Custom Pathfinder Race: Majin


Majin

Image credit: Anton Oxenuk

From the abyss, these strange creatures almost exactly resemble humans, save for their pink skin and long, prehensile tail. Their hair varies from white to grey, or some have hair of small tendrils. These creatures are born with a chaotic mind, which through trauma can split them into nearly identical copies—except one is horridly evil, and the other vows for good. They’re strongly built, eerily attractive, and oddly erratic at times due to their split mind. Their time in the abyss has given them a peculiar insatiable hunger for the flesh of mortals, and without satiating that hunger, they slowly wither away. While the evil forms of majin may not care, the good forms of majin live in struggle.

Age: 40 years +3d6 (intuitive) +5d6 (self-taught) +7d6 (trained)

Age categories: 125 years (middle-aged) 188 years (old) 250 years (venerable)

Maximum age: 250 + 2d% years

Height:                                                      Weight:

Male: 4’8” + 3d8                                       Male: 105 + 5x height modifier

Female: 4’3” + 3d8                                   Female: 75 lbs + 4x height modifier

Note: The powerful tail trait adds 20 lbs to the weight.



Racial traits 

+2 Strength, +2 charisma, -2 wisdom: Majin are powerful and eerily attractive, but their split makes them erratic.

Medium: Majin do not suffer penalties due to their size.

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

Outsider: Majin gain the outsider (native) subtype.

Darkvision: Majin gain darkvision out to a range of 60 ft.

Dark side: At some point in their life during a traumatic event, Majin split into two halves—good and evil. When split, the evil form hunts the other for power, or the good hunts the evil to stop the other. Majin gain the nemesis story feat after the split occurs. When complete, one absorbs the other.

Two-faced: Through their altered minds, majin gain a +2 bonus to bluff checks. After they split, the good form replaces their skill bonus to bluff with diplomacy, and the evil form does the same with intimidate.

Mind split: Before the majin splits, their mind is difficult to warp, granting them a +2 bonus to enchantment effects. After they split, the evil form gains +1 to fortitude saves against death effects and energy drain, and the good form gains a +1 bonus on saves to fear and enchantment effects, and can re-roll a d20 roll of 1 once per day.

Alter appearance: Majin can hide their true appearance at will as a standard action, hiding their bright skin, white hair, and any tendrils they may possess by looking like a more human form of their natural appearance. Once choosing the altered aspects (hair, skin, etc.), they cannot be changed. When the majin splits, they may choose one part about themselves (hair colour, eye colour, markings) to alter to discern between them.

Abyssal resistances: Majin gain resistance 5 cold, electricity, and fire due to their relation to the abyss.

Prehensile tail: Majin 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. This ability is lost if they are in their altered appearance.

Insatiable cannibalism: Majin have a special form of hunger that requires them to eat double the normal amount of food per day. This hunger cannot be satiated by magical means, such as a ring of sustenance. In addition, they have an insatiable hunger for the flesh of humanoids. They must consume at least one pound of flesh from a creature with the human, elf, gnome, dwarf, orc, or halfling subtypes per week, or else they become fatigued until they consume what is required.

Languages: Majin begin play speaking Common and abyssal. They may also choose from certain languages if they have a high intelligence score: Common, giant, infernal, celestial, zandali, elven, dwarven, goblin, orc, darnassian, taurahe.

Alternate racial traits 

Born fighter: Some majin take pride in their strength and abilities, not caring to hide who they are. These majin gain +1 damage on unarmed attacks, their unarmed damage (as medium) is 1d4 instead of 1d3, and gain improved unarmed strike as a bonus feat. This replaces alter appearance and mind split.

Fiendish Sorcery: If a majin chooses the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

Mind over matter: The majin gains a +1 bonus to knowledge (planes) and knowledge (religion) checks, and can make them untrained. This replaces two-faced.

One mind: On extremely rare occasions, some Majin’s minds fuse perfectly and do not split. They gain a +1 bonus to all saving throws, a bonus feat at first level, and they lose their penalty to wisdom. This replaces two-faced, dark side, insatiable cannibalism, and mind split.

Seducer: Some majin prey on unknowing younger races for their own devices. Majin add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, if they have a Wisdom score of 15 or higher, they may use charm person once per day as a spell-like ability with their level as caster level. This replaces the +2 bonus to imtimidate.

Spell resistance: The majin gains spell resistance equal to 11 + their character level, but they lose their resistance to demonic energies. This replaces abyssal resistances.

Strong tail: Some majin tails are particularly strong, gaining a tail slap attack that deals 1d6 damage. This replaces alter appearance.


Race builder statistics

Ability
RP count
Outsider (native)
3
Medium
0
Normal speed
0
Darkvision 60 ft.
0
Dark side
2
Two-faced
2
Mind split
2
Alter appearance
2
Abyssal resistances
3
Prehensile tail
2
Insatiable cannibalism
-2
Total
14

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