Monday, June 24, 2013

Huldufolk... skipped the apes, woops

So here are the huldufolk, little fey weirdos of the old forests; coniferous. Need to add some favored class options though


EDIT: Added favored class options
           Added "Impression" term


Huldufolk
The bizarre and curious child-like fey, the Huldufolk are a race beyond the stars. They travel bringing to life the old forests amongst worlds; an enigmatic reason few know.
Physical Description: Huldufolk have pure black skin and are childlike in proportions and height; excluding sexual genitalia for males and breasts for females. Huldufolk have no form of body hair what so ever, no ears, not even a nose. Eyes are pure black excluding the eye itself which usually takes the glow of a phase of the moon tied to the Huldufolks birth. Males and females differ in the fact that a males iris takes the form of a star, both pentacles and the orbs in the sky. While the females eyes appear in the phases of the moon - both having a double pair of eyes nonetheless. Huldufolk are lean even for their size, their are few, if any, fat or muscular Huldufolk.
Society: Huldufolk follow a democratic view as far as decisions are made; the group collectively makes a decision til the majority wins. The closest thing you would call to a leader of a Huldufolk tribe would be their cleric or shaman, but he or she is seen more as a mentor than a leader.
Relations: Huldufolk are a very curious breed, most of the time when outsiders come into their villages they see them as a site to behold, wishing to learn as much as their ways as possible; also giving information when asked in between the endless amount of questions a Huldufolk can actually muster. Huldufolk will welcome outsiders easily, but can easily turn if they see them as a threat to their kind or forest. Huldufolk have little to any hostility towards the other civilized races, in fact most of the races they have favored views towards; the Ursan and their connection to the earth, the Alfar with animals, Batidaens courage, Chori and their ingenuity, and Marleth with their nomadic abilities. Huldufolk have a thirst of curiosity that could rival a Gardnas thirst for knowledge; when two intellectuals of these races gather together, a quick bond is bound to happen. Humans are mixed for Huldufolk, some see them as abusers of nature, others quite the opposite. Although human adults are mixed, Huldufolk love human children; all children in general in fact, but Humans more so. It is even said that some Huldufolk sneak into cities and towns and steal children that are either orphans or abused; some have even killed the abusive hands before leaving said towns.Either way though, Huldufolk don't typically show their actual appearence - only their "Impression".
Allignment and Religion: Most Huldufolk are Chaotic, and those that steer towards Law more do it out of curiosity of being. Huldufolk are mixed morally, there have been some Huldufolk that have actually eaten adventurers who came across their villages. Huldufolk have their own pantheon that is directly tied to the naming of their kind; gods and rituals are held in high-esteem amongst the Huldufolk.
Adventurers: Huldufolk that tend to become adventurers are the even more curious ones of their kinds; a slight terrifying thought. Huldufolk will go out to explore the world and inspect everything of interest, from new plants to people. Few Huldufolkcare for precious materials or wealth, excluding the occasional precious stone here or there.
Naming: Huldufolk have an intricate form of naming system; the first name is a given name by the mother, the second name is chosen by the position of the moon Lunas on the night of their birth, the third name chosen by the time of the Huldufolk year and their zodiac, and the surname their fathers given name.
Male Given Names: Draugin, Flytjandi, Klerkur, Maraa, Prestur, Sverð, Wyymon
Female Given Names: Billa, Eðli, Johannah, Kristin, Reiði, Soley, Yoorii


Huldufolk Traits
+2 Dexterity, +2 Wisdom, -2 Strength: Huldufólk are naturally agile and have childlike wisdom, but lack strength due to their small stature.
Small Size: Huldufólk are Small creatures and gain a +1 size bonus to attack rolls and ac, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Huldufólk have a base speed of 30 feet.
Low-light Vision: Huldufólk can see twice as far as humans in conditions of dim light.
Change Shape: Huldufólk  gain the following supernatural ability: Huldufolk can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The Huldufolk gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Spell-like Ability: Huldufólk can use Invisibility once per day. The caster level of the spell is equal to the character level of the user.
Forest Walker: Huldufólk naturally blend with the forest, but some say it may because of their natural magic. Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Nimble Faller: Huldufolk land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Languages: Common and Sylvan. Bonus languages: Batinese, Elven, Gardna, Goblin, Ursan, Terran, Tian.
Favored Class Options
Alchemist Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Barbarian Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.
Bard Add +1 to the bard’s total number of bardic performance rounds per day.
Cavalier Add +1 to the cavalier’s mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
Cleric Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types.
Druid Add +1/3 to the druid’s natural armor bonus when using wild shape.
Fighter Add +1 to the fighters's CMD when resisting a disarm or trip attempt.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Inquisitor Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
Magus Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious (Core Rulebook); allying, conductive, corrosive, corrosive burst, menacing (Advanced Player’s Guide). Once an ability has been selected with this reward, it cannot be changed.
Monk Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
Ninja Add +1/4 to the ninja's ki pool.
Oracle Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Paladin Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/ magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Rouge
Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Samurai Add +1 hit points to the Paladin's mount ability.
Sorceror Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Witch Add +1/4 natural armor bonus to the AC of the witch’s familiar.
Wizard Add +1/2 to the wizard’s effective class level for the purposes of determining his familiar’s natural armor adjustment, Intelligence, and special abilities.

Sunday, June 16, 2013

Brief Information

Well, since I haven't posted anything, at all, for a while... I'm sorry. Here is some brief information about Sernelius.

-Sernelius orbits a blue dwarf.
-It is the fourth planet.
-It's atmosphere is thicker then the earth's considerably, as well as the oxygen level's are higher.
-It has no base metals in its body, excluding its core in which is actually molten silver.
-Although their is no metal in its body of the planet, the plants themselves actually have a denser form of carbon, thus they melt before burning; another coincidence is they have higher amounts of metal within them. Thus, metallurgy is done with melting tree's, and plant life.
-Firewood is found on the planet alone due to the Huldufolk (I don't know if I mentioned them before, I'll talk about that later) and bringing the "old trees" (trees from earth).
-The planet has 3 moons, and 7 rings; one location looking as if their once was a ring there.
-Compasses exist, but are odder in a sense how they work.

That's all for now, ask questions in case you wish to know anything about the world.