Author Topic: Helfarch [Race]  (Read 1686 times)

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7678
  • Arhosan Emperor
    • View Profile
Helfarch [Race]
« on: March 16, 2014, 12:24:45 PM »
Helfarch
The second creation of the Hastro, the Helfarch are massive creatures, designed not as sacrifices, as were the Caeth, but as bodyguards, born warriors who could overawe and overcome any who might choose to disagree with the Hastro. And so when the Hastro ride to battle, it is usually the Helfarch who are to do the actual fighting.

Having learned their lessons with their previous work, when warping their breeding stock to create the Helfarch, the Hastro imbued their new servants with ritual magic, this time both as a blessing and a curse, a tool that could be used to control the Helfarch. A side effect of these actions was a partial boost to the mental acuity of the Helfarch, but the servants have so far been kept in check by the Hastro. There have been stirrings within groups of Helfarch, and some individuals have fled, but to date the Helfarch as a race remain loyal to their creators.

Helfarch Racial Traits
Quadrupedal and tall, Helfarch are bred for war, and their physique is redolent of that fact. They have a vicious lower jaw, designed to rip and savage their opponents, while bone blades extend from the lower hand of the Helfarch, replacing the last two fingers on each appendage.

Their bodies are equally girded for combat, covered in a scaly skin that bulges with muscle. A Helfarch’s arms are attached low down on the torso, while their feet are bone hooves on which they stomp forth. Hairless and often wearing little or no clothing, their color changes rapidly with their mod unless suppressed.

+4 Strength, +2 Constitution, +4 Intelligence: The size and strength of the Helfarch is augmented by a strongly developed mind.
Monstrous Humanoid: Helfarch are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Large. As Large creatures, the Helfarch has a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters. Helfarch take a 10 ft. long space, and has a 5 ft. reach.
Helfarch base land speed is 40 feet.
Racial Hit Dice: A Helfarch begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A Helfarch’s monstrous humanoid levels give him skill points equal to 6 × (2 + Int modifier). His class skills are Climb, Hide, Jump, Knowledge (Rituals), Listen, Search, Spellcraft, Spot, and Survival.
Natural Attacks: A Helfarch has two claw attacks, each dealing 1d6 points of damage, and a bite attack dealing 1d8 points of damage.
Draining Bite: Every successful bite attack deals 1 point of constitution damage, 2 damage on a critical hit, unless the target succeeds at a fortitude save of 10 + 1/2 character level + Constitution modifier. If the Helfarch successfully deals constitution damage, he gains 5 temporary hit points for each point of constitution damage.
Resistant Form: Helfarch are naturally very sturdy in their own form. Any type of shapeshifting effect has only a 50% chance of working, even if it would be beneficial.
Bloodtheft Claws: When charging, the Helfarch can deliver a touch attack ritual at the end of the charge, instead of attacking the target. He still receives the +2 bonus to hit from charging.
Natural Pounce: The Helfarch may make a single attack with each natural attack at the end of a charge. He may replace a claw attack with a use of Bloodtheft Claws.
Consumptive Gift: Whenever the Helfarch kills a creature, it must spend 1 round per hit dice of the killed creature to consume it, gaining the effects of one ritual that only affects the ritual-wielder. There is no gold or spellcraft check required. The Helfarch cannot dismiss that ritual normally, nor can it use Consumptive Gift again until that ritual is gone. It will only overcome the compulsion to feed when already affected by a ritual created by Consumptive Gift or when in danger, at which time it will defend itself or run. The ritual is randomly chosen from the highest level the Helfarch could cast if he treated all class levels as ritual warrior levels, and cannot exceed his hit dice cap. If it does, he must dismiss an existing ritual. Every day that the Helfarch is not affected by Consumptive Gift, he must make a Will save versus 15 + the number of weeks without using Consumptive Gift or go into a frenzy, seeking out the nearest living creature, slaying and eating it.
Automatic Languages: Common. Bonus Languages:  Goblin, Gnoll, Orc
Favored Class: Ritual Warrior.

