Custom Pathfinder Race: Vrykul

Vrykul

Vrykul mostly live in the Howling Fjord, in Northrend. They were, in history, forged with bodies of metal, stone, and more, but a curse put upon them by the old gods gave them flesh, giving way to the human races. Instead of killing their kin to end the curse, the vrykul took their children across the ocean to the eastern Kingdoms, where they eventually populated. Now, almost all remain in Northrend.

Inspired by norse mythology, these strong warriors worship the ancestors – or did – until the Lich king took rule 10 years ago. King Ymiron took rule at that time using his gifted strength to challenge the previous king. The current reign has ended the remains of the old ways, and now magic-users gain their powers from either the arcane, or the lich king, out of fear.

Some vrykul honour the old ways in secret, while others find honour in strength, or community, or family. However, under Ymiron’s rule, the Vrykul honour the Lich King first – except for those that hide in the shadows, or across the sea.


+2 Strength, +2 Wisdom, –2 Dexterity: Vrykul are strongly built and have a strong connection to the ancestors, but their size makes them easy to hit.

Medium: Vrykul are big, but do not suffer penalties due to their size.

Normal Speed: Vrykul have a base speed of 30 feet.

Low-light vision: Vrykul see twice as far in areas of dim light.

Powerful build: Vrykul may wield weapons one category size higher than normal without suffering penalties. They also gain the benefits a large creature receives to their combat maneuver bonus and defense to bull rush, reposition, and trip attempts. Medium one-handed weapons are considered light weapons.

Call of the Ancestors: Their increased connection to those that come before them gain Vrykul a +2 bonus to knowledge (history) and knowledge (religion) checks.

Forged: Borne of the ancient races molded by the titans themselves, Vrykul gain strength from that which they were forged by. (choose one)

Titanforged: The titanforged vrykul have hardened bodies, giving them a +1 bonus to their natural armor, and weapon damage rolls. They can also use protection from chaos as a spell-like ability once per day.

Stormforged: These vrykul gain a +1 bonus to saving throws against electrical spells and effects, resist electricity 5, and gain a +1 bonus to their caster level when casting spells and effects with the electricity descriptor.

Frostforged: These vrykul gain a +1 bonus to saving throws against cold spells and effects, resist cold 5, and gain a +1 bonus to their caster level when casting spells and effects with the cold descriptor.

Flameforged: These vrykul gain a +1 bonus to saving throws against fire spells and effects, resist fire 5, and gain a +1 bonus to their caster level when casting spells and effects with the fire descriptor.

Stoneforged: The stoneforged vrykul feel the stone within their blood, allowing them to use the stoneskin spell as a spell-like ability once per day. At 8th level, they can cast meld into stone once per day. At 16th level, they can cast stone to flesh, and flesh to stone once per day.

Spellforged: These vrykul have magic at the core of their soul, giving them spell resistance equal to 6 + their character level. In addition, their caster level when casting arcane spells is increased by 1.

Runeforged: These vrykul are extremely rare. Forged by ancient runic magic, they gain a +1 bonus to their caster level when casting runes, saving throws to resist runic magic, and gain a +1 bonus to dispel checks and checks to overcome spell resistance. In addition, they can choose one rune with no level requirement. They can cast this rune once per day, with their level as caster level (maximum 10).

Languages: Vrykul begin play speaking Giant and Common. Vrykul with high Intelligence scores can choose from the following: Celestial, Dwarven, goblin, Draconic, Elven, Gnoll, Gnome, Goblin, Orc, and Zandali.

Alternate racial traits:

The curse of flesh: Heavily afflicted early in your bloodline, the Vrykul’s body is more connected to their human cousins, rather than their forged ancestry. They gain a bonus feat at first level. This replaces forged.

Knowledge seeker: Bent on seeking knowledge of the past through ruins rather than ancestry, these vrykul gain a +2 bonus to knowledge (dungeoneering) and knowledge (nature) checks. This replaces Call of the ancestors.

Deft battler: Built weaker than their Vrykul bretheren, these vrykul favour their speed and agility to bring down foes, instead of raw power. They gain +10 ft. to their base movement, and +2 to initiative checks. Replaces powerful build.




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