- Updated 30/11 - See changes below! -
As slightly hinted in the the Quanah thread on these boards, I present the race that can assume statue form! This race has caused lots of headache, and hopefully, you guys and girls can help me balance it
The main concerns are these: Would it be overpowered to move both stone form and hibernate abilities to the embolite’s racial traits? I really need advise on this, so help me out, please! I was thinking of replacing the first level class ability with some kind of craft talent. I would happily consider other suggestions! Thanks!
EMBOLITE
Embolites are strict, strongly religious, and somewhat over-protective. They tend to center their interest too much on whatever means the most to them. Embolites often become over-possessive because of this, and suffer through fear of losing it. Embolites are one of few people that has very strong religious beliefs, but few are committed enough to be considered fanatics. They delight in mystery, especially if it is riddled with strong religious signs.
When not training for war or defending their borders, embolites can be very creative when inspired and able to lift up beauty in all things. Embolites hold a great love for sculpturing and to carve things out of stone. Traditionally, an embolite’s parents carve special patterns and signs on their skin while hibernating to signify that the embolite has reached a special point in his or her life. Sometimes they even let embolites from other families carve on them. This is one of the greatest signs of affections among their people. The carvings leave permanent marks on their skin when they decide to changing back to natural form.
The life of an embolite is a constant effort to follow the rigid traditions and religious beliefs of their people. They are guided by the Sovereign Prince, supreme ruler of their lands. According to ancient tradition, a new ruler is always selected when the current sovereign prince reaches the height of his power. The sovereign prince must sacrifice himself and pass on his power to his eldest son. This power is represented by a ranseur heirloom, passed on from father to son.
The rule under the same sovereign prince usually lasts for about a 130 to 150 years. It is widely believed that the strength of the land and its people are closely linked to the rule of its sovereign prince. In order to renew this vigor and strengthen their people, it requires the sacrifice of its current sovereign prince.
Embolites generally fear the use of magic other than those practiced by the Auzyn Order. The Auzyn Order is the center of embolite religious belief. They appoint warriors dedicated to hunt down anyone that wields or tries to master a form of magic not approved by them within the borders of their land. Outsiders require special sanctioned documentations approved by the Auzyn Order in order to enter any Embolite city. This fear originates from ancient embolite history and their constant conflicts with the Zaranaels, powerful beings of Change.
An embolite’s light gray skin is very thick and hard and often covered with patterns and symbols. Their hair tends to be dark gray or black. Embolites often shave away all their hair on their heads, except for one bundle of hair tied up in a ponytail or topknot depending on the length of the hair. An average embolite stands about five to five-and-a-half feet tall, and weigh between 160 to 170 pounds. Embolites reach adulthood at the age of forty, but are considered mature at the age of twenty. This means that embolites of twenty or above are fit to rule, if it is required for the well-being for all of its inhabitants.
Embolite Racial Traits
Embolite Levels
Embolites can take up to three levels in "embolite" at any time. Not all embolite, however, take racial levels (or all three of them).
Hit Dice: d10.
Skills
Skill Points at 1st Character Level: (2 + Intelligence modifier) x 4.
Skill Points at Higher Levels: 2 + Intelligence modifier.
"Class" Skills: The embolite's class skills (and the key ability for each skills) are "Class" Skills: The embolite's class skills (and the key ability for each skills) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Class Features
Weapon and Armor Proficiency: Embolites are proficient with all simple weapons, plus glaive, guisarme, lance, ranseur; with light and medium armor, but with no shields.
Statue Form (Su): At 1st level, an embolite can hold herself so still that she appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the embolite is really alive. This ability functions exactly like a flesh to stone spell, except that an embolite does not become mindless and change back at any time. The statue form always matches is surroundings. She cannot move, and is treated as having a Dexterity score of 0, and she automatically fails all Reflex saving throws and Dexterity checks. If she can act, she applies her Intelligence bonus to initiative checks. Should she ever be reduced to 0 hit points or fewer, she is instantly destroyed. The embolite is treated as a blind creature for the duration of this ability, but can make Listen checks as normal. An embolite can maintain the effects of a statue form for up to 2 hours per racial level. The embolite can use statue form once per day. Using this ability is a standard action.
