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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Eloi [Pathfinder; Race; PEACH]

    Eloi

    RACIAL TRAITS
    • Ability modifiers - +2 to any one ability score.
    • Medium sized - Eloi receive no bonuses or penalties due to their size.
    • Speed - Eloi have a base land speed of 30 feet.
    • Atavism - Eloi select one Lineage feat (described below) at 1st level.
    • Skilled - Eloi gain one additional skill point for every hit dice they possess.
    • Langauges - Eloi begin play speaking the language that is native to the nation and/or region they were raised in. Eloi with high Intelligence scores can select any languages as their bonus languages (except secret languages such as Gnomish).

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    20 years
    |
    +1d4 years
    |
    +1d6 years
    |
    +2d6 years
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    50 years
    |
    90 years
    |
    150 years
    |
    +3d10 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    4'10"
    |
    +2d10
    |
    120 lb.
    |
    × (5) lb.
    Female
    |
    4'5"
    |
    +2d10
    |
    85 lb.
    |
    × (5) lb.
    [/table]



    Comments
    Spoiler
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    - The purpose of this thread is for flat mechanical balance of the Eloi amongst itself, so I'm going to be pretty spartan on the fluff. The Eloi are going to be the main base race for a campaign setting I'm writing and their story goes like this:

    Way back when, there was a war to end all wars that concerned all of the major base races. The Elves were completely wiped out and the Dwarves has been believed to have been as well, but in reality they survived and just permanently sealed up their mountain holds. The Gnomes and Halflings survived, with the former going underground and becoming a Skaven-esque race and Halflings devolving into primitive, barbaric tribes that are quite xenophobic and culturally not above cannibalism.

    This leaves us with the Humans, who were the most well off, but still left pretty shattered by the war. They were never going to regain the glory they once had and were on the downward march to extinction, something they were aware of. So they started breeding with those races and monsters that remained following the War and started allying up or enslaving or what have you, in order to hobble together a civilization again.

    Things were getting better, but cue the Gnome Empire rising from the depths to conqueror the surface world they had abandoned, with Science!

    This new war raged on across the globe for quite some time, with the humans ultimately abolishing their slavery of other races in order for them all to better combat the Gnomes, who were making things pretty dead even as it was. Ultimately the Humans and their allies were victorious, cutting into the very heart of the Gnomes' surface capital. But the Gnomes were an insane bunch by now and in their retreat let off a Bio-weapon that blanketed the entire planet. The bomb was a mutagenic virus keyed specifically to kill anything that shared the same DNA as Humans and the other former base races and the Gnomes figured they could just bide their time and conqueror a defenseless world a few centuries or so later.

    The virus did wipe out a lot of humanity and other survivors (which included the extinction of the Orcs and near extinction of the Halflings), but it didn't reach the ultimate goal as intended. Those humans who survived ended up mutating into the Eloi, a race that inherited the traits of random ancestors of their bloodlines at birth. The Eloi proved just as fruitful and plentiful as their human ancestors and have, over time, become the dominant race at the cost of practically all their history before the Eloi first came to exist.

    - So, as I mentioned above, the main goal of this thread is the balancing of the Eloi, which means balancing of the Lineage feats I'll be writing. From a design stand point, it's alright if the Eloi are more powerful than any of the base races, even the humans they descended from. The setting won't really be offering other, easy options for players to choose when it comes to race for a PC, so the Eloi will be the measuring stick for the power of a race.



    Change Log
    Spoiler
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    11/19/2012 - Goblin, Harpy, Minotaur, Orc, and Troll Ancestry feats added.
    Extra Lineage feat added.
    Hobgoblin, Lizardfolk, and Nymph Ancestry feats added.
    Janni and Succubus Ancestry feats added.
    Adaro, Adherer, Agogwe, Centaur and Gnoll Ancestry feats added.

    11/20/2012 - Bog Strider, Calikang, Cecaelia, Ceratiodi, and Charda Ancestry feats added.
    Dehrii, Dire Corby, Doppelganger, Gargoyle and Girtablilu Ancestry feats added.

    11/21/2012 - Annis Hag, Green Hag, Mute Hag, Night Hag, and Sea Hag Ancestry feats added.

    11/22/2012 - Humbaba, Jorogumo, Kappa, Kech and Vampire Ancestry feats added.

    11/23/2012 - Lamia, Lava Child, Maftet, Medusa and Mothman Ancestry feats added.

    11/24/2012 - Ningyo, Popobala, Pukwudgie, Qallupilluk and Rokurokubi Ancestry feats added.
    Sabosan, Sahuagin, Saumen Kar, Selkie, Serpentfolk Ancestry feats added.
    Shobhad, Skum, Soucouyant, Tanuki, and Vodyanoi Ancestry feats added.
    Last edited by Tanuki Tales; 2012-11-24 at 03:29 PM.

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: Eloi [Pathfinder; Race; PEACH]

    Character Options




    Feats


    Lineage Feats
    Feats with the "[Lineage]" tag may only be taken by characters who are members of the Eloi race. A Lineage feat will generally give a list of racial traits that an Eloi possesses in addition to those listed under the Eloi race's racial traits. A Lineage feat can not be selected as one of the ten feats a character gets as they level up or as a bonus feat from any source; only the Atavism racial trait or Extra Lineage feat can allow a character to select a Lineage feat.


    A - C
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    Adaro Ancestry [Lineage]
    Benefit: An Eloi with the Adaro Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.
    • Storm Child: The Eloi receives a +1 racial bonus on all d20 rolls while in an area with heavy rain or stormy weather.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Adherer Ancestry [Lineage]
    Benefit: An Eloi with the Adherer Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Great Wrestler: The Eloi receives a +2 racial bonus to their CMB and CMD when using or defending against the Grapple maneuver.
    • Hard Blow: The Eloi possesses a Slam natural attack that deals 1d4 plus their strength modifier damage.
    • Sticky Fingers: The Eloi receives a +2 racial bonus on Sleight of Hand skill checks


    Agogwe Ancestry [Lineage]
    Benefit: An Eloi with the Agogwe Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Darkvision: The Eloi can see in perfect darkness out to 60 feet.
    • Sticky Fingers: The Eloi receives a +2 racial bonus on Sleight of Hand skill checks
    • Treeborn: The Eloi possesses a Climb speed equal to half their base land speed.


    Annis Hag Ancestry [Lineage]
    Benefit: An Eloi with the Annis Hag Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Charisma
    • Rending Claws: The Eloi possesses two Claw natural attacks that deal 1d4 + their strength modifier damage each.
    • Spell Resistant: The Eloi receives a +2 racial bonus on saving throws against spells and spell-like abilities.
    • Tough Flesh: The Eloi possesses a +1 bonus to their Natural Armor.


