Pathfinder race (from Ivalice): Bangaa


Bangaa



The bangaa are a lizard-like race, widespread across most of the world. They have long faces, scaly skin, and tough limbs. They have two long ears dangling from each side of their heads, leading people to call them "long-ears.” Their sense of smell and hearing are exceptionally sharp. They have a tall stature and are physically powerful, but their vocal structure makes it difficult for them to cast incantations, limiting their use of magic. Referring to them as “lizards” is extremely racist and offensive.

Age:                       20 years +1d6 (intuitive)               +2d6 (self-taught)            +3d6 (trained)
Age categories:     70 years (middle-aged)                     95 years (old)           120 years (venerable)
Maximum age:           120 + d% years

Height:                                                 Weight:
Male:                    5’4” + 2d10          Male:  160 + 5x height modifier
Female:                5’2” + 2d8            Female: 140 lbs + 5x height modifier


Racial traits

+2 Strength, +2 constitution, -2 charisma: Bangaa are strongly built and hardy, but their speech is guttural and rough, making them not as well-worded as others.

Medium: Bangaa do not suffer penalties due to their size.

Normal Speed: Bangaa have a base speed of 30 feet.

Low-light vision: Bangaa see twice as far in low light.

Keen senses: Bangaa have exceptional senses, granting them a +2 bonus to perception checks.

Battle-hardened: Bangaa are strongly built, granting them a +1 bonus to their CMD.

Tough skin: Bangaa gain a +1 bonus to their natural armor.

Integrated: Bangaa are well-integrated into the societies of multiple races. They gain a +1 bonus to bluff, diplomacy, and knowledge (local) checks.

Mage hunter: Despite their vocal chords making spells difficult, Bangaa learn to adapt and fight spellcasters. They gain a +2 bonus to spellcraft checks to identify a spell being cast, and gain a +1 bonus to attack rolls against arcane spellcasters. This does not work against creatures that only cast spell-like or supernatural abilities.

Languages: Bangaa begin play speaking Bangaa and common. They may also choose from the following with a high intelligence score: Giant, zandali, elven, dwarven, goblin, orc, darnassian, taurahe, and Viera.

Alternate racial traits

Bangaa of the arcane: Some Bangaa manage to work verbal components into their own languages. They gain a +2 bonus on concentration checks when casting spells, +1 to the DC of spells of one chosen arcane school, +2 to checks to overcome spell resistance, as well as checks to dispel magical effects. This replaces mage hunter, tough skin, and battle hardened.

Dragonborn: The bangaa share an ancestry with dragons. Those with closer ties gain a breath weapon that deals 1d6 energy damage of their chosen type + 1d6 for every two hit dice they possess after first that they can use once per day. This breath has a 20 ft. cone. The reflex save for half damage is constitution-based. This replaces battle-hardened and integrated.

Templar: Many bangaa seek to be divine guardians, protecting temples of their deity. These bangaa gain +1 to saving throws against divine spells, and can use the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level. This replaces mage hunter and integrated.

Tranquil: Some bangaa focus on maintaining a tranquil mind, rather than maintaining a powerful body. They gain a +2 bonus to wisdom. This replaces their +2 bonus to strength, and battle-hardened.

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