Kazyan
2014-01-06, 01:05 AM
Because I'm in the mood to create races, apparently. Maybe I'll compile my races into a setting.
---
Zulicer
Long dismissed as a quaint, unimportant race of hunters, the zulicers have pined for something more in their meager existences. Despite the humble lifestyles of the bulk of their race, their beginnings were as powerful wizards--contingent spells and magic items combined with life-creating magic to evolve other races into the first zulicers, and they were powerful indeed. Their descendants have little to their merit in mundane life, leaving the race to struggle for social survival, but those that can enter the magic-saturated world of adventuring learn to unlock their racial gifts with magic items.
Personality
Zulicers are a perpetually disgruntled people in their usual environment of the wilds. Overall, they have a quiet diligence about them, whether they are hunting, creating art, or in the case of adventurers, studying magic. Most zulicers don't know that they ultimately fit in with magic, but almost all share a collective uneasiness with their lives and a desire to do something else besides live in "harmony" with nature. This dissatisfaction runs deep through all aspects of zulicer life, showing prominently in their art.
Physical Description
A zulicer is a tall, lean humanoid with large, wide eyes and a faint blue tint to their skin. Zulicers have either black, dark blue, or brown hair, usually grown out to their shoulders and possibly braided. A zulicer has hair-thin white bands marking off body slots in which magic items can be placed, but most of them don't understand how magic items relate.
Due to an awkwardly-shaped pelvis, zulicers universally find it more comfortable to crouch or squat instead of standing straight, so when they are not walking or otherwise moving, they semi-consciously revert from standing to crouching unless they make a specific effort not to do so.
Relations
Zulicers don't get along with other wild races--they dislike their lot in life, and that irritates the races that respect nature. At the same time, they have a hard time finding acceptance in cities because of being seen as "savage" or somesuch. However, zulicers are sometimes accepted by small races, because their crouching habits bring them down to eye level and make conversation more comfortable.
Higher-level zulicers, or those that otherwise have access to magic items, are accepted but seen as curiosities among spellcasters.
Alignment
Zulicers are a generally lawful race, railing against the unpredictable strangeness of the wilds. They produce their own order, made for themselves, to combat the fact that they just don't belong where they've been sent to. They have no tendency towards good or evil.
Lands
Zulicers live in any form of wilderness nearby a city, typically plains or hilly grasslands--they dislike forests. Though usually shooed out of the cities, zulicers encroach as best they can to get a glimpse of something different besides the nature they feel so uncomfortable around. Some zulicer tribes are different, though, staying away from cities as they try to make their own settlements.
Religion
Zulicers curse the names of the gods--if they cared at all, they wouldn't have tried to shove their square peg into a round environment. Zulicer clerics are rare. Those few that are religious find solace in gods of magic or technology.
Language
Zulicers speak an offshoot of Draconic among themselves, known simply as Zulicer, but also know Common so that they can deal with the races that have been gifted with civilized life. It's difficult for them to learn any other languages, however, due to not being exposed to them enough.
Names
Zulicers never use names with fricatives, so that they can more effectively whisper during hunts. They use colors as names rather often, changing the word so as not to use fricatives, if necessary.
Adventurers
Zulicers often become adventurers--it's easy for one to simply get fed up with life and go out into a city to find a three-man team in Ye Olde Tavern, all consequences ignored. Zulicers that adventure are usually doing so to find where they belong.
Racial Traits
+2 Str, -2 Dex: Zulicers have adapted the strength to hunt down prey, though they are somewhat clumsy.
Humanoid type
+2 to Survival checks: Zulicers are skilled hunters and gatherers.
Medium size
Land Speed: 30 feet.
Crouch (Ex): So long as they have their feet on the ground, a zulicer can crouch to halve their land speed, but increase their AC as if they had decreased one size category. Crouching or reverting to standing is a move action.
Item Flow (Su): A zulicer can grant items on their possession magical properties, provided they remain in contact with their skin. At 1st level, they may imbue items with up to 25 gp of magical properties. For example, a piece of parchment may become a 1st-level scroll for 25 gp. After 8 hours of rest, they may revoke the imbued properties and redistribute the GP equivalent among their equipment as normal. Imbuing items requires 1 hour of uninterrupted rest and contact with the items to be imbued, and the items must be of forms that make sense for the desired properties--for example, a weapon cannot be imbued with the properties of a potion; it is not drinkable.