Helfarch Society
As an entirely created and controlled race, the Helfarch do not have much in the way of choice in regards to how they are treated, where they live, or indeed any of the other options that generally rest before members of a “free” race. So it is somewhat difficult to separate their nature and actions from those of the Hastro who rule them, but it certainly could be said that the changes imbued into the Helfarch by their creators have made the race of servants and bodyguards precisely as was desired.

Alignment: Helfarch are universally neutral or evil, in keeping with how they were raised. But they also tend towards lawful, it being considered highly necessary that a race of servants be loyal to and follow the rules and regulations of those who command them.
Lands: Helfarch have no lands of their own, and are found all but exclusively with their creator race. While a small number of Helfarch have fled their masters, there is not so many of them to have formed a stable community anywhere outside of their homelands.
Settlements: Helfarch settlements are subsidiary abodes that generally reside next to the Hastro society to which they are attached. While Helfarch communities are not always the most pleasant of places, their Hastro overlords see that they are well kept and healthy, in order to ensure compliance amongst their allies.
Power Groups: There is no Helfarch power group as such, although there are some internal organizations that generally have either the strongest or the wise elders in charge of the tribes of Helfarch. Otherwise, they are completely dominated and ordered about by the Hastro, and act in service to their masters.
Beliefs: Because of their nature, the Helfarch tend to worship gods of warfare and servitude, both traits being very deeply ingrained into their racial history.
Relations: As with many aspects of the Helfarch, their relations are dictated by those of their master race, but that does not stop the Helfarch from generally being unimpressed with almost all the other races out there, either for their lack of strength and size, or for their stupidity and lack of foresight. And while they have no compunctions about killing Caeth, they have a modicum of respect for the race, given they successfully executed a revolution, and thus have proven themselves to be effective combatants and strategists. 

Helfarch Characters
Helfarch characters are generally driven by their supremacy at arms, as well as hampered or at least influenced by the nature of the ritual magic curses that are imbued into their being. Classes such as barbarian or warblade are common choices, but most Helfarch choose the ritual warrior class, as it satisfies both aspects of their nature.

Adventuring Helfarch: Adventurers among the Helfarch come in two kinds – those who go as servants to a Hastro, and those who have fled Hastro service and gone onwards to make a life of their own. The former likely had little choice in the matter, while the latter are often on the search for a new life for themselves, or some way they can fit into a society that is so very different from the one into which they were born.
Character Development: With three racial hit dice to start with, a Helfarch’s early career is chosen for it, although once they begin to advance beyond that point, they tend to utilize classes and options that allow them to get the best usage out of their natural abilities.
Character Names: Helfarch names usually come from the society in which the individual’s parents were born, for with their long subjugation under the Hastro, family names and traditions all but disappeared. And those names that the Hastro once gave to the Helfarch are not things to be worn with pride. Thus, Helfarch born in a halfling community would have names redolent of halfling style, whereas one born in a human city would have human names.

Roleplaying a Helfarch
Helfarch are, despite their great strength and sturdy base, very intelligent, often able to outthink and out-plan opponents. Some feel cursed by their constant need for sacrifices, while others revel in the power that comes from each new ritual.

Personality: Despite their overwhelming presence, Helfarch are generally reserved, at least in company outside their own, but willing to offer up intelligent suggestions and guide decisions and conversations to where the Helfarch sees the best outcome. They are generally subservient as a race, but free Helfarch are often obnoxiously free-spirited, reveling in their sudden lack of overlords and barely willing to listen to those who might mollify their behavior.
Behavior: Much of the time, the Helfarch is the looming shadow behind the shoulder of the Hastro, the mountain of muscle that enforces decisions by sheer presence. But when free from the presence of their overlords, they tend to cavort and engage in contests of strength and skill, anything from a javelin throwing competition to a poetry recital. Victors are always lauded and respected by their fellow Helfarch.
Language: Helfarch are flamboyant of speech, or at least flowery, for amongst themselves their intelligence often results in exquisite poetry and intelligent discourses on matters of strategy, economics, logistics, and other areas of interest. Although Helfarch will sometimes dumb down their language when they realize they are dealing with intellectual inferiors.

