Here’s the first of our setting’s custom races, in addition
to everything you’d expect to find in a Core Rulebook write up there will also
be a sample PC at the very end. Art for this post was done by the talented
Russell Tuller; check out his other material on DeviantArt.
Koup’ira
Though the koup’ira are the most likely of the oceanic races
to have any interactions with surface races, most inland regions of the Green
Coast have never heard of them. For the most part, the koup’ira only interact
with coastal cities to trade for goods that they cannot make or get underwater.
On these trading trips they do their best to stay out of local politics,
heading into the ocean should local politics try to involve them. Beneath the
waves however, the koup’ira possess wondrous kingdoms stretching further than
any surface dweller would imagine possible.
Physical Description: Koup’ira superficially resemble
long crustaceans with a hard shell, mandibles, multiple legs and a pair of arms
ending in large pincers. The koup’ira that directly interact with land based
races tend to be roughly four and a half feet tall and nearly half again as long.
These koup’ira are not yet adults, and by the time they reach adulthood they
will no longer be able to support their own weight out of water.
Society: Koup’ira society places
less direct emphasis on family than most surface races, but more on lineage.
One’s career is determined by one’s parents, their job. The children of
merchants become merchants themselves, and pairings are found within one’s own
career: soldiers pair with soldiers, psychics with psychics, etc. Young
koup’ira are expected to venture out away from home for a number of years on a rite of passage called the Journey
of the Seven Waves, to
get the wanderlust and need for adventure out of their systems.
Relations: Koup’ira typically have
cool relations with most other oceanic races. The essentially immortal dohrnii
are too flighty and obsessed with the esoteric for their tastes, the pteroi
don’t take anything seriously, and the shark-like zang are seen as little
better than the marauding sahuagin. The ten armed squoros are viewed with
respect tinged with suspicion, while the mammalian tabemisu are viewed as
surface dwellers with fins. Their relations with surface cities are limited to
trade for goods, typically copper based alloys and red meat.
Alignment and Religion: Practicing ancestor
worship, the closest that the koup’ira have to a deity is Kaikepa, the First
King. Revered as the founder of koup’ira society after uniting the disparate
warring tribes, every kingdom’s royal line traces their lineage back to
Kaikepa. The laws laid down by him all those centuries ago have instilled
within the koup’ira a tendency towards community, making sure that the whole is
cared for and maintained even if individuals suffer for it. Because of this,
most koup’ira tend towards Lawful Neutral.
Adventurers: Adventuring koup’ira are
almost always adolescents. Most lose the desire to travel and see the world
when they reach adulthood, leaving the adventuring life behind to work in the
field that their parents did. Rare is the koup’ira that never feels a need to
settle down.
Male Names: Awamoana, Karamu,
Karikaipo, Manatui, Manea’kailang, Paakiga, Pakani, Paoranek Waika, Watke,
Wikiha
Female Names: Haukea, Hinatisao, Iolana,
Kaui, Kikapua, Koulang, Rana, Ura Kana, Uruanga, Waikana
Koup’ira, adolescent Racial Features
+2 Constitution, +2 Wisdom,
-2 Dexterity:
Koup’ira are both tough and wise, but their exoskeletons make them somewhat
clumsy.
Racial Buoyancy1: -140, Depth Tolerance2: 500 feet
Medium: Adolescent koup’ira are
Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Adolescent koup’ira have a
base speed of 20 feet, but their speed is never modified by armor or
encumbrance. They also possess a swim speed of 20 feet.
Carapace: The koup’ira’s thick shell
grants them a +2 natural armor bonus to armor class.
Crafting Arms: Koup’ira gain a +2 racial
bonus on all Craft skill checks to make something.
Partially Amphibious: Though koup’ira have
lungs, their lungs are designed more like gills and require that they spend
most of their time submerged in water. Koup’ira can spend a number of hours
equal to their Constitution modifier (minimum 1) above water before their lungs
begin to dry out. Treat this as suffocating (Core Rulebook 445).
Pincers: Koup’ira’s upper arms end
in a pair of pincers. Treat these pincers as natural weapons that deal 1d4 plus
Strength modifier points of damage. These pincers cannot be used while a weapon
or shield is being wielded on that side of the body.
Scavenger: Koup’ira gain a +2 racial
bonus on Appraise and Perception checks to find hidden objects
(including traps and secret doors), determine whether food is spoiled, or
identify a potion by taste.
Stability: Koup’ira’s multiple legs,
while not strong enough above water to improve their carrying capacity, grant a
+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or
trip attempt while standing on the ground.
Languages: Koup’ira adventurers begin
play speaking Aquan and Koup’irola. Koup’ira with high Intelligence scores can
choose from the following: Common, Dohrnira, Dwarven, Halfling, Squoran, and
Zang.
Length and Weight
Gender Base Length Modifier Base Weight Modifier
Female
7’5” -2d12 500 lbs. ×7
Male 7’6”
-2d12 505 lbs. ×7
Age Stats
Adulthood -- 60
Barbarian, Kineticist, Rogue, Spiritualist -8d4
Fighter, Occultist, Psychic, Ranger -6d4
Medium, Mesmerist, Monk -5d4
Middle Age -- 140
Old -- 250
Venerable -- 475
Maximum -- none,
koup’ira do not die from old age
Sample Koup’ira
Character
Ikawaka CR
1/2
Koup’ira Fighter 1 XP200
Humanoid (koup’ira) LN
Init +5; Senses Perception +1
Defense
AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +2 shield, +2 natural)
hp 15 (1d10+5)
Fortitude +6, Reflex +1, Will +0
Offense
Speed 20 ft., 20
ft. swim
Melee trident +4 (1d8+3) or greatspear3
+4 (2d6+4/19-20) or pincers +4 (1d4+3)
Tactics
During Combat For
most battles Ikawaka prefers to use his trident and shield, but when facing
hordes of weaker enemies he will swap out the shield and trident for his
greatspear, using his pincers only as a last resort.
Statistics
Str 16, Dex 12, Con 18, Int 13, Wis 10, Cha 10
Base Attack +1; CMB +4; CMD 15
Feats Improved
Initiative, Shield Focus
Skills Climb +4,
Knowledge (engineering) +5, Perception +1, Swim +8
Languages Common,
Dwarven, Koup’irola
Traits Armor
Expert, Mercenary
SQ Partially
Amphibious, Scavenger, Stability
Gear trident, greatspear,
light shield (sea turtle shell), scaly armor, backpack, kelp rope (50 ft.)
- Buoyancy is a mechanic developed by Alluria Publishing for their Cerulean Seas setting. It is used in place of weight and can be positive or negative, representing a tendency towards sinking or floating.
- Another mechanic from Cerulean Seas, depth tolerance is how deep a race can typically go before suffering ill effects from the water pressure. A similar mechanic called Pressure Sensitivity is also used for races that are native to the deep ocean like angler fish or goblin sharks which determines how shallow they can go before suffering ill effects.
- A weapon used by various oceanic races, the
greatspear is a reflavored greatsword that deals piercing damage rather than
slashing damage.
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