If a zulicer stops physically contacting an imbued item, it loses its imbued properties until they resume contact; one cannot borrow an Item Flow item from a zulicer.
Above 2nd level, the amount of GP value a zulicer can imbue items with becomes equal to 1/20 of their wealth by level. If they use consumable magic items made with Item Flow, they permanently lose an amount from their Item Flow pool equal to the value of the consumable portion used. They can refresh their Item Flow pool by sacrificing twice the amount of GP they want to restore, but they cannot expand their Item Flow pool above their by-level maximum. 'Sacrificing' items is done in the form of consuming rare spices and breathing exotic incenses worth the requisite amount of GP.
Items cannot be imbued so that they have a caster level greater than the zulicer's Hit Dice. When a zulicer gains a level, their Item Flow pool increases by the difference of Item Flow Pool in the following table between the two levels. For example,a zulicer leveling up from 14 to 15 would gain 2,500 gp in their Item Flow pool.
If a zulicer uses Item Flow to create wands or staves, they must be imbued with least 25 charges.
Level
Item Flow Pool
1
25 gp
2
45 gp
3
135 gp
4
270 gp
5
450 gp
6
650 gp
7
900 gp
8
1350 gp
9
1800 gp
10
2450 gp
11
3300 gp
12
4400 gp
13
5500 gp
14
7500 gp
15
10,000 gp
16
13,000 gp
17
17,000 gp
18
22,000 gp
19
27,000 gp
20
38,000 gp
21
48,750 gp
22
60,000 gp
23
75,000 gp
24
90,000 gp
25
105,000 gp
etc.
1/20 WBL
Languages: Zulicer, Common. Bonus Languages: Draconic, Gnome, Halfling.
Level Adjustment: +0
Racial Feat
Improved Item Flow
You can imbue more potent items.
Prerequisite: Zulicer
Benefit: Your level is treated as one higher for the purpose of your Item Flow pool.
Special: You can take this feat multiple times, to a maximum of your Constitution modifier. Its effects stack.
---
Zulicer
Long dismissed as a quaint, unimportant race of hunters, the zulicers have pined for something more in their meager existences. Despite the humble lifestyles of the bulk of their race, their beginnings were as powerful wizards--contingent spells and magic items combined with life-creating magic to evolve other races into the first zulicers, and they were powerful indeed. Their descendants have little to their merit in mundane life, leaving the race to struggle for social survival, but those that can enter the magic-saturated world of adventuring learn to unlock their racial gifts with magic items.
Personality
Zulicers are a perpetually disgruntled people in their usual environment of the wilds. Overall, they have a quiet diligence about them, whether they are hunting, creating art, or in the case of adventurers, studying magic. Most zulicers don't know that they ultimately fit in with magic, but almost all share a collective uneasiness with their lives and a desire to do something else besides live in "harmony" with nature. This dissatisfaction runs deep through all aspects of zulicer life, showing prominently in their art.
Physical Description
A zulicer is a tall, lean humanoid with large, wide eyes and a faint blue tint to their skin. Zulicers have either black, dark blue, or brown hair, usually grown out to their shoulders and possibly braided. A zulicer has hair-thin white bands marking off body slots in which magic items can be placed, but most of them don't understand how magic items relate.
Due to an awkwardly-shaped pelvis, zulicers universally find it more comfortable to crouch or squat instead of standing straight, so when they are not walking or otherwise moving, they semi-consciously revert from standing to crouching unless they make a specific effort not to do so.
Relations
Zulicers don't get along with other wild races--they dislike their lot in life, and that irritates the races that respect nature. At the same time, they have a hard time finding acceptance in cities because of being seen as "savage" or somesuch. However, zulicers are sometimes accepted by small races, because their crouching habits bring them down to eye level and make conversation more comfortable.
Higher-level zulicers, or those that otherwise have access to magic items, are accepted but seen as curiosities among spellcasters.
Alignment
Zulicers are a generally lawful race, railing against the unpredictable strangeness of the wilds. They produce their own order, made for themselves, to combat the fact that they just don't belong where they've been sent to. They have no tendency towards good or evil.