Stone Hardness: At 2nd level, an embolite in statue form gains the same hardness as stone.
Hibernate: At 3rd level, an embolite does no longer require sleep. The embolite must assume statue form (this does not count toward her daily limit) and hibernate for six hours per day. An embolite resting in this fashion gains the same benefit that a human does from eight hours of sleep, and suffers the same penalties for not resting.
Fast Healing: At 3rd level, the embolite gains the ability to heal its wound more quickly. The embolite gains the fast healing special quality whenever she assumes statue form. This includes when she's hibernating as well.
So what do people think of this one? Is it balanced? Does it need a Level Adjustment? I am aiming for a LA +0 on all my races, since most of them are going to be a PC races. Questions, comments, and feedback is appreciated!
Sidenotes: There are no base spellcasting classes in my homebrew world! The ability to cast spells can only be acquired through advanced or prestige classes and the maximum limit is level 5 spells. The base classes are replaced with heavily modified d20 Modern classes. I'm not trying to hide the fact that I did get the idea of racial levels for AU.
As slightly hinted in the the Quanah thread on these boards, I present the race that can assume statue form! This race has caused lots of headache, and hopefully, you guys and girls can help me balance it

The main concerns are these: Would it be overpowered to move both stone form and hibernate abilities to the embolite’s racial traits? I really need advise on this, so help me out, please! I was thinking of replacing the first level class ability with some kind of craft talent. I would happily consider other suggestions! Thanks!
EMBOLITE
Embolites are strict, strongly religious, and somewhat over-protective. They tend to center their interest too much on whatever means the most to them. Embolites often become over-possessive because of this, and suffer through fear of losing it. Embolites are one of few people that has very strong religious beliefs, but few are committed enough to be considered fanatics. They delight in mystery, especially if it is riddled with strong religious signs.
When not training for war or defending their borders, embolites can be very creative when inspired and able to lift up beauty in all things. Embolites hold a great love for sculpturing and to carve things out of stone. Traditionally, an embolite’s parents carve special patterns and signs on their skin while hibernating to signify that the embolite has reached a special point in his or her life. Sometimes they even let embolites from other families carve on them. This is one of the greatest signs of affections among their people. The carvings leave permanent marks on their skin when they decide to changing back to natural form.
The life of an embolite is a constant effort to follow the rigid traditions and religious beliefs of their people. They are guided by the Sovereign Prince, supreme ruler of their lands. According to ancient tradition, a new ruler is always selected when the current sovereign prince reaches the height of his power. The sovereign prince must sacrifice himself and pass on his power to his eldest son. This power is represented by a ranseur heirloom, passed on from father to son.
The rule under the same sovereign prince usually lasts for about a 130 to 150 years. It is widely believed that the strength of the land and its people are closely linked to the rule of its sovereign prince. In order to renew this vigor and strengthen their people, it requires the sacrifice of its current sovereign prince.
Embolites generally fear the use of magic other than those practiced by the Auzyn Order. The Auzyn Order is the center of embolite religious belief. They appoint warriors dedicated to hunt down anyone that wields or tries to master a form of magic not approved by them within the borders of their land. Outsiders require special sanctioned documentations approved by the Auzyn Order in order to enter any Embolite city. This fear originates from ancient embolite history and their constant conflicts with the Zaranaels, powerful beings of Change.
An embolite’s light gray skin is very thick and hard and often covered with patterns and symbols. Their hair tends to be dark gray or black. Embolites often shave away all their hair on their heads, except for one bundle of hair tied up in a ponytail or topknot depending on the length of the hair. An average embolite stands about five to five-and-a-half feet tall, and weigh between 160 to 170 pounds. Embolites reach adulthood at the age of forty, but are considered mature at the age of twenty. This means that embolites of twenty or above are fit to rule, if it is required for the well-being for all of its inhabitants.
