D&D 5e and Pathfinder Race: Viera
Viera
D&D 5e
Age: Viera grow to physical mental maturity at approximately at 15 years of age. They live slightly longer than humans, to a little over 100 years old.
Alignment: At their heart, Viera lean toward a neutral alignment. Ferali Viera lean toward more chaotic alignments, while Sagela lean toward lawful.
Size: Viera range from 6 to 7 feet tall and have slim, lanky builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Mist Frenzy: While in fog or mist, viera gain advantage on weapon attack rolls, or do not have disadvantage if they cannot see.
Natural strength: You gain proficiency in one of athletics or acrobatics checks.
Languages: You can speak, read, and write Common and sylvan. Sylvan is fluid, with subtle intonations and intricate grammar. Vieran literature is quite varied based on their society, but Feralin literature is rare and uncommonly known due to their isolated nature.
Divea Viera
These Viera are traditional to the religions of the old and new ways. Many of these Viera are devoted to charity work or temple life, and can be isolated or live out in the world in a constant life of pilgrimage.
Ability score improvement: Your charisma or wisdom score increases by 1.
Mindful: You gain resistance to the charmed condition.
Devoted: You may learn one cleric cantrip of your choice.
Pathfinder: You gain proficiency in one of history, religion, or survival checks.
Feralin Viera
These Viera are traditional to the old ways, living in tribalistic societies and staying within nature's grasp. While they can integrate with society, they typically prefer to stay out of modern cities.
Ability score improvement: Your Constitution or wisdom score increases by 1.
Enduring: You gain resistance to poison damage and the poisoned condition.
Nature magic: You may learn one druid cantrip of your choice.
Nature's speech: You may speak with animals, as if affected by the speak with animals spell.
Sagela Veira
Ability score improvement: Your Intelligence score increases by 1.
Realistic: You gain resistance to illusion effects.
Scholarly knowledge: You may learn one priest(ess) or wizard cantrip of your choice.
Integrated into society: You gain proficiency in one of persuasion or insight.
Pathfinder
Age: 20 years +2d6 (intuitive) +4d6 (self-taught) +6d6
(trained)
Age categories: 130 years (middle-aged) 190 years (old) 250 years (venerable)
Age categories: 130 years (middle-aged) 190 years (old) 250 years (venerable)
Maximum age: 250 + 2d% years
Height: Weight:
Male: 5’0”
+ 2d8 Male: 105 + 3x height modifier
Female: 5’0”
+ 1d20 Female: 90 lbs + 3x height
modifier
Pathfinder Racial traits
+2 dexterity, +2
charisma, -2 constitution: Viera are agile and
attractive, but frail.
Medium: Viera do not suffer penalties due to their size.
Normal Speed: Viera have a base speed of 30 feet.
Darkvision: Viera gain darkvision out to a range of
60 ft.
Claws: The Viera’s slender hands extend into
sharp claws that each deal 1d4 points of damage.
Ears of the spirits:
The viera’s ears grant them the ability to contact spirits of the past and present.
They can use ancestral communion once
per day as a spell-like ability.
Fleet-footed: Viera gain a +2 bonus
on initiative checks, and gain run as
a bonus feat.
Keen hunter: Viera have extremely
keen senses and are gifted infiltrators, granting them a +2 bonus on perception
and stealth checks.
Mist frenzy: Viera are sensitive to
magical forms of mist, such as fog cloud,
thick fog, or obscuring mist.
While in mist, they enter a rage-like effect, gaining a +4 bonus to strength
and constitution, +2 on will saves, a +2 competence bonus on strength checks,
and a -2 penalty to their AC. During this frenzy, they don’t have a sense of
friend or foe, attacking the nearest creatures at random. This rage effect
lasts until they leave the mist or fog. Viera get a will save against this
effect, with a DC equal to 10 + ½ their hit dice.
Verdant soul: Sorcerer members of
this race with the verdant bloodline treat their Charisma score as 2 points
higher for all sorcerer spells and class abilities. Clerics who are members of
this race with the Plant domain use their domain powers and spells at +1 caster
level. This trait does not give members of this race early access to
level-based powers; it only affects powers that they could already use without
this trait.
Languages: Viera begin play speaking Common and Viera. They may also choose
from certain languages if they have a high intelligence score: Common, giant,
infernal, celestial, sylvan, sylvari, zandali, elven, dwarven, goblin, orc,
darnassian, taurahe.
Alternate
racial traits
Assassin:
Some Viera are born killers due to their ability to
infiltrate and move unseen. These Viera gain the poison use ability, not
needing to make checks to poison themselves, and gain a +1 bonus to the DC
effects of poisons they apply, feint attempts, DC of death attacks, and once
per day, they can roll twice and take the higher result on an attack against a
target that is unaware of them. This
replaces verdant soul and ears of the spirits.
Cornered
fury: When the Viera is reduced
to less than half their maximum hit points without a conscious ally within 30
ft., they get a +2 circumstance bonus to their armor class and attack rolls. This replaces fleet-footed.
Flair
striker: Vieras are naturally deft
with their blades and add flair to their strikes, granting them extra panache as a bonus feat as first
level if they have a panache pool. This
replaces verdant soul.
Gifted
healer: Some Viera focus on
healing and caring for others, separating from the devious or combative Viera.
They get a +2 bonus on heal checks, and gain +1 to their effective level when
removing a condition, using channel positive energy, or casting a spell or
ability healing hit point damage. This
replaces keen hunter and verdant soul.
Planar
spiritualist: Some Viera, rather than
connecting to the souls of the forest, connect to the planes. If the Viera is a
summoner, their eidolon’s evolution pool naturally increases by 1. This replaces verdant soul.
Seducer:
Some Viera use their alluring presence to their
advantage. They add +1 to the saving throw DCs for their spells and spell-like
abilities of the enchantment school. In addition, if they have a Wisdom score
of 15 or higher, they may use charm person once per day as a spell-like ability
with their level as caster level. This
replaces ears of the spirits.
Spell
sword: many Viera grow up in
society being trained in swordplay, as well as the arcane and divine, to allow
each to choose their path. Some stay between. These Viera gain a +2 bonus to
concentration checks to cast defensively, and weapon focus for a weapon of
their choice. This replaces keen hunter
and verdant soul.
Comments
Post a Comment