    Bog Strider Ancestry [Lineage]
    Benefit: An Eloi with the Bog Strider Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Charisma
    • Aqua Sensitive: When in contact with water, the Eloi has tremorsense out to a distance of 30 feet.
    • Pond Sprint: Once every 1d10 minutes, the Eloi may move five times their base land speed for one round when they are in contact with a body of water that is at least one foot deep and five feet wide.
    • Water Stride: The Eloi, as a swift action, may treat water as if it was a solid surface for a number of rounds equal to one quarter it's total Hit Dice (minimum 1). This is a Supernatural ability.


    Calikang Ancestry [Lineage]
    Benefit: An Eloi with the Calikang Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Energy Absorption: If the Eloi successfully saves against an effect that deals energy damage they heal 1d3 + the spell's level in hit points.
    • Energy Adapt: Whenever the Eloi deals energy damage to a creature, such as through a Fireball spell or using a Flaming weapon, they deal one additional die of damage.
    • Suspended Animation: As a full-round action, the Eloi can bring it's body to a practical stand still. It can take no actions except purely mental ones, but gains a +2 bonus on Fortitude saves and does not need to eat or drink for one week in return. Reverting from this state requires an immediate action.


    Cecaelia Ancestry [Lineage]
    Benefit: An Eloi with the Cecaelia Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Projectile Ink: Once per day, as a standard action, the Eloi can vomit a jet of ink up to a range of 60 feet, choosing to target a creature or a square:
      • If the Eloi chooses a creature, they must succeed on a ranged touch attack. If successful, the creature must pass a Reflex save (DC 10+ 1/2 the Eloi's total hit dice + the Eloi's Dex modifier) or be blinded for 1d4+1 rounds. A successful save means the creature is only blinded for 1 round.
      • If the Eloi chooses a square, the square is treated as if under the effects of the Grease spell for 1d4+1 rounds.
    • Slithering Grip: Instead of hands, the Eloi possesses two Tentacle natural attacks that deal 1d4 + their strength modifier damage. Their limbs are still articulate enough for fine motor control.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Centaur Ancestry [Lineage]
    Benefit: An Eloi with the Adherer Ancestry feat changes their racial traits as noted below:

    • Speed: The Eloi's base land speed is 40 feet.
    • Endurant: The Eloi receives a +2 racial bonus on saving throws against effects that cause the fatigued or exhausted conditions.
    • Strong Charge: The Eloi deals +1d3 points of damage when making a charge.
    • Sure Footing: The Eloi gets a +2 racial bonus to their CMD when defending against the Bullrush, Trip or Overrun maneuvers.


    Ceratiodi Ancestry [Lineage]
    Benefit: An Eloi with the Ceratiodi Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Charisma
    • Low-light vision: The Eloi can see twice as far as normal in conditions of dim or poor lightning, such as by torch or moonlight.
    • Fascinating Lure: The Eloi receives a +2 racial bonus on Diplomacy skill checks.
    • Redundant Brain: The Eloi receives a +2 racial bonus on saving throws against mind-affecting effects.


    Charda Ancestry [Lineage]
    Benefit: An Eloi with the Charda Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Charisma
    • In the forefront: The Eloi receives a +2 racial bonus to their CMB when using Bullrush or Overrun maneuvers.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.
    • Winter Child: The Eloi receives a +2 racial bonus on saving throws against effects that deal cold damage or have the cold descriptor.


    D - H
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    Derhii Ancestry [Lineage]
    Benefit: An Eloi with the Dehrii Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Booming Voice: Once per day, as a standard action, the Eloi may increase the level of their voice to an incredible volume. All creatures within 60 feet must make a Fortitude save (DC = 10 + 1/2 the Eloi's total Hit Dice + the Eloi's Constitution modifier) or be struck deaf for 1d4+1 rounds. The Eloi is silenced for 1d4+1 rounds regardless of the save results. This is a sonic effect.
    • Force them to their Knees: The Eloi receives a +2 racial bonus to their CMB when performing a Trip maneuver. They may also make a Trip maneuver as free action when the Eloi has successfully confirmed a critical hit.
    • Winged Warrior: The Eloi receives a +2 racial bonus to Fly skill checks and always treat Fly as a class skill.


    Dire Corby Ancestry [Lineage]
    Benefit: An Eloi with the Dire Corby Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Intelligence
    • Great Leap: When making a charge, the Eloi may instead make an Acrobatics roll (DC 20). If successful, the Eloi lands next to a foe and gains a +1 bonus on their attack roll against them. If not, the Eloi receives no bonus.
    • Nimble: The Eloi receives a +2 racial bonus to Acrobatics skill checks.
    • Rending Claws: The Eloi possesses two Claw natural attacks that deal 1d4 + their strength modifier damage each.


    Doppelganger Ancestry [Lineage]
    Benefit: An Eloi with the Doppelganger Ancestry feat changes their racial traits as noted below:

    • Hard to Influence: The Eloi receives a +2 bonus on saving throws against Charm and Sleep effects.
    • Natural Actor: The Eloi receives a +2 racial bonus on Bluff skill checks and a +4 racial bonus on Disguise skill checks.
    • Linguist: The Eloi learns two languages for every rank in the Linguistics skill instead of one.


    Extra Lineage
    Prerequisite: Character level 6th, Eloi
    Benefit: When gaining this feat, the Eloi selects one feat with the Lineage tag that they do not already possess. The Eloi is treated as having that feat, gaining all the benefits that it grants.


    Gargoyle Ancestry [Lineage]
    Benefit: An Eloi with the Gargoyle Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Intelligence
    • Amongst the Rocks: The Eloi receives a +4 racial bonus on Stealth checks when using it in a stony environment.
    • Harden Flesh:Once per day, as a standard action, the Eloi gains Damage Reduction that is bypassed by magic weapons equal to one quarter their total Hit Dice (minimum 1) for 1d4+1 rounds. The Eloi's base land speed is halved for this duration.
    • Rending Claws: The Eloi possesses two Claw natural attacks that deal 1d4 + their strength modifier damage each.


    Girtablilu Ancestry [Lineage]
    Benefit: An Eloi with the Girtablilu Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Intelligence
    • Call to Poison: The Eloi gains Summon Nature's Ally I as a spell-like ability, usable once per day. The Eloi can only summon a Ghost Scorpion with this ability.
    • Chitin: The Eloi possesses a +1 bonus to Natural Armor.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.


    Gnoll Ancestry [Lineage]
    Benefit: An Eloi with the Gnoll Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Pack Tactics: The Eloi receives a +1 racial bonus on attack rolls when flanking an opponent.
    • Scavenger: The Eloi receives a +2 racial bonus on saving throws against disease and treats spoiled food as if it were fresh.
    • Strong Nose: The Eloi possesses the Scent special quality out to a range of 15 feet.


