari Pack Lord Druid.
Sylari are
from guild wars 2! My first character was one when I played.
Hope you
like it! I weaved in a bit of WoW origins for them since that's the world the
campaign is in.
Sylvari
Image credit: kekai Kotaki
Sprouted
into life by Nordrassil, the great tree, Sylvari are a plant-like, humanoid
race that is dedicated to maintaining nature, and fighting against any that
would defile it.
Their
skin ranges from pale white, to puce, to hunter green, as do the plants of the
world. Their skin sometimes resembles the roughness of bark, other smooth
leaves that may fray off from their arms and legs. Their hair is made of leaves
and flower-like projections, but is far tougher.
Sylvari
society revolves around returning plantlife to places where it had been
removed, burned, or defiled – precisely why they fight against the undead, and
the horde who seek to burn forests to make way for their war-torn lifestyle.
Many worship Nordrassil, the world tree, and it’s spirit that still lingers in
mount hyjal.
Age: 120 +1d8, 2d8, 3d8
Height and weight:
Male: 4’8” +2d10, Weight 85+modx4
Male: 4’8” +2d10, Weight 85+modx4
Female:
4’4”+2d8, Weight: 70+mod x3
Racial traits
+2 dexterity, +2 wisdom, -2 strength: Sylvari
are deft and wise in the druidic arts, but are frail.
Fey subtype
30
ft. base speed
Medium: Sylvari
are medium creatures and suffer no penalties due to their size.
Low-light vision: Sylvari
can see twice as far as normal in dim light.
Fey
damage resistance: DR 5/cold iron
Bond
to the land: When in forest, the sylvari gains a +2 bonus to
their AC. This trait replaces fertile soil.
Terrain
Stride: difficult terrain in forested areas or in natural
environments revolved around plant life are considered normal terrain for the
Sylvari.
Hardened
skin: +1 natural armor.
Born
of nature: +2 vs disease, sickened, nauseated, poison.
Camouflage: +4
stealth in forests.
Skill
training: +2 to knowledge (nature) and survival.
Spell
like abilities: The sylvari can cast barkskin and entangle as
spell-like abilities once per day.
Treespeech: Sylvari
can converse with plants as if using the speak
with plants spell.
Languages: Sylvari
begin play speaking sylvan and common. Sylvari with high Intelligence
scores can choose from the following: Celestial, Dwarven, goblin, Draconic,
Gnoll, Gnome, Goblin, Orc, and Zandali.
Alternate traits
Flamescarred: During
the resurgence of the power of ragnaros, the firelord, in mount hyjal, some sylvari
were not lucky enough to escape, and endured the agony of wildfire. These
sylvari gain fire resistance 5. This replaces Camouflage.
Scavenger: After the burning of Nordrassil, some sylvari were forced from mount
hyjal, needing to scavenge to survive. Members of this race gain a +2 racial
bonus on Appraise and Perception checks to find hidden
objects (including traps and secret doors), determine whether food is spoiled,
or identify a potion by taste. This trait replaces the barkskin and entangle
spell like abilities.
Nereid
Fascination: Members of this
race gain the following supernatural ability: Once per day, a member of this
race can create a 20-foot-radius burst that causes humanoids within the aura’s
range to become fascinated with the user (as the bard’s fascinate bardic
performance). Affected humanoids may resist this effect by making a successful
Will saving throw (DC 10 + ½ the user’s character level + the user’s Charisma
modifier). This replaces barkskin and camouflage traits.
Toxic: Members of this race gain
the following extraordinary ability: A number of times per day equal to its
Constitution modifier (minimum 1/day), a member of this race can envenom a
weapon that it wields with its toxic saliva or blood (using blood requires the
creature to be injured when it uses this ability). Applying venom in this way
is a swift action. This replaces the sylvari’s spell-like abilities.
Paralytic Venom: Injury; save Fort
DC 10 + the ½ user’s Hit Dice + the user’s Constitution modifier; frequency 1/round
for 6 rounds; effect 1d2 Dex; cure 1 save.
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