PDA

View Full Version : Pathfinder Finfolk, a homebrew race for NPCs and Player Characters



Makeitstop
2014-03-31, 06:17 PM
For your gaming pleasure, I give you finfolk. Based loosely on the orkney myths (http://www.orkneyjar.com/folklore/finfolk/), finfolk are a race I've included in my old 3.5 worlds but, unbeknownst to my players, were never actually given their own stats. Now that my oceanless sky pirate campaign is over, I'm planning my eventual return to an old 3.5 setting of mine, and the first item on the agenda is bringing these guys back.

My intent with the finfolk was to make something primarily for NPCs. A race that can provide many new and interesting options for stories and encounters, and which helps create a more interesting world. At the same time, I want them to be balanced to such an extent that I could allow a player to play one, and that a player might actually want to play one despite finfolk being aquatic. Since half the race's features aren't from the race builder, I'm estimating their RP value to be around 11 or 12, for what little that's worth.

As always, your feedback is greatly appreciated. Now let's got on with it.


Finfolk


Appearance

Finfolk are tall, slender humanoids from the depths of the sea. Their features are often attractive, but also cold and harsh. Even the most beautiful of finfolk can be off-putting, if not intimidating to those outside their race. Though most finfolk are quite capable of appearing charming and pleasant, those who are perceptive enough will see that beneath the surface lies a heart of ice.

Finfolk typically have skin ranging from blue to gray. Their hair comes in black, white, gray, blue, and green, though it is not uncommon to dye it and style it into any number of forms which reflect the oceans they inhabit, be it seaweed, coral, fins or shells. Their eyes gradually transition between two colors depending on the phases of the moon. During a full moon, their eyes can be white, orange, yellow or green. During a new moon, their eyes can be black, blue, purple or red. For most of the month their eyes are solid in color, only changing slightly in shade as they edge closer to the halfway point, but during the first and third quarters, their eyes will have a gradient displaying both colors.

Though many who have not seen the finfolk would assume they have fins, they do not in fact possess such appendages. The name finfolk in fact has nothing to do with fins, but is merely derived from the names for their people in aquan. Most finfolk find this misconception to be highly offensive, and anyone who wishes to avoid a grizzly death or worse would be wise to never bring it up when dealing with the finfolk.


Names

Finfolk typically have two names, one which they use among their own people, and one which is used among non-finfolk. It is considered unwise to allow those from other races, and surface dwellers in particular, to know one's real name. This is both because of concerns about magical uses of names, as well as the fact that finfolk are incredibly protective of their homeland, and even a name can give more information than is desirable. At the same time, many finfolk prefer to keep their interactions with surface dwellers secret from other finfolk, and may even wish to disappear among them, and a second identity can be helpful for this.

For surface names, finfolk typically take a name from another race, most often humans or elves. Some example finfolk names:
Male: Ahti, Llyr, Muir, Okeanas, Tallugh
Female: Dalit, Ianthe, Naida, Salacia, Zora


Finfolk Society

Most finfolk live in large cities beneath the waves. These underwater fortresses are well hidden, virtually impossible to locate for those who do not know their secrets. In addition, they are usually mobile, and relocate on a regular basis. Many cities will surface during the day and sink back to the bottom at night. While surfaced, finfolk cities surround themselves with walls of magical fog which disorient and redirect trespassers before they can discover what lies within.

Finfolk cities vary greatly in their structure. Some are built from islands which can rise and sink. Others are wholly artificial, functioning as vast city shaped submersibles. They may be built from stone, metal, bone, shell, seaweed, sunken ships, and even magically animated sand. Some even control the form of water to create impenetrable walls or large stable bubbles. Between sixty and seventy percent of a finfolk city will be filled with air, both because of the needs of other races, and because of the practical issues that an aquatic existence raises for civilizations. Still, many sections will be flooded for the enjoyment of the finfolk, and as a security measure against surface dwellers. Only a truly amphibious race can navigate a finfolk city unimpeded, which is very much by design.

Finfolk cities are highly factionalized, with any number of houses fighting for control. These internal struggles are complex and dangerous affairs, with fierce rivalries playing out over the course of centuries. Most of the time, these take the form of intricate and subtle plots, but occasionally they can become brutal and bloody warfare.

When one faction dominates a city, they will declare their house patriarch to be king. This can bring a welcome level of order and direction to the city, but it will last only as long as their faction can hold the throne. In the absence of a monarch, most cities are ruled by a council. This can be a formal institution, or a strictly unofficial one, depending on the city and its rulers.