Lands
Zulicers live in any form of wilderness nearby a city, typically plains or hilly grasslands--they dislike forests. Though usually shooed out of the cities, zulicers encroach as best they can to get a glimpse of something different besides the nature they feel so uncomfortable around. Some zulicer tribes are different, though, staying away from cities as they try to make their own settlements.
Religion
Zulicers curse the names of the gods--if they cared at all, they wouldn't have tried to shove their square peg into a round environment. Zulicer clerics are rare. Those few that are religious find solace in gods of magic or technology.
Language
Zulicers speak an offshoot of Draconic among themselves, known simply as Zulicer, but also know Common so that they can deal with the races that have been gifted with civilized life. It's difficult for them to learn any other languages, however, due to not being exposed to them enough.
Names
Zulicers never use names with fricatives, so that they can more effectively whisper during hunts. They use colors as names rather often, changing the word so as not to use fricatives, if necessary.
Adventurers
Zulicers often become adventurers--it's easy for one to simply get fed up with life and go out into a city to find a three-man team in Ye Olde Tavern, all consequences ignored. Zulicers that adventure are usually doing so to find where they belong.
Racial Traits
+2 Str, -2 Dex: Zulicers have adapted the strength to hunt down prey, though they are somewhat clumsy.
Humanoid type
+2 to Survival checks: Zulicers are skilled hunters and gatherers.
Medium size
Land Speed: 30 feet.
Crouch (Ex): So long as they have their feet on the ground, a zulicer can crouch to halve their land speed, but increase their AC as if they had decreased one size category. Crouching or reverting to standing is a move action.
Item Flow (Su): A zulicer can grant items on their possession magical properties, provided they remain in contact with their skin. At 1st level, they may imbue items with up to 25 gp of magical properties. For example, a piece of parchment may become a 1st-level scroll for 25 gp. After 8 hours of rest, they may revoke the imbued properties and redistribute the GP equivalent among their equipment as normal. Imbuing items requires 1 hour of uninterrupted rest and contact with the items to be imbued, and the items must be of forms that make sense for the desired properties--for example, a weapon cannot be imbued with the properties of a potion; it is not drinkable.
If a zulicer stops physically contacting an imbued item, it loses its imbued properties until they resume contact; one cannot borrow an Item Flow item from a zulicer.
Above 2nd level, the amount of GP value a zulicer can imbue items with becomes equal to 1/20 of their wealth by level. If they use consumable magic items made with Item Flow, they permanently lose an amount from their Item Flow pool equal to the value of the consumable portion used. They can refresh their Item Flow pool by sacrificing twice the amount of GP they want to restore, but they cannot expand their Item Flow pool above their by-level maximum. 'Sacrificing' items is done in the form of consuming rare spices and breathing exotic incenses worth the requisite amount of GP.
Items cannot be imbued so that they have a caster level greater than the zulicer's Hit Dice. When a zulicer gains a level, their Item Flow pool increases by the difference of Item Flow Pool in the following table between the two levels. For example,a zulicer leveling up from 14 to 15 would gain 2,500 gp in their Item Flow pool.
If a zulicer uses Item Flow to create wands or staves, they must be imbued with least 25 charges.
Level
Item Flow Pool
1
25 gp
2
45 gp
3
135 gp
4
270 gp
5
450 gp
6
650 gp
7
900 gp
8
1350 gp
9
1800 gp
10
2450 gp
11
3300 gp
12
4400 gp
13
5500 gp
14
7500 gp
15
10,000 gp
16
13,000 gp
17
17,000 gp
18
22,000 gp
19
27,000 gp
20
38,000 gp
21
48,750 gp
22
60,000 gp
23
75,000 gp
24
90,000 gp
25
105,000 gp
etc.
1/20 WBL
Languages: Zulicer, Common. Bonus Languages: Draconic, Gnome, Halfling.
Level Adjustment: +0
Racial Feat
Improved Item Flow
You can imbue more potent items.
Prerequisite: Zulicer
Benefit: Your level is treated as one higher for the purpose of your Item Flow pool.
Special: You can take this feat multiple times, to a maximum of your Constitution modifier. Its effects stack.