Embolite Racial Traits
- +2 Constitution, -2 Dexterity: Embolites are sturdy, but not very agile.
- Medium Size: As medium creatures, embolites have no special bonuses or penalties due to their size.
- Embolite base land speed is 30 feet.
- Timeless Body: An embolite does not experience any of the benefits or penalties of ageing. An embolite that reaches the age of twenty is considered adult and never enters the middle age, old, or venerable age categories. In addition, they cannot be magically aged. At the end of its life, an embolite still dies when its time is up.
- +2 racial bonus on saving throws against transmutation spells or effects: Embolites are naturally resistant to magic that physically alters or transforms their body.
- +2 racial bonus on saving throws against poison: Embolites are hardy and resistant to toxins.
- +2 racial bonus on Craft (sculpture) and Perform (any one) checks: Embolites are very artistic. They have the talent to excel at highly inspirational careers and are always encouraged to develop these abilities further.
- +2 racial bonus on Climb checks: Embolites are adept at climbing.
- +1 racial bonus on attack rolls with reach weapons: Almost every embolite can use these weapons to some degree.
- Natural Armor: Their thick skins provide embolities with a +1 natural armor bonus to Armor Class.
- Automatic Languages: Common and Lynmaerese. Bonus Languages: Any.
- Racial Levels: Unlike humans and some other races, an embolite can take few levels in "embolite" as a class to develop their racial qualities more fully.
Embolite Levels
Embolites can take up to three levels in "embolite" at any time. Not all embolite, however, take racial levels (or all three of them).
Hit Dice: d10.
Skills
Skill Points at 1st Character Level: (2 + Intelligence modifier) x 4.
Skill Points at Higher Levels: 2 + Intelligence modifier.
"Class" Skills: The embolite's class skills (and the key ability for each skills) are "Class" Skills: The embolite's class skills (and the key ability for each skills) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Swim (Str).
Class Features
Weapon and Armor Proficiency: Embolites are proficient with all simple weapons, plus glaive, guisarme, lance, ranseur; with light and medium armor, but with no shields.
Statue Form (Su): At 1st level, an embolite can hold herself so still that she appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the embolite is really alive. This ability functions exactly like a flesh to stone spell, except that an embolite does not become mindless and change back at any time. The statue form always matches is surroundings. She cannot move, and is treated as having a Dexterity score of 0, and she automatically fails all Reflex saving throws and Dexterity checks. If she can act, she applies her Intelligence bonus to initiative checks. Should she ever be reduced to 0 hit points or fewer, she is instantly destroyed. The embolite is treated as a blind creature for the duration of this ability, but can make Listen checks as normal. An embolite can maintain the effects of a statue form for up to 2 hours per racial level. The embolite can use statue form once per day. Using this ability is a standard action.
Stone Hardness: At 2nd level, an embolite in statue form gains the same hardness as stone.
Hibernate: At 3rd level, an embolite does no longer require sleep. The embolite must assume statue form (this does not count toward her daily limit) and hibernate for six hours per day. An embolite resting in this fashion gains the same benefit that a human does from eight hours of sleep, and suffers the same penalties for not resting.
Fast Healing: At 3rd level, the embolite gains the ability to heal its wound more quickly. The embolite gains the fast healing special quality whenever she assumes statue form. This includes when she's hibernating as well.
Code:
[b] BAB Fort Ref Will Def Abilities[/b]
1. +0 +1 +0 +0 +0 Statue form
2. +1 +2 +1 +0 +1 Stone hardness
3. +2 +2 +1 +1 +1 Hibernate, fast healing 1
So what do people think of this one? Is it balanced? Does it need a Level Adjustment? I am aiming for a LA +0 on all my races, since most of them are going to be a PC races. Questions, comments, and feedback is appreciated!
Sidenotes: There are no base spellcasting classes in my homebrew world! The ability to cast spells can only be acquired through advanced or prestige classes and the maximum limit is level 5 spells. The base classes are replaced with heavily modified d20 Modern classes. I'm not trying to hide the fact that I did get the idea of racial levels for AU.
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