While the upper echelons of finfolk society plot and scheme against each other, the majority of the population toils in the depths. Slavery is the backbone of the finfolk economy. Servants can be found in virtually every home, laborers work for finfolk craftsmen, and a small army of slaves mine silver from beneath the seabed. While some of these slaves are finfolk criminals and prisoners of war, most come from the surface. Finfolk may attack passing ships, lure travelers to the sea, or even assault small coastal settlements, all to bring bodies back to serve the cities.

Finfolk armies are powerful, and their cities unassailable. A unified force of finfolk would be a dire threat to every civilization. But the finfolk are far too busy fighting among themselves pose a significant threat. Just as the finfolk the fight among themselves for control of their cities, the finfolk cities war with each other to gain control of the seas, and everything within. Occasionally, an alliance of cities will form, but these are rare and never last long. Even when they aren't engaged in open warfare, manipulation and subterfuge will continue. Beneath the waves, the conflicts never truly end.


Family life

Finfolk families are collected together in great houses, and houses are headed by a patriarch. The patriarch rules the house, and has the final say on all decisions. It is the duty of the patriarch to oversee the house, and ensure its place in the halls of power. The position comes with great power, and an equal burden of responsibility. The fate of the entire house is on the patriarch's shoulders, and they cannot afford to let anything threaten their house's standing.

The position of patriarch is not given or inherited, it must be earned. Only those with the strength, charisma and cunning required to claw their way to the top are worthy enough to lead the house in the struggle against others. Many finfolk will spend their entire lives fighting to make their way to the top, but only a handful ever succeed. Others will simply try to live their own life without invoking the wrath of the patriarch.

The patriarch may have the official power, but one would be unwise to ignore the matriarch. Often a wife or close relation of the patriarch, the matriarch works behind the scenes, and wields the unofficial power in the family. If the patriarch is the king and general of the house, the matriarch is the court mage and spymaster. Her machinations are vital to the struggles of the house, both internal and external. It is the efforts of the matriarchs that holds finfolk society together, while the patriarchs are busy tearing it apart.

Young finfolk can often find themselves feeling trapped, pulled in a thousand directions by the various forces inside and outside their house. Those without sufficient ambition to drive them up the hierarchy will either keep their heads down and try to survive, or attempt to find a way out. Finfolk militaries often provide a welcome escape, as there are no major power struggles, only a simple chain of command with a strong possibility of advancement. Others will leave to become merchants, artisans and mages, some even traveling to the surface in disguise. Though they are loathe to admit it, finfolk benefit greatly from trade with the surface arranged by these hidden emissaries, and while the job is less than prestigious, it is lucrative and comes with a degree of freedom not found back home.

One unusual aspect of finfolk houses is the inclusion of abducted surface dwellers. Finfolk kidnap many for slaves, but they have also been known to take some for wives and husbands. Though most remain on the lowest rung of the house hierarchy, and are little more than slaves themselves, they are still a part of the house and considered just as important as the rest. A few even manage to climb through the ranks and achieve positions of power among the finfolk. Though technically ineligible for the position of patriarch, anyone who has what it takes to achieve the position despite being a surface dweller would be welcome in the role. In the few such cases where this has occurred, they have been powerful leaders whose reign wiped out any opposition, and fundamentally shifted the balance of power.


Finwives

At the top of the finfolk hierarchy, males and females can both achieve power, but on the lower levels, the difference between the sexes is far more pronounced. In some houses, female finfolk are treated as little more than property, an asset to be bartered with or kept as a trophy, or worse. In the face of such a fate, many finfolk will flee to the surface. Unlike those who become agents of the finfolk on the surface, these runaways will sever all ties with their homes and attempt to live out their days in hiding.

Life on the surface isn't easy. Finfolk do not do well far from the water, and the forces the are fleeing will pursue them endlessly. The only chance they have is stealth and deception. They will hide among the population and attempt to avoid suspicion. Even the slightest hint at their true nature could be enough to blow their cover, forcing them to flee. Because of this, many will live a nomadic existence, traveling far from the shores for as long as they can, returning only to replenish their strength. It is a hard life, but makes them difficult to find.