    Goblin Ancestry [Lineage]
    Benefit: An Eloi with the Goblin Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Charisma
    • Small: The Eloi is Small size category instead of Medium. The Eloi gains a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    • Darkvision: The Eloi can see in perfect darkness out to 60 feet.
    • Indescriminate Gourmand: The Eloi receives a +2 racial bonus on saving throws against effects that cause the nauseated or sickened condition.
    • Mounted Warrior: The Eloi receives a +2 racial bonus on Ride skills checks.


    Green Hag Ancestry [Lineage]
    Benefit: An Eloi with the Green Hag Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Constitution
    • Deep Breath: The Eloi treats their Constitution score as 2 points higher when holding their breath to prevent drowning or suffocation.
    • Linguist: The Eloi learns two languages for every rank in the Linguistics skill instead of one.
    • Voice of Another: The Eloi may use the Disguise skill to mimic the voice of any person they have met and spent at least 1 hour around. The Eloi receives a +2 racial bonus to Disguise checks when using the skill in this manner.


    Harpy Ancestry [Lineage]
    Benefit: An Eloi with the Harpy Ancestry feat changes their racial traits as noted below:

    • +2 Charisma, -2 Intelligence
    • Enchanting Voice: If the Eloi has a Charisma score of 11 or more, they may select one of the following Spell-like abilities, which they can use three times per day: Ghost Sound, Ventriloquism or Suggestion.
    • Feathered Down: If the Eloi falls more than ten feet, they reduce the damage they take from falling as if they only fell half the actual distance (to a minimum of ten feet).
    • Sharp Vision: The Eloi gains a +2 racial bonus to Perception skill checks.


    Hobgoblin Ancestry [Lineage]
    Benefit: An Eloi with the Hobgoblin Ancestry feat changes their racial traits as noted below:

    • Battle Ready: The Eloi selects one martial weapon and one type of armor (light, medium, heavy or shields) and is considered proficient in their use. Once these decisions are made, they can't be changed.
    • On Guard: The Eloi receives a +1 racial bonus to their CMD and receives an additional +1 AC when using the Total Defense action.
    • Strict Discipline: The Eloi receives a +2 racial bonus to Concentration checks and receives a +2 racial bonus to Profession skill checks.


    Humbaba Ancestry [Lineage]
    Benefit: An Eloi with the Humbaba Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Colorful Aura: Once per day, as a full-round action, the Eloi can generate an aura of multiple colors that has a radius of thirty feet. Enemy creatures that enter the aura must make a Fortitude save (DC 10 + 1/2 the Eloi's total Hit Dice + the Eloi's Charisma modifier) or be affected as if the Eloi had cast the Color Spray spell. The aura lasts for 1d4+1 rounds and is a Supernatural ability.
    • Discerning Eyes: The Eloi receives a +2 racial bonus on saving throws against illusion spells and effects.
    • Guarded Life: The Eloi receives a +2 racial bonus on saving throws against death effects.


    J - M
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    Janni Ancestry [Lineage]
    Benefit: An Eloi with the Janni Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Constitution
    • Janni Magic: An Eloi with a Charisma score of 11 or higher gains the following spell-like abilities 1/day: Create Food and Water, Enlarge Person, and Speak with Animals
    • Linguist: The Eloi learns two languages for every rank in the Linguistics skill instead of one.
    • Wide Traveler: The Eloi receives a +2 racial bonus on saving throws against environmental effects.


    Jorogumo Ancestry [Lineage]
    Benefit: An Eloi with the Jorogumo Ancestry feat changes their racial traits as noted below:

    • +2 Charisma, -2 Intelligence
    • Charming Personality: The Eloi receives a +2 racial bonus on Diplomacy skill checks.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.
    • Spider-like Reflexes: Once per round, when the Eloi would normally be hit by a ranged weapon, they may deflect it instead, taking no damage. The Eloi must have one hand free, be aware of the attack and not be flat-footed. Unusually massive ranged attacks and those that are not physically solid cannot be deflected.


    Kappa Ancestry [Lineage]
    Benefit: An Eloi with the Kappa Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Small: The Eloi is Small size category instead of Medium. The Eloi gains a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    • Slow Speed: The Eloi's base land speed is 20 feet instead of 30.
    • Darkvision: The Eloi can see in perfect darkness out to 60 feet.
    • Protection of Aqua: The Eloi receives a +2 racial bonus on saving throws against effects that cause acid or cold damage or have the acid or cold descriptor.
    • Tied to the River: The Eloi possesses the Amphibious special quality.


    Kech Ancestry [Lineage]
    Benefit: An Eloi with the Kech Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Difficult to Track: When attempting to track the Eloi with the Survival skill, increase the base DC by 4.
    • Jungle Child: The Eloi receives a +4 racial bonus to the Stealth skill when in a forest or jungle environment.
    • Low-light vision: The Eloi can see twice as far as normal in conditions of poor lighting, such as by torch or moonlight.


    Lamia Ancestry [Lineage]
    Benefit: An Eloi with the Lamia Ancestry feat changes their racial traits as noted below:

    • Desert Mischief: If the Eloi has a Charisma score of 11 or higher, they can cast the following spell-like abilities 3/day: Ghost Sound, Silent Image, and Ventriloquism.
    • Low-light vision: The Eloi can see twice as far as normal in conditions of poor lighting, such as by torch or moonlight.
    • Persuasive Speaker: The Eloi receives a +2 racial bonus on Diplomacy and Intimidate skill checks.


    Lava Child Ancestry [Lineage]
    Benefit: An Eloi with the Lava Child Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Darkvision: The Eloi can see in perfect darkness out to a range of 60 feet.
    • Protection from Earth: The Eloi receives a +4 racial bonus on saving throws against spells and spell-like abilities which have the Earth descriptor.
    • Metal Foe: The Eloi receives a +1 racial bonus on attack rolls against creatures wearing metal armor or who are made of metal. The Eloi receives a +1 racial bonus to AC against weapons made of metal.


    Lizardfolk Ancestry [Lineage]
    Benefit: An Eloi with the Lizardfolk Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Intelligence
    • Ripping Teeth: The Eloi possesses a Bite attack that deals 1d6 plus their strength modifier damage.
    • Scaly Skin: The Eloi possesses a +1 Natural Armor bonus.
    • Strong Lungs: The Eloi can holds their breath for a number of rounds equal to twice their Constitution score before being at risk of suffocating or drowning.


    Maftet Ancestry [Lineage]
    Benefit: An Eloi with the Maftet Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Force Armor: The Eloi receives a +1 Deflection bonus to their AC.
    • Stealthy: The Eloi receives a +2 racial bonus on Stealth skill checks.
    • Two-handed Aptitude: The Eloi receives a +2 racial bonus to attack rolls when it is wielding one weapon in each hand.


