The other race that we have worked up for the letter F is the forlarren. Forlarren are the unfortunate offspring of demonic forces and nymphs. They are a very troubled race. We first worked with the folarren as a playable race back in Monstrous Races: The Second Wave and they turned out something like this.
FORLARREN RACIAL TRAITS
(0 RP) +2 Dexterity, +2 Wisdom, -2 Intelligence: Forlarren are graceful and intuitive, but possess only a low cunning that serves their cruelty.
(2 RP) Fey: Forlarren are of the fey type. Forlarren possess no racial hit dice and exchange the features of their fey type for the class features of a PC or NPC class.
(0 RP) Medium: Forlarren are Medium creatures and have no bonuses or penalties due to their size.
(0 RP) Normal Speed: Forlarren have a base speed of 30 feet.
(0 RP) Low-light Vision: Forlarren can see twice as far as humans in conditions of dim light.
(4 RP) Hellfires: Forlarren add +1 to the DC of any saving throws against spells they cast with the fire descriptor. Forlarren with a Charisma score of 12 or higher also gain the following spell-like abilities: 1/day - faerie fire, heat metal, and light.
(2 RP) Natural Attacks: Forlarren have two natural claw attacks that deal 1d4 points of damage on a successful hit. These are primary attacks, or secondary attacks if the forlarren wields a manufactured weapon.
(2 RP) Faery Resistance: Forlarren gain resistance to injury passed down from their fey mother. Forlarren receive DR ½ HD (min. 1) /cold iron.
(0 RP) Remorse: Whenever a forlarren kills a living creature, it must make a DC Will save (DC 10 +1/2 HD + Cha modifier) to avoid becoming overwhelmed with remorse. If it fails this save, the forlarren becomes nauseated for 1d6 rounds. This is a mind-affecting effect.
(0 RP) Languages: Forlarren begin play speaking Common and Sylvan. Forlarren with high Intelligence scores can choose from the following: Abyssal, Elven, Druidic, Draconic, and Goblin.
Faery Resistance is weaker at lower levels than the 3 RP Fey Resistance and more powerful at higher levels, I find most racial bonuses are more noticable at low levels so I feel this version is probably worth 2 RP (YMMV).
So the Forlarren comes out at about 10 RP. If I did anything to adjust her numbers it would probably be to add in a skill benefit like +1 Knowledge (nature) and +1 Knowledge (planes) to attest to their mixed heritage but she has quite a few big powers now so I might leave her along.
This NPC makes use of information from our own Monstrous Races: The Second Wave, 4 Winds Fantasy Gaming's Book of Divine Magic and Inkantations, Headless Hydra Games's Eldritch Secrets and some Paizo stuff I can't mention by name.
|Sarisha Kale, Forlarren Sorcerer by Matt Morrow|
Female forlarren sorcerer 9
NE Medium fey
Init +2; Senses low-light vision; Perception +0
AC 17, touch 12, flat-footed 15
(+3 armor, +2 Dex, +2 natural)
hp 58 (9d6+27)
Fort +5, Ref +5, Will +6
DR 4/cold iron
OFFENSESpeed 30 ft.
Melee 2 claws +4 (1d4)
Bloodline Spell-Like Abilities (CL 9th; concentration)
3/day - ray of ink
Forlarren Spell-Like Abilities (CL 9th; concentration +12)
1/day - faerie fire, heat metal (DC 15), light
Sorcerer Spells Known (CL 9th; concentration +12)
4th (4/day) - aura of the unremarkable (DC 17), bestow curse (DC 18), stoneskin
3rd (7/day) - beast shape I, call of the underworld, major image (DC 16), vampiric hunger (DC 17)
2nd (7/day) - 1 accelerate poison, blindness/deafness (DC 16), burning arc (DC 16), ghoul touch (DC 16),minor image (DC 15)
1st (7/day) - awaken the dead I, chill touch (DC 15), hold portal, mage armor, ray of enfeeblement (DC 15), silent image (DC 14)
0th (at-will) - alter taste, ball of smoke, bleed, blood will tell, city rumor I, detect magic, detect poison, message
Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +4; CMD 16
Feats Craft Wondrous Tattoo, Craft Spell Tattoo, Eschew Material (B), Fellowship Tattoo (Evening Shades), Grotesque Tattoo (BLF), Reflexive Tattoo, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +13, Craft (tattoo) +13, Intimidate +18
SQ bloodline arcana (access tattoo feat 1/week), hellfires, ink transmographication, magical inkwell
Languages Common, Sylvan
Gear advanced ink palatte (5), armored ink +3, overlapping rainbows tattoo, piercing kit, spell ink (2), wings of speed tattoo, wondrous ink (2) plus 480 gp of mission specific gear.
Deity The Dark Mistress (Succubus Queen)
Homeland The Great Green (mobile)
Saerisha Kale is a poisoner for the Evening Shades. She works on freelance operations outside the confines of the Tuthon Barony. Since her race is known for suffering great remorse whenever they take a life, few suspect this travelling tattoo artist is actually an agent of the Dark Mistress.