For those who want to live free from the fear of being dragged back, there is only a single way out. Finfolk will not take back a runaway who has married. Married finfolk are damaged goods, contaminated by their time on the surface, and devoid of their value to the house. Since most of these runaways are female, the surface dwellers have many tales of “finwives.” Though they are said to be beautiful and skilled at sorcery, these are cautionary tales, as the dangers of marrying finfolk are considerable. Not only does one risk incurring the wrath the rest of their race, but also the wrath of one's own people, as few will be willing to harbor such a danger among themselves. Some stories even warn of meeting beautiful women, as they may be finfolk waiting to lure away a victim to be controlled through magic.

Even for those who marry, there is a price for freedom. The finfolk will leave the runaway alone, but they cannot have children. Any child born of such a union is still a finfolk and the rightful property of the house the runaway has fled. The finfolk will watch and wait, and should children be born, they will come for them. Even if it takes an army, they will come and and they will take them back. To finfolk society, there is more at stake than just pride and property, or even spite. To the finfolk, new populations developing on the surface outside the control of the patriarchs are a long term, existential threat. They will stop at nothing to destroy this threat before it can develop.


Finlords and Finhags

Finfolk are magical beings, with a proud tradition of sorcery. Nearly all finfolk have at least some experience with magic, and many will become mages, but a select few are specially gifted in magic. As they age, these finfolk will gain a more distinct, and often terrifying appearance, one which reflects their fundamentally different nature. In time, they become finlord and finhags, the most dreaded finfolk of all.

Finlords are rare, and will inevitably climb to positions of power. Whether they become patriarchs, generals, or independent sorcerers, they will wield influence over other finfolk, being both respected and feared. Surface dwellers are all too familiar with finlords, as they are often the ones who lead the finfolk against the surface. To those who dwell on the surface the finlords are one of the greatest threats in the sea.

While finlords terrify the surface, it is the finhags who terrify the finfolk. Finlords achieve positions of authority, but finhags rarely take positions within the normal hierarchy, not even as matriarchs. Instead, most finhags exist outside of any house, or even the basic laws of society. They do as they see fit, and take a role similar to druids and witches in many other civilizations, guiding leaders, influencing society from the outside, and punishing those who offend them. To have a finhag as an ally is a great boon, though one which requires great caution, lest it become a liability. To suffer finhag's wrath is a fate most would not wish on their worst enemy.

Not all who are born with this nature fully develop into finlords and finhags. Some follow other paths, and never reach their full potential. Still, even these partial finlords and finhags can leverage their nature to instill fear in others, and all have at least some magical ability, even without training.

One other variant on the magical nature of the finfolk leads them to have a stronger connection with nature than others. These masters of the wilds are incredibly important to the finfolk, as the deep is full of powerful and dangerous creatures. The finfolk benefit greatly from the ability to tame many such animals and turn them into a resource.


Relations with other Races

Finfolk are feared and hated by most other races. Their reclusive nature, ability to hide among other races, and habit of kidnapping members of other races has lead to them become creatures of myth and legend. They have become a bogeyman used to explain mysteries and scare children into obedience. To those without first hand experience, the finfolk are so wrapped in folklore that a real live one might very well be unrecognizable.

Sailors are all too familiar with the finfolk. Many will go far out off their way to avoid known finfolk territory. Most ship's lookouts are told to look not just at the horizon, but down into the depths. Should finfolk attack, the best defense is to toss silver coins overboard, as the finfolk can rarely resist the coin in order to pursue the ship, and because if it stops working, the sailors will stop throwing the coins.

Fears of finfolk extend onto land as well. Anytime a stranger comes into town, one must wonder if it is an ordinary traveler or a finfolk agent. Even more so, strangers met on the road or in the wilderness are especially suspect, and may be finfolk looking for more people to abduct. Coastal settlements can be particularly paranoid, and with good reason. Anyone who drops their guard risks being abducted, mind controlled or worse. Even those who trade with the finfolk rarely know who they are really dealing with, thinking only that they are sending shipments to sea, or working with smugglers.

On occasion, the finfolk will come into direct conflict with other races. Such open warfare is rare, but when it happens, it can only end one of two ways. Either the finfolk city will be destroyed and their people scattered and driven off, or the civilization they war with will be completely and utterly wiped out. Even if a civilization survives a conflict with the finfolk, it will be cursed with bad fortune at sea for generations to come.


Finfolk Adventurers

Finfolk adventurers are not unheard of, though they often disguise their true nature to avoid unwanted attention. Many are runaways, fleeing the domination of the patriarchs. Some are simply agents out to seek their fortune and support their house from the surface. Some may even be on a mission from their patriarch.