    Medusa Ancestry [Lineage]
    Benefit: An Eloi with the Medusa Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Charisma
    • Irresistible Petrification: The DCs of any ability that the Eloi uses which cause Petrification are increased by 4.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.
    • Sharp Vision: The Eloi receives a +2 racial bonus on Perception skill checks.
    • Stone Connoisseur: The Eloi receives a +2 racial bonus on Appraise and Profession skill checks when dealing with stone. [/b]


    Minotaur Ancestry [Lineage]
    Benefit: An Eloi with the Minotaur Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Intuitive Cunning: The Eloi receives a +2 racial bonus on saving throws against the Maze spell and a +2 racial bonus to the Survival skill when using it to track.
    • Long Horn: The Eloi possesses a Gore natural attack that deals 1d6 plus their full strength modifier damage.
    • Seeing Red: The Eloi receives a +1 racial bonus on attack rolls when making a charge.


    Mothman Ancestry [Lineage]
    Benefit: An Eloi with the Mothman Ancestry feat changes their racial traits as noted below:

    • +2 Wisdom, -2 Strength
    • Fearmonger: The DC of any ability that the Eloi uses that is a Fear effect is increased by 2.
    • Tied to Fate: Once per day, the Eloi can re-roll one d20 result they have just rolled and take the better of the two results. The Eloi takes a -2 penalty on all d20 rolls for the rest of the day afterwards.
    • Wavering Presence: If the Eloi is benefiting from a miss chance, they increase the percentage by 5% (to a maximum of 100%).


    Mute Hag Ancestry [Lineage]
    Benefit: An Eloi with the Mute Hag Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Charisma
    • Resistant Senses: The Eloi receives a +2 racial bonus on saving throws against effects that rely on visual or auditory cues.
    • Strong Nose: The Eloi possesses the Scent special quality out to a range of 15 feet.
    • Warping Tough:[/b] Once per day, as a standard action, the Eloi may make a touch attack against an adjacent creature. The creature touched is treated as if under the Alter Self spell for one hour per 4 hit dice the Eloi possesses (minimum one hour). Unwilling creatures get a Fortitude save (DC = 10 + 1/2 the Eloi's total Hit Dice + the Eloi's Wisdom modifier) to resist this effect. The Eloi chooses the form the affected creature takes, but is rendered blind and mute for the duration. This is a Supernatural ability.


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    Night Hag Ancestry [Lineage]
    Benefit: An Eloi with the Night Hag Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Wisdom
    • Discern Alignment: Three times per day, as a standard action, the Eloi is treated as if using the Detect Chaos, Detect Evil, Detect Good or Detect Law spells (chosen when activating this ability). This lasts for 1d4+1 rounds.
    • Hard to Influence: The Eloi receives a +2 bonus on saving throws against Charm and Sleep effects.
    • Power of Heart: The Eloi receives a +1 racial bonus on all saving throws.


    Ningyo Ancestry [Lineage]
    Benefit: An Eloi with the Ningyo Ancestry feat changes their racial traits as noted below:

    • +2 Wisdom, -2 Intelligence
    • Small: The Eloi is Small size category instead of Medium. The Eloi gains a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    • Slow: The Eloi's base speed is 20 feet instead of 30 feet.
    • Destined for Undeath: If the Eloi is ever animated as an undead of any kind, their Charisma score is treated as 4 points higher for all purposes.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Nymph Ancestry [Lineage]
    Benefit: An Eloi with the Nymph Ancestry feat changes their racial traits as noted below:

    • +2 Charisma, -2 Strength
    • Husbandry: The Eloi receives a +2 racial bonus to Handle Animal skill checks.
    • Natural Artist: The Eloi receives a +2 racial bonus to Craft skill checks or Perform skill checks. This decision can't be changed once made.
    • Wear your Personality: The Eloi receives a +1 Deflection bonus to their AC.


    Orc Ancestry [Lineage]
    Benefit: An Eloi with the Orc Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Darkvision: The Eloi can see in perfect darkness out to 60 feet.
    • Never say Die: When the Eloi's hit points drop below 0 remains conscious and can continue fighting. The Eloi still gains the staggered condition and loses 1 hp every round until they stabilize as normal.
    • Strong Nose: The Eloi possesses the Scent special quality out to 15 feet.


    Popobala Ancestry [Lineage]
    Benefit: An Eloi with the Popobala Ancestry feat changes their racial traits as noted below:

    • Darkvision: The Eloi can see in perfect darkness out to a range of 60 feet.
    • Feed on Misery: When the Eloi inflicts one of the conditions listed below on another living creature with an Intelligence score of at least 3, they may, once per day as an immediate action, heal 1d3 hit points for every Hit Dice they possess.
      Conditions: Confused, cowering, dying, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, or stunned.
    • Frightening: The Eloi receives a +2 racial bonus on Intimidate skill checks. Additionally, whenever they use a Fear effect they increase the save DC by 1.


    Pukwudgie Ancestry [Lineage]
    Benefit: An Eloi with the Pukwudgie Ancestry feat changes their racial traits as noted below:

    • Small: The Eloi is Small size category instead of Medium. The Eloi gains a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    • Check the Pulse: The Eloi receives a +4 racial bonus on Heal skill checks when trying to determining the condition of a creature.
    • Necromatic Adept: The Eloi treats their caster level as one higher when casting a spell from the Necromancy school. Additionally, they increase the saving DCs of their Necromancy spells by 1.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.
    • Quills: The Eloi possesses a Quill natural attack. The Eloi can attack with two such quills every round, out to a range of 40 feet. The quills do 1d3 plus half the Eloi's strength modifier damage.


    Qallupilluk Ancestry [Lineage]
    Benefit: An Eloi with the Qallupilluk Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Intelligence
    • Body Sculptor: The Eloi increases the save DC of any Transmutation effect it uses by 2.
    • Mindbender: The Eloi increases the save DC of any mind-affecting effects it uses by 2.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Rokurokubi Ancestry [Lineage]
    Benefit: An Eloi with the Rokurokubi Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Wisdom
    • Insomniac: The Eloi receives a +4 racial bonus on saving throws against sleep effects.
    • Night Magic: An Eloi with a Charisma score of 11 or higher can cast the following spell-like abilities 2/day: Darkness and Silence.
    • Spell Resistant:[/b] The Eloi receives a +2 racial bonus on saving throws against spells and spell-like abilities.


