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
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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