Helfarch Adventures
An adventure involving a Helfarch might involve freeing his tribe, hunting down a Helfarch bandit, or attempting to stop a Hastro and Helfarch assault.
A Helfarch wishes to return to the village from whence it came and free the rest of its tribe.
A town has put a bounty on an escaped Helfarch that is raiding traders and merchants as they approach the urban center.
Dissatisfied with negotiations, a Hastro community orders its Helfarch soldiers to attack and capture a nearby settlement.
« Last Edit: August 15, 2017, 11:38:07 AM by Stratovarius »

Offline Stratovarius

  • Forum Host
  • Administrator
  • *****
  • Posts: 7678
  • Arhosan Emperor
    • View Profile
Re: Helfarch [Race]
« Reply #1 on: August 15, 2017, 11:49:35 AM »
Helfarch

This is a three level racial class that lets players start as a Lesser Helfarch.

Table 1: The Helfarch

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +0    +2    +2    Resilient Form, Consumptive Gift, Natural Power
2      +2    +0    +3    +3    Bladed Hands, Bloodtheft Claws, Natural Power
3      +3    +1    +3    +3    Natural Pounce, Draining Bite, Natural Power


Game Rule Information
Helfarch have the following game statistics.

Alignment: Any
Race: Lesser Helfarch
Hit Die: d8
Starting Gold: As Barbarian
Starting Age: As Barbarian

Class skills
Climb, Hide, Jump, Knowledge (Rituals), Listen, Search, Spellcraft, Spot, and Survival.
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Helfarch.
  • Weapon and Armour Proficiency: Helfarch are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields).
  • Resistant Form (Ex): Helfarch are naturally very sturdy in their own form. Any type of shapeshifting effect has only a 50% chance of working, even if it would be beneficial.
  • Consumptive Gift (Ex): Whenever the Helfarch kills a creature, it must spend 1 round per hit dice of the killed creature to consume it, gaining the effects of one ritual that only affects the ritual-wielder. There is no gold or spellcraft check required. The Helfarch cannot dismiss that ritual normally, nor can it use Consumptive Gift again until that ritual is gone. It will only overcome the compulsion to feed when already affected by a ritual created by Consumptive Gift or when in danger, at which time it will defend itself or run. The ritual is randomly chosen from the highest level the Helfarch could cast if he treated all class levels as ritual warrior levels, and cannot exceed his hit dice cap. If it does, he must dismiss an existing ritual. Every day that the Helfarch is not affected by Consumptive Gift, he must make a Will save versus 15 + the number of weeks without using Consumptive Gift or go into a frenzy, seeking out the nearest living creature, slaying and eating it.
  • Natural Power (Ex): At 1st level, the Helfarch increases his Strength by +2 and his Intelligence by +1. At 2nd level, he increases his Strength by +1, his Constitution by +1, and his Intelligence by +1. At 3rd level, he increases his Strength by +1, his Constitution by +1, and his Intelligence by +2.
  • Bladed Hands (Ex): The Helfarch gains two primary claw attacks deal 1d6 damage each. He now has a natural attack routine of Claw (1d6)/Claw (1d6)/Bite (1d8) as a large creature.
  • Bloodtheft Claws (Ex): When charging, the Helfarch can deliver a touch attack ritual at the end of the charge, instead of attacking the target. He still receives the +2 bonus to hit from charging.
  • Natural Pounce (Ex): The Helfarch may make a single attack with each natural attack at the end of a charge. He may replace a claw attack with a use of Bloodtheft Claws.
  • Draining Bite (Ex): Every successful bite attack deals 1 point of constitution damage, 2 damage on a critical hit, unless the target succeeds at a fortitude save of 10 + 1/2 character level + Constitution modifier. If the Helfarch successfully deals constitution damage, he gains 5 temporary hit points for each point of constitution damage.
Lesser Helfarch Racial Traits
Monstrous Humanoid: Helfarch are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Large. As Large creatures, the Helfarch has a -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters. Helfarch take a 10 ft. long space, and has a 5 ft. reach.
Helfarch base land speed is 40 feet.
Natural Attacks: A Helfarch has a bite attack dealing 1d8 points of damage.
Automatic Languages: Common. Bonus Languages:  Goblin, Gnoll, Orc
Favored Class: Ritual Warrior.