    Sabosan Ancestry [Lineage]
    Benefit: An Eloi with the Sabosan Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Intelligence
    • Darkvision: The Eloi can see in perfect darkness out to a range of 60 feet.
    • Booming Voice: Once per day, as a standard action, the Eloi may increase the level of their voice to an incredible volume. All creatures within 60 feet must make a Fortitude save (DC = 10 + 1/2 the Eloi's total Hit Dice + the Eloi's Constitution modifier) or be struck deaf for 1d4+1 rounds. The Eloi is silenced for 1d4+1 rounds regardless of the save results. This is a sonic effect.
    • Strong Nose: The Eloi possesses the Scent special quality out to 15 feet.


    Sahuagin Ancestry [Lineage]
    Benefit: An Eloi with the Sahuagin Ancestry feat changes their racial traits as noted below:

    • +2 Intelligence, -2 Charisma
    • Lesser Blood Frenzy: Once per day, as a standard action, the Eloi enters a blood frenzy, gaining a +1 racial bonus to attack and damage rolls and taking a -1 penalty to AC. This frenzy lasts for 1d6+2 rounds and the Eloi is fatigued for one hour afterwards.
    • Shark Friend: The Eloi receives a +4 racial bonus on Handle Animal checks when dealing with sharks.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Saumen Kar Ancestry [Lineage]
    Benefit: An Eloi with the Saumen Kar Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Charisma
    • Lesser Frost Brands: The Eloi receives a +2 racial bonus on saving throws against effects that cause cold or fire damage or have the cold or fire descriptor. Additionally, once per day, as a full-round action, the Eloi awakens its brands. For the next 1d4+1 rounds, all attacks it makes with natural or metal weapons deal an 1 additional cold damage.
    • Thick Fur: The Eloi possesses a +1 bonus to its Natural Armor.


    Sea Hag Ancestry [Lineage]
    Benefit: An Eloi with the Sea Hag Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Great Swimmer: The Eloi receives a +2 racial bonus on Swim skill checks and always counts the Swim skill as a class skill.
    • Horrifying Appearance: Once per day, as a standard action, the Eloi can lower their Charisma score by a number of points equal to one quarter their total hit dice (minimum 1). In return they gain a +2 profane bonus on Intimidate checks for each point it was lowered. This ability lasts for 1d4 rounds and is a Supernatural ability.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Selkie Ancestry [Lineage]
    Benefit: An Eloi with the Selkie Ancestry feat changes their racial traits as noted below:

    • +2 Charisma, -2 Intelligence
    • Natural Liar: The Eloi receives a +2 racial bonus on Bluff skill checks.
    • Rending Claws: The Eloi possesses two Claw natural attacks that deal 1d4 + their strength modifier damage each.
    • Strong Lungs: The Eloi can hold their breath for a number of rounds equal to twice their Constitution score before being at risk of suffocating or drowning.


    Serpentfolk Ancestry [Lineage]
    Benefit: An Eloi with the Serpentfolk Ancestry feat changes their racial traits as noted below:

    • +2 Dexterity, -2 Strength
    • Iron Mind: The Eloi receives a +2 racial bonus on saving throws against mind-affecting effects.
    • Linguist: The Eloi learns two languages for every rank in the Linguistics skill instead of one.
    • Poison Resistance: The Eloi receives a +2 racial bonus on saving throws against poisons.


    Shobhad Ancestry [Lineage]
    Benefit: An Eloi with the Shobhad Ancestry feat changes their racial traits as noted below:

    • +2 Strength, -2 Intelligence
    • Marksman: The Eloi receives a +1 racial bonus on attack rolls with ranged weapons.
    • Mighty Lifting: The Eloi is treated as one size category larger than it actually is for the purpose of determining their carrying capacity.
    • Tough skin: The Eloi possesses a +1 bonus to their Natural Armor.


    Skum Ancestry [Lineage]
    Benefit: An Eloi with the Skum Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Charisma
    • Slow: The Eloi's base speed is 20 feet instead of 30.
    • Darkvision: The Eloi can see in perfect darkness out to a range of 60 feet.
    • Incredible Longevity: The Eloi receives a +4 racial bonus on saving throws against aging effects. Additionally, the Eloi only age one year for every three that pass after reaching adulthood.
    • Tied to the Sea: The Eloi possesses the Amphibious special quality.


    Soucouyant Ancestry [Lineage]
    Benefit: An Eloi with the Soucouyant Ancestry feat changes their racial traits as noted below:

    • Fire Adept: The Eloi treats their caster level as two higher when casting spells with the Fire descriptor. Additionally they increase the saving DCs of their such spells by 2.
    • Hard to Influence: The Eloi receives a +2 bonus on saving throws against Charm and Sleep effects.
    • [b]Natural Actor: The Eloi receives a +2 racial bonus on Bluff skill checks and a +4 racial bonus on Disguise skill checks.


    Succubus Ancestry [Lineage]
    Benefit: An Eloi with the Succubus Ancestry feat changes their racial traits as noted below:

    • +2 Charisma, -2 Strength
    • Dark Gift: Once per day, as a standard action, the Eloi can touch a willing creature other than themselves and grant them a +1 profane bonus to one of the following:
      • Attack rolls
      • Damage rolls
      • Saving Throws
      • Skill checks


      This bonus lasts for a number of hours equal to the Eloi's total Hit Dice and the Eloi is fatigued for it's duration. This is a Supernatural ability.
    • Hardiness: The Eloi receives a +1 racial bonus on saving throws against poisons, spells and spell-like abilities.
    • Linguist: The Eloi learns two languages for every rank in the Linguistics skill instead of one.


    Tanuki Ancestry [Lineage]
    Benefit: An Eloi with the Tanuki Ancestry feat changes their racial traits as noted below:

    • +2 Charisma, -2 Intelligence
    • Low-light vision: The Eloi can see twice as far as normal in conditions of poor lighting, such as by torch or moonlight.
    • Alcohol Swig: Once per hour, when the Eloi drinks an alcoholic beverage and fails their save against taking ability damage from it, they may gain one of the following benefits:
      • Increase their base speed by 10 feet for one hour.
      • Heal 5 hit points.
      • +1 insight bonus to attack rolls for one hour.
      • +1 dodge bonus to AC for one hour.
    • Raccoon Magic: An Eloi who has a Charisma score of 11 or greater can cast the following spell-like abilities 3/day: Create Food and Water, Detect Poison, and Purify Food and Drink.


    Troll Ancestry [Lineage]
    Benefit: An Eloi with the Troll Ancestry feat changes their racial traits as noted below:

    • +2 Constitution, -2 Intelligence
    • Darkvision: The Eloi can see in perfect darkness out to 60 feet.
    • Amazing Recuperation: The Eloi regains 1 hit point every hour, regardless if they are resting. This replaces the Eloi's natural rate of healing.
    • Strong Nose: The Eloi possesses the Scent special quality out to 15 feet.


