Duk'Zarist Species in Lands of Th'Neeath | World Anvil
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Duk'Zarist

This is a placeholder article and not a balanced homebrew ancestry that is ready for play in pathfinder 2e. This is meant to be a visual representation of homebrew ancestry's layout.   The Duk’Zarist are also referred to as “Dark Sylven” or “Shadow Souls” for they once belonged to a race of Sylven whose nature was tied to the dark realm of Umbra and even darkness itself. Even though they may share the same name as their ancestors they pale in comparison to the power of a true Duk’Zarist. Unlike their pure blood ancestors who have white skin a Duk’Zarist tend to have more grayish skin, but it is not completely uncommon for them to have ivory skin as well. Their eyes are almost always red and hair black.      

Ancestry Abilities

  Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.   Exceptional Resilience: Gain one rank in Resilience. You still cannot raise their Resilience past rank 2 during character creation Unbalanced to the Dark: Decrease the amount of magical damage taken from a book of darkness spell by one, but increase magic damage taken from the book of Light by one.   Withstand Death: Whenever they enter the state between life and death, they do not need to make checks to slip further away. They automatically stabilize   Quick Healing: Whenever they would heal hit points you gain an additional 2 hit points    Limited Needs: They can survive off 1/3 of normal food and only sleep for 4 hours   Devotion to Fire: if they develop the ability to use magic then the Book of Fire must be their first book   Perfect Body: their bodies have no natural deformities or non-magical scars. They cannot take any of the following flaws: missing limb, illness, ugly, etc etc
  Allergic to Metal: If their skin comes in contact with iron then they must make an average resilience check (Hard check if it is pure iron and not an alloy). If they fail, then they take wound damage at base 2 (ignoring soak) and they suffer + for each damage taken to all checks made. They lose one every 10 minutes. They also lose their quick healing and withstand death during that time.   Lost Soul: Torn between the mortal realm and the realm of their ancestors they receive 5xp less every time the DM gives out xp at the end of an episode  

Ancestry Heritages 

  Heritage A: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.   Heritage B: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.   Heritage C: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.  

Ancestry Feats

  Eyes of Fire: you can see in darkness no matter how dark even in magical darkness as if it was brightly lit. You can also detect sources of heat.
Hit Points: 8
Size: Medium
Speed: 30ft

Ability Boost: Dexterity, Free
Ability Flaw: Constitution 

Languages: Common, Elven, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Traits: Elf, Humanoid



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