Other finfolk fall into the role of adventurer by other means. They may be captured by other races and torn from their homeland. They may come from a destroyed city or fallen house, with no place to call their own. Or they may be the children of runaways who managed to hide their existence. Any number of reasons can lead finfolk to come to the surface and join the ranks of other adventurers, usually without anyone knowing exactly who and what they really are.



Racial Traits

Type: Fey
Size: Medium
Movement: Base Speed 30, Swim Speed, 30
Ability Scores: +2 Dex, -2 Con, +2 Cha
Languages: Common and Aquan.

Amphibious: Finfolk can breathe both air and water.

Low-Light Vision: Finfolk can see twice as far in areas of dim light.

Silverlust: Finfolk have an overwhelming desire for silver. They get a +4 bonus to appraise checks for items made of silver, and can detect silver within 10 feet as though with blindesense. This applies to normal silver, as well as any material which overcomes silver damage reduction.

Waters of Life: The life force of a finfolk is bound to the water. While on dry land, they do not naturally restore hit points, and take twice as long to restore ability score damage and non-lethal damage, as well as suffering a -2 penalty to saving throws against heat, and constitution checks against thirst. When submerged in large bodies of water, the finfolk heal ability score damage and non-lethal damage normally. In addition, while submerged they can gain fast healing 1 as a free action, healing up to 2 HP per level per day. They may choose to save this effect for later, or deactivate it as a free action, but will activate it automatically if injured and unconscious.

Allure of the Sea: Finfolk add +1 to the caster level of Enchantment spells, and spells with the [Water] descriptor.

Tidal Magic: Finfolk can draw upon the power of the oceans. When finfolk are in contact with large, natural bodies of water such as rivers, lakes and oceans, they add 1 + 1/5 their character level to the DCs of any spells they cast. Finfolk who are away from such bodies of water for an extended period of time diminish in power, reducing the DCs of any spells they cast by -1 for each full week that passes without coming into contact with them.


Alternate Race Traits

Finhag Magic: Some finfolk are born closer in form and nature to the dreaded finhags than normal finfolk. They gain a +2 bonus to intimidation checks against other finfolk, and a +1 bonus to the caster level of Divination spells and spells with the Curse descriptor. This trait replaces the Allure of the Sea trait.

Master of the Wilds: The finfolk's connection with nature is stronger than most, allowing great influence over animals. The finfolk always treats ride and handle animal as class skills, and gains Detect Animal 2/day, Speak With Animals 1/day, and Mount 1/day. Horses summoned with the mount spell-like ability are treated as being under a constant Sea Steed spell if summoned in water. This trait replaces the Allure of the Sea trait.

Warrior of the Deep: The finfolk is tougher than most, and skilled in underwater combat. The finfolk gains a +1 natural armor bonus, proficiency with tridents, and a +2 dodge bonus to AC when in water. This trait replaces the Allure of the Sea and Tidal Magic traits.


Racial Feats

Fey Damage Reduction: The finfolk gains Damage Reduction 3/ Cold Iron. (prerequisite: Level 5, Con 11)

Silver Blooded: When the finfolk wields a weapon which is made primarily of any form of silver (Alchemical Silver, Silversheen, Mithral, etc.) the weapon's enhancement bonus is increased by 1. This does not allow the finfolk to add magical abilities to otherwise non-magical weapon through crafting, but does allow for temporary effects such as those applied by a Paladin's Divine Bond class feature. (prerequisite: Silverlust)

Silver Blooded, Improved: When the finfolk wields a weapon which is made primarily of silver they add 2 points of force damage to every attack made with that weapon. In addition, their ability to sense silver increases in range to 30 ft and can now detect enemies who have been successfully attacked with a silver weapon in the past day. (prerequisite: Silver Blooded)

Silver Skin: When wearing armor made primarily from any form of silver, the finfolk increases the max dex by 1, reduces the armor check penalty by 1, the arcane spell failure chance by 5%, and the carry weight by half. (prerequisite: Silverlust)

Silver Skin, Improved: While wearing silver armor, the finfolk gains Damage Reduction 1/- and increases the enhancement bonus on the armor by +1. This does not allow the finfolk to add magical abilities to otherwise non-magical armor through crafting, but does allow for temporary bonuses such as those applied by a Divine Defender Paladin's Divine Bond class feature. Special: If the finfolk has Fey Damage Reduction, it is changed to Damage Reduction 4/ Cold Iron and Magic while wearing silver armor.(prerequisite: Silver Skin)