    Vampire Ancestry [Lineage]
    Benefit: An Eloi with the Vampire Ancestry feat changes their racial traits as noted below:

    • -2 Constitution
    • Excellent Health: The Eloi receives 1 additional hit point at every level.
    • Friend of the Night: The Eloi receives a +2 racial bonus on Handle Animal checks when dealing with animals that are nocturnal.
    • Incredible Specimen: The Eloi receives a +1 racial bonus on all saving throws.
    • Persuasive Speaker: The Eloi receives a +2 racial bonus on Diplomacy and Intimidate skill checks.


    Vodyanoi Ancestry [Lineage]
    Benefit: An Eloi with the Vodyanoi Ancestry feat changes their racial traits as noted below:

    • +2 Wisdom, -2 Charisma
    • Born Healer: The Eloi receives a +2 racial bonus on Heal skill checks.
    • Nimble Movements: The Eloi receives a +1 dodge bonus to their AC.
    • Water Adept: The Eloi treats their caster level as two higher when casting a spell with the water descriptor. Additionally they increase the saving DC of such spells by 2.
    Last edited by Tanuki Tales; 2012-11-24 at 03:27 PM.

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    Ettin in the Playground
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Reserved Post B

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    Reserved Post C

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    May want to specify that the extra skill point is x4 at first level.

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    Reserved Post D

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by Nanoblack View Post
    May want to specify that the extra skill point is x4 at first level.
    Two things.

    • 1. This is Pathfinder, not 3.5
    • 2. Please delete your post, you broke up my Reserved Posts flow.


    Thanks.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Alright, the first five Lineage feats are up there now. Feel free to suggest ones you'd like to see added because my ultimate goal is to have as diverse a list of racial options as possible. Keep in mind though that sapient, more humanoid creatures would be better Lineage feat options than, say, Oozes or Animals.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Added another 5 Lineage feats.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by Troll Brau View Post
    Added another 5 Lineage feats.
    Second verse, same as the first.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    And another 5 up!

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by Troll Brau View Post
    And another 5 up!
    Second verse, same as the first.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    So i get to choose a stat to give a bonus to and also get a bonus to a physical stat at the cost of lowering a stat that will probably be a dump stat. Munchkins will use this in a second, but its not a huge problem.

    Some of the choices seem a bit strong but in general most are fine.

    They all stand on par with humans, or are better. Some would say that makes them to powerful.

    Id like to see a bit more lore involved with each particular race.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by Rentaromon View Post
    So i get to choose a stat to give a bonus to and also get a bonus to a physical stat at the cost of lowering a stat that will probably be a dump stat. Munchkins will use this in a second, but its not a huge problem.
    Eh, I look at it this way:

    • 1. The Eloi are being designed for my use in my campaign setting for my irl group, where there aren't exactly any race choices except for the Eloi. This isn't a Project G tagged brew and I don't plan to give much support once I've statted enough Lineage feats out.
    • 2. On the off chance the Eloi do actually get used in someone else's game, there are worse ways to Munchkin than an extra +2 to a single stat.


    Some of the choices seem a bit strong but in general most are fine.

    They all stand on par with humans, or are better. Some would say that makes them to powerful.
    Which I'm fine with, seeing as the Eloi are meant to be the only real race choice in their setting and aren't meant to be measured alongside the printed base races for balance.

    As long as the Lineage feats are balanced amongst themselves for the most part, I call it a mission accomplished.

    Id like to see a bit more lore involved with each particular race.
    Well, at the best you can callthem "Subraces" if one wants to be finicky about it. Unfortunately though, I don't have current plans to really expand the fluff past what I already have. I'm still writing the setting and need this thread solely for mechanical analysis. If I do ever add fluff, I'll be sure to let you know.


    Thanks for the input.
    Last edited by Tanuki Tales; 2012-11-20 at 11:33 PM.

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Any particular reason they share the name of H.G. Wells futuristic livestock/people from The Time Machine?

    I like the idea. They're the descendants MOSTLY of humans but lots of other things thrown into the mix. Are there any pure humans left? Could be a campaign hook if there's some powerful artifacts usable by only humans.

    Mostly makes sense, though I think it would make sense to give the Succubus Lineage feat suggestion 1/day instead of Dark Gift, and I'm not sure about granting weapon proficiency instead of a stat adjustments for the hobgoblin. It doesn't seem to make sense; proficiencies are usually a social function.
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by sengmeng View Post
    Any particular reason they share the name of H.G. Wells futuristic livestock/people from The Time Machine?
    It just felt a little ironic to me and it looked better than "Morlocks" (especially since that is a monster in Pathfinder).

    I like the idea. They're the descendants MOSTLY of humans but lots of other things thrown into the mix. Are there any pure humans left? Could be a campaign hook if there's some powerful artifacts usable by only humans.
    It was something I was toying around with. Have a secret brotherhood somewhere in the world that consists of incredibly powerful humans and dwarves who survived everything and all that. Will have to see how it pans out.

    Mostly makes sense, though I think it would make sense to give the Succubus Lineage feat suggestion 1/day instead of Dark Gift, and I'm not sure about granting weapon proficiency instead of a stat adjustments for the hobgoblin. It doesn't seem to make sense; proficiencies are usually a social function.
    Well, Dark Gift is based off the Profane Gift ability Succubi have and it just felt more interesting as a racial feature than Suggestion.

    As for the Hobgoblins, there's a specific question I ask when I make a new Lineage feat, "What are the racial modifiers for the original creature?"

    Usually they're a monster and lack "as PCs" stats, so it's easy to look at their highest stat and lowest stat and make those the bonuses and penalties given by the feat. But if they don't apparently have anything that would be a penalty, then I feel it's proper to not give them any stat changes and just give some more racial trait goodies to make up.

    As for explaining why Hobgoblin descendants get auto-proficiencies, you can explain it as being a predisposition passed down through their genetics. Hobs were an incredibly militaristic race and after generations of hammering that into them, Lamarck was right.

    Thanks for your input and glad you like the Eloi.

    Any requests for new Heritage feats?

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    So the Gnomes are Morlocks, then?

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Willpell seems to be on to something there. If the gnomes eat Eloi, that is.

    I guess it makes some sense in a magic setting to have one's militaristic ancestry give you a natural aptitude for learning to use weapons.

    For more lineage feats:

    Something undead-related?

    Something weird that comes from having both demonic and angelic ancestry?
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    Quote Originally Posted by willpell View Post
    So the Gnomes are Morlocks, then?
    If we're talking original Morlocks from Time Machine, i.e. primitive subterranean humanoids that use the Eloi as cattle, then no. I envisioned the Gnomes as being a Skaven/Drow hybrid that are as much at odds with the varying nations of Eloi and other races on the surface as they are with one another. The position of primitive carnivores falls more to the Halflings.

