Sk'kirrim (Homebrew Race)

Lady Firehawk

First Post
I originally made the sk'kirrim up for some other campaign thingy (diceless, so ya know) and I got really bored and did a D&D conversion for them... I've even playtested them a few times; actually went pretty well. When I'm not feeling so lazy I'll put up additional info... aka fluff, hehehe. Sooooo.... without further ado, and please don't shoot me for the gratuitous use of apostrophes....


Sk’kirrim
Sk’kirrim aren’t an unusual sight in most lands, and are often found looking for… well, trouble. Though they wander among other races quite freely they very rarely warm up to others, preferring to keep themselves aloof. They are well known for their martial prowess, though, and are a welcome sight to anyone having trouble with demons—for that is when the sk’kirrim truly come into their own.

Personality: Sk’kirrim are very aggressive by nature, slow to trust, and generally very serious and focused on their duties. They have a very strongly traditional mindset and are slow to change and accept new ideas. They forget neither friend nor foe and can bear grudges that last for centuries—it is nearly impossible to earn the forgiveness of a wronged sk’kirrim. All have a fondness for liquor, though, and no sk’kirrim is ever caught without a bottle or four.

Physical Description: Sk’kirrim are typically 5½ to 6½ feet tall and are built very lightly—only about 100 to 175 lbs. They have a martial grace that is quite different from Elven elegance and most are well conditioned for battle, including commoners. There is a noticeable difference between men and women, with men built more heavily, and all possess Elf-like faces, long ears, and blue markings on their faces, limbs and backs. They are usually fair-haired and almost always have blue, green or gray eyes, which are larger than those of other races. They prefer simple, modest clothing cut for easy mobility, usually in lighter colors. Sk’kirrim live to be 650-800 years old on average, barring the inevitable casualties caused by demons, but they can reach 1200 years. Out of necessity they grow up very quickly, reaching adulthood at around 70 years.

Relations: Sk’kirrim get on surprisingly well with Dwarves, view humans as being too loose and chaotic, and think Elves are too flighty, though they have a grudging respect for Elven martial skills. Gnomes and Halflings are viewed as annoyances (though Gnomish technology is occasionally of interest) and sk’kirrim have no real opinion about half-Elves. Sk’kirrim come across as arrogant and condescending and rarely form lasting friendships with those of other races, but when they do they are staunch friends for life. Demon threats provide the biggest reason to ally with others.

Alignment: Sk’kirrim have a particularly strong tendency towards lawfulness, since their culture is heavily steeped in tradition, with lawful neutral probably the most common alignment. Overall they favor good slightly over evil, but evil sk’kirrim are not as rare as many people think and can indeed be quite frightening.

Sk’kirrim Lands: Sk’kirrim are semi-nomadic, though they tend to base themselves in the mountains, typically near sheltered passes. They have a very high tolerance for cold weather and hide their cities where few others dare tread. They often carve their cities into the cliffs themselves, with balconies, ledges and walkways overlooking a thousand-foot vertical drop. Visitors are rather rare, but can find available healing, provisions and plenty of liquor in well-provided outposts. Magic supplies are very difficult to come by, though, and arcane spellcasters are watched very closely.

Religion: Sk’kirrim worship Skasthiir, the Sky Lord, and have a highly organized church hierarchy—in fact, the Church basically is the government. The Sky Lord’s Clerics fulfill multiple functions, often running small outposts and serving as judges in mixed communities, and are almost fanatical in their devotion. Many sk’kirrim seemed to have strayed from Skasthiir’s original tenets, which have been buried in historical and ecclesiastical detritus.

Languages: Skiriit, the sk’kirrim language, draws from Elvish and the planar languages, mostly Celestial and Abyssal. It is a very intricate language and has its own alphabet, and also reads from right to left. Most sk’kirrim are quite fluent in Common but have difficulty reading it, since the language seems to change so much, and many also know Celestial, Abyssal and Infernal if not all three. Sk’kirrim script is almost impossible to decipher without knowledge of the language.

Names: Sk’kirrim follow a fairly set naming tradition: all have three names—the personal, the patronymic (designating paternity) and the family name. Married women sometimes append their maiden name after adopting the husband’s surname. Personal names are often derived from those of sk’kirrim heroes. In human lands they typically adopt a Commonized form of their personal name.

Sk’kirrim Male Names: Ignatius, Cadoc, Yaltumos, Malakhias, Luseijyhnn, Belhidon.
Sk’kirrim Female Names: Julia, Caladun, Liuceijya, Thayde, Raia, Sendelia, Kimurri.
Family Names: Argenquiris, Irolo, Kestiirith, Ral’koreth, Tal’rasha, Torres, Vek’le, Velnirryn.

Adventurers: Sk’kirrim frequently end up as adventurers, most often as demon hunters or wandering healers, but they occasionally sell their services as mercenaries. They usually stick with other sk’kirrim, but some fall in with other races and may form lasting friendships with these other adventurers. Sk’kirrim outposts cater to wandering adventurers and provide plenty of materials for would-be demon and undead hunters. Other sk’kirrim take up the adventuring life because they don’t fit into their normal society.

Sk’kirrim Racial Traits
+2 Dexterity, -2 Constitution, +2 Wisdom, -2 Charisma. Though highly dexterous and agile, sk’kirrim are somewhat frail like their Elven kin—their reflexes make up for it, though. They are also quite perceptive and make good healers but tend to be arrogant, uncompromising and don’t relate well with others.
-Medium: no bonuses or penalties to Armor Class.
-Sk’kirrim base speed is 30 feet.
- +2 racial bonus on Climb, Balance, Spot and Survival checks—sk’kirrim most frequently live at higher altitudes and get a good chance to develop these skills; they are quite acrobatic.
- +3 to Jump checks—sk’kirrim have an almost unnatural jumping ability.
- +4 Dodge bonus to AC against Demons: All sk’kirrim have specialized training that allows them to better evade demons. This stacks with other bonuses of its kind.
-Low-light Vision: A sk’kirrim can see twice as far in conditions of poor illumination as a human. He retains the ability to distinguish details and color.
-Automatic Languages: Skiriit, Common. Bonus Languages: Celestial, Abyssal, Infernal, Draconic, Dwarven, Elven, Auran. Sk’kirrim learn the languages of those they deal with most (friend or foe) but have difficulty reading Common-based languages.
-Favored Class: Fighter. A multiclass sk’kirrim’s Fighter class does not count when determining experience penalties.
-LA +0 (You do NOT want to know how many times I've hemmed and hawed on that one...)

(Errrrmmmm... can someone help me on how Claustrophobia worked? I see 9000 versions of it that apply to the Avariel... geh.)
 
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The race looks good and seems fine at LA+0.

As for the Avariel, I am not sure what you mean. RoF Avariel do not list any mechanic for claustrophobia (unless I missed something). Or are you refering to the UA flaw?
 

Unearthed Arcana is definitely on my list of Stuff To Get... so, if there's a mechanic in there for claustrophobia, I'll probably swipe it. The version of the Avariel I saw had a mechanic for it, though... hmmm.

I'm trying to figure out how to keep the sk'kirrim from becoming Just Another Elven Subrace, though...
 

Lady Firehawk said:
I'm trying to figure out how to keep the sk'kirrim from becoming Just Another Elven Subrace, though...

What about a minor rage ability? +2 str +2 con after taking damage 1/day?

Or improved unarmed strike as a bonus feat (to prove they're brawlers)?
 

trentonjoe said:
What about a minor rage ability? +2 str +2 con after taking damage 1/day?