Allure of the Sea Improved: The finfolk can use Disguise Self at will, but only to appear as a member of another race with virtually identical features. In addition, the finfolk gains Charm Person, and Hydraulic Push 1/day. (prerequisite: Cha 13, Allure of the Sea)

Allure of the Sea Greater: Disguise self becomes constant, and the finfolk gains a +2 bonus to bluff, diplomacy and sense motive checks against non-finfolk when disguised as a member of their specific race. In addition, they gain Comprehend Languages, Suggestion, and Wall of Water 1/day. (prerequisite: Cha 15, Level 5, Improved Allure of the Sea)

Finhag Magic, Improved: The finfolk gains Detect Magic and Arcane Mark at will. In addition, they gain, Beguiling Gift, Cause Fear, and Interrogation 1/day. (Prerequisite: Cha 13, Finhag Magic)

Finhag Magic, Greater: The finfolk gains a +2 bonus to saves against illusions and mind affecting effects. They also gain Accursed Glare, Detect thoughts, Infernal Healing 1/day. (Prerequisite: Cha 15, Improved Finhag Magic)

Master of the Wilds, Improved: Detect Animal Becomes at will, and the finfolk can now use Call Animal, Charm Animal, and Hold Animal 1/day. (Prerequisite: Charisma 15, Level 3, Master of the Wilds)

Master of the Wilds, Greater: The Finfolk's existing spell-like abilities gain an additional use per day, and, Dominate Animal and Animal Aspect may be used 1/day. (Prerequisite: Charisma 17, Level 7, Improved Master of the Wilds)

Waters of Life, Improved: The finfolk can grant himself the healing powers of the waters of life, even if he is outside the water. This ability does not function if the finfolk is dehydrated, overheated, unconscious, or has not been in contact with a large, natural body of water in more than one week.(prerequisite: Con 11, Warrior of the Deep)

Waters of Life, Greater: The healing powers of the waters of life increase to fast healing 2, and can heal up to 5 HP per level per day. In addition, while submerged in water, the ability can be used to restore an additional amount of health per day equal to the finfolk's Constitution Score. (prerequisite: Con 13, Level 5 Waters of Life, Improved)

Waters of Eternal Life: The finfolk gains fast healing 1. This ability does not function if the finfolk is dehydrated, overheated, or has not been in contact with a large, natural body of water in more than one week. (prerequisite: Con 17, Level 11 Waters of Life, Greater)

Primal Fury
2014-04-07, 11:41 PM
I have a question with regards to the fluff. It says that surface dwellers are sometimes taken as slaves, and that those taken as slaves sometimes becomes wives and husbands, which leads me to believe they interbreed. What is different here that allows for that, but necessitates that those finfolk born on the surface be hunted down with massive armies? Is it more of a superstition? Or is there some sot of prophecy that foretells the destruction of the race if such children are allowed to live? Or is the "long-term existential threat" intended to be vague?

Makeitstop
2014-04-08, 02:16 AM
Vagueness is always nice, but the general idea here is one of control (though I'm sure there are plenty of superstitions, and prophetic warnings from finhags).

The children of captured surface dwellers are born among the finfolk, and raised by their own kind. They are as bound to the will of the patriarchs as any other finfolk. And the same fate awaits the captured children of runaways, assuming they aren't simply enslaved.

Finfolk raised by surface dwellers and runaways are a long term threat because they have the power of the finfolk, but are not part of their society. They will be raised to think like surface dwellers, to sympathize with them, and to see their own people as the enemy. Finfolk living among other races without fear would be disastrous for finfolk society. They already have enough runaways as it is, any success stories would only encourage others, and if left unchecked, an entire population could develop on the surface. Remember, there are no half-finfolk. Their numbers can potentially increase exponentially.

The finfolk brazenly attack nearly every civilization they have contact with. They can get away with this only because they are protected by the sea. But what if there were finfolk loyal to the surface, capable of aiding them in their fight against the finfolk? Finfolk already fight among themselves, add a whole new faction that seeks to wipe the others out and has the support of the surface, and you can see the danger. Finfolk already have a paranoid streak, and for good reason considering the layer upon layer of conflict their society is based on. The idea of surface dwelling finfolk could definitely keep them up at night.

By instilling fear in runaways and potential runaways, they keep them isolated and controlled. And by taking away their children, they prevent the otherwise inevitable rise of a new finfolk population which they can't control and which will have every reason to turn on them. Usually this just means sending a few enforcers to grab the kids, but if it takes an army, so be it. It prevents them from facing an army at their own gates in the distant future.