    But if we're talking about the advanced, slightly militaristic soceity seen in some of the "sequel" materials or in some of the recent re-imaginations, then I guess you could draw that parable.

    I just didn't see how a race of underground subhumans could reasonably hold sovereignty over a surface race that allows for a normal flavor of Pathfinder to be run effectively, so I split the concept of "Morlocks" between two races.

    Quote Originally Posted by sengmeng View Post
    Willpell seems to be on to something there. If the gnomes eat Eloi, that is.
    As mentioned above, that's more the Hafling's bag. Gnomes would use Eloi as slaves and experiment fodder, but I can see them also being a delicacy.

    I guess it makes some sense in a magic setting to have one's militaristic ancestry give you a natural aptitude for learning to use weapons.
    That and the Gnomes are delving more into Mad Science that mimics magic, so you have all those fun tropes.

    For more lineage feats:

    Something undead-related?
    Seeing as Dhampir were a race introduced for Pathfinder, a Vampire Ancestry feat was on my to-do list. I just need to sit and look at the other Undead to see if any others would appropriately fit.

    Something weird that comes from having both demonic and angelic ancestry?
    Wouldn't that just be a 6th level character with the Extra Lineage feat though?

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    Quote Originally Posted by Troll Brau View Post
    Wouldn't that just be a 6th level character with the Extra Lineage feat though?
    For any other two lineage feats, sure. I think something really odd should happen, though, if both Heaven and Hell are mixed in your blood.
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    Quote Originally Posted by sengmeng View Post
    For any other two lineage feats, sure. I think something really odd should happen, though, if both Heaven and Hell are mixed in your blood.
    Off the top of my head...

    A level 10 feat that changes their type to Outsider (Native) and gets them DR 5/Opposite Alignment?

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    5 more Lineage feats are up!

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    Quote Originally Posted by Troll Brau View Post
    A level 10 feat that changes their type to Outsider (Native) and gets them DR 5/Opposite Alignment?
    Sounds good
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    I've added another 5 Lineage feats.

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    Quote Originally Posted by Troll Brau View Post
    If we're talking original Morlocks from Time Machine, i.e. primitive subterranean humanoids that use the Eloi as cattle, then no. I envisioned the Gnomes as being a Skaven/Drow hybrid that are as much at odds with the varying nations of Eloi and other races on the surface as they are with one another. The position of primitive carnivores falls more to the Halflings.
    I had never gotten that the morlocks were primitive, but yes I was especially thinking of the movie version (terrible though it was overall, the actor who played the head Morlock completely owned).

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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by willpell View Post
    I had never gotten that the morlocks were primitive, but yes I was especially thinking of the movie version (terrible though it was overall, the actor who played the head Morlock completely owned).
    Oh, in the book they were definitely primitive. They attempted to use the old technological devices they found underground, but they couldn't understand or fix them. They were hairy, cannibalistic, bestial, violent, and light-sensitive. They were a little more advanced than the Eloi, but the Eloi in the book were also pretty primitive (and apathetic).

    Of course, in the book, there weren't any other animals to eat, so maybe they were more or less forced into that role.

    Seems like the halflings and gnomes are joint morlocks in this setting. Could be a plot hook: gnomes subtly encourage and support the halflings before their surface takeover. Makes sense. They're both small subterranean people who hate the surface dwellers; they'd probably feel some kinship.

    That being said, you should take away the Small size granted by Goblin and Kappa lineage feats; the main enemies of the Eloi are both small humanoids, so it would make sense for them to eliminate anyone of size small. The lineages should still exist, but the smallness should have been bred out. I'm guessing that there are similar reasons for there being no halfling or gnome lineage feat. Also, if you took Goblin or Kappa as an extra lineage feat, would you become small?

    I'm interpreting Eloi and their lineage feats as saying that basically all Eloi have most of those humanoids in their ancestry, but usually only one manifests, and rarely a second.

    Of the new additions, what's the point of giving Vampire a Con penalty and then undoing it? They don't lose out on the hitpoints or saves, but they die faster from Con damage? It makes sense on the surface, since undead don't have Con scores at all, but not having one is almost always a benefit, not a weakness.

    I suggest the following:
    Spoiler
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    Vampire Ancestry [Lineage]
    Benefit: An Eloi with the Vampire Ancestry feat changes their racial traits as noted below:

    Bloodthirst: The Eloi can deal one point of Con damage to a willing non-plant living creature or with a successful grapple check (don't know the Pathfinder terminology). If they do, they gain fast healing 1 for the remainder of the day. The fast healing doesn't stack with itself, but they can continue dealing Con damage to the same target or others.
    Dead Inside: The Eloi does not heal from positive energy or natural healing, and is not damaged or healed by negative energy.
    Friend of the Night: The Eloi receives a +2 racial bonus on Handle Animal
    Incredible Specimen: The Eloi receives a +1 racial bonus on all saving throws.
    Persuasive Speaker: The Eloi receives a +2 racial bonus on Diplomacy and Intimidate skill checks.
    Last edited by sengmeng; 2012-11-22 at 12:54 PM.
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    If you're taking suggestions for lineage feats, here's one. Also, more good and evil outsiders (to make my earlier suggestion relevant, their needs to be at least one celestial lineage feat).

    Spoiler
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    Slaadi Ancestry[Lineage]
    Benefit: An Eloi with the Slaadi Ancestry feat changes their racial traits as noted below:

    -2 Wisdom
    Mania: The Eloi can go into an insane frenzy. As a Swift action, they can take 2 points of Wisdom damage and gain a +2 bonus to Strength, Constitution, and Dexterity for a number of rounds equal to half their new Wisdom score, rounded down. This ability may be used more than once and stacks with itself. It cannot be used to take the Eloi below a Wisdom score of 4. When it ends, it deals another point of Wisdom damage.
    Tyler's Not Here Right Now: The Eloi does not go unconscious when their Wisdom score drops to 0 or below. Instead, they act as if under a Confusion and Mind Blank effect until they regain 1 point of Wisdom.
    Chaos Blood: The Eloi gains a +2 to resist mind-affecting spells or abilities and attempts to read its mind, but takes a -2 vs spells that change its shape or alter its physical makeup (such as Flesh to Stone or Baleful Polymorph).
    Last edited by sengmeng; 2012-11-22 at 01:48 PM.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

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  28. - Top - End - #28
    Ettin in the Playground
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by sengmeng View Post
    Oh, in the book they were definitely primitive. They attempted to use the old technological devices they found underground, but they couldn't understand or fix them. They were hairy, cannibalistic, bestial, violent, and light-sensitive. They were a little more advanced than the Eloi, but the Eloi in the book were also pretty primitive (and apathetic).
    Were the Eloi primitive though? I thought they were just so apathetic that they kind of just wandered around and didn't do much of anything, letting the Morlocks tend to their needs.

    And I could have sworn the Morlocks were capable of at least maintaining the machinery.


    Seems like the halflings and gnomes are joint morlocks in this setting. Could be a plot hook: gnomes subtly encourage and support the halflings before their surface takeover. Makes sense. They're both small subterranean people who hate the surface dwellers; they'd probably feel some kinship.
    I see it more like how Skaven/Orcs interact honestly. The Orcs have numbers and are powerful in that regard, but the Skaven are able to easily manipulate them from the shadows because of their superior-ish intellect and more advanced technology.

    So the Halflings just become reasonable cat's paws for anyone in the setting who's smart enough and evil enough.

    That being said, you should take away the Small size granted by Goblin and Kappa lineage feats; the main enemies of the Eloi are both small humanoids, so it would make sense for them to eliminate anyone of size small. The lineages should still exist, but the smallness should have been bred out. I'm guessing that there are similar reasons for there being no halfling or gnome lineage feat. Also, if you took Goblin or Kappa as an extra lineage feat, would you become small?
    I don't agree with this assertion for two reasons:

    • 1. This is setting up a creation of a global prejudice based on height and slams not only those who deserve it (Gnomes and Halflings) but every other creature less than medium size category. And when the setting has already abolished blatant prejudice with the fact that all Eloi are, for the most part, integrated in their societies, it just doesn't fit thematically in my eyes.
    • 2. There are legions of players who like to play Small races and I have more than a few in my groups. So taking away that option doesn't really seem fair without a completely concrete fluff/mechanics reason.


    As for what happens if they take the Extra Lineage feat....sure, why not? The Eloi are the result of a mutagenic virus in the first place and manifest the feats as an after effect of the virus. I see no reason for them to not shrink.

    I'm interpreting Eloi and their lineage feats as saying that basically all Eloi have most of those humanoids in their ancestry, but usually only one manifests, and rarely a second.
    More or less. It's more like they have the potential. I didn't explain the fluff of it, but essentially an Eloi can potentially grab a feat from anywhere up their bloodline from the point they were born. So if...say...they didn't have Troll anywhere in there and fell in love and made a family with one, all subsequent generations could now randomly manifest the Troll Ancestry feat.

    Of the new additions, what's the point of giving Vampire a Con penalty and then undoing it? They don't lose out on the hitpoints or saves, but they die faster from Con damage? It makes sense on the surface, since undead don't have Con scores at all, but not having one is almost always a benefit, not a weakness.
    It also effects practically anything else that is keyed off Constitution, such as ability DCs, ability checks, requirements and such.

    The reason the Lineage balances out the penalty in the first place for saves and HP, is because that's the main bag of Vampires. They get all the save boosting feats for free and are very difficult to put down outside of specific methods. But straight DR and Fast Healing aren't on the table, so this was how I replicated that.

    I suggest the following:
    I appreciate the suggestion, but Bloodthirst is honestly far more powerful than what I would put on one of these feats. Fast Healing for a few rounds would be possible (with a downside), or gaining temporary hit points when dealing Con damage, but getting both? With no apparent downside to them? For 24 hours?


    Quote Originally Posted by sengmeng View Post
    If you're taking suggestions for lineage feats, here's one. Also, more good and evil outsiders (to make my earlier suggestion relevant, their needs to be at least one celestial lineage feat).
    Again, thanks for the suggestion, but Slaadi (while my favorite flavor of Outsider) were product identity of Wizards. This is a straight Pathfinder brew, so they're not an option on the table.

    But I do plan to do Lineage feats for the Proteans. And Outsiders are next on my list once I run down all the Monstrous Humanoids.

    Thanks for your input.

  29. - Top - End - #29
    Bugbear in the Playground
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Well, I understand you must cater to your players. Maybe rather than getting rid of small Eloi, they can take a Diplomacy penalty with medium sized Eloi? Sure, there are Eloi descended from trolls and centaurs and have tentacles or claws, but even in such an enlightened and egalitarian society, there's just something creepy about someone under 4 feet tall. Can't shake the feeling he wants to eat my liver. I'm not endorsing prejudice by suggesting this any more than you are endorsing cannibalism by having the halflings be cannibals; I'm just acknowledging that there are very ugly things in our world and probably in other ones as well.

    As for my vampire feat: of course bloodthirst by itself would be too powerful, but if it's their only method of healing I don't see it as game-breaking. What if it was deal damage equal to their hitdice with a successful grapple check and heal by the same amount? Or they have to pin the victim, and rather than granting fast healing 1, it removes the penalties of Dead Inside and allows for normal healing? It just doesn't feel like a vampire if it doesn't suck blood.

    Too bad with the Slaadi then.
    My Homebrew (Free to use, don't even bother asking. PM me if you do, though; I'd love to hear stories).

    Avatar done by me (It's Durkon redrawn as Salvador from Borderlands 2).

    Nod, get treat.

  30. - Top - End - #30
    Ettin in the Playground
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    Default Re: Eloi [Pathfinder; Race; PEACH]

    Quote Originally Posted by sengmeng View Post
    Well, I understand you must cater to your players. Maybe rather than getting rid of small Eloi, they can take a Diplomacy penalty with medium sized Eloi? Sure, there are Eloi descended from trolls and centaurs and have tentacles or claws, but even in such an enlightened and egalitarian society, there's just something creepy about someone under 4 feet tall. Can't shake the feeling he wants to eat my liver. I'm not endorsing prejudice by suggesting this any more than you are endorsing cannibalism by having the halflings be cannibals; I'm just acknowledging that there are very ugly things in our world and probably in other ones as well.
    A valid point. I'll give it some thought about how to incorporate that into the game.

    As for my vampire feat: of course bloodthirst by itself would be too powerful, but if it's their only method of healing I don't see it as game-breaking. What if it was deal damage equal to their hitdice with a successful grapple check and heal by the same amount? Or they have to pin the victim, and rather than granting fast healing 1, it removes the penalties of Dead Inside and allows for normal healing? It just doesn't feel like a vampire if it doesn't suck blood.
    Personally, I'd do it something like this:

    • Bloodthirsty: Once per day, as a full-round action, the Eloi may sup of the blood of a creature it has just killed (who must be at least the same size category as the Eloi). The Eloi gains Fast Healing equal to one half it's Constitution modifier (minimum 1) for 1d4+2 rounds. When the duration has expired, the Eloi is treated as if not having eaten for a number of days equal to half the duration (minimum 1).



    And to be frank, the Dhampir didn't get any blood drinking abilities either (but did get an archetype I think).

    Too bad with the Slaadi then.
    Most definitely. I loved those crazy toads.
    Last edited by Tanuki Tales; 2012-11-23 at 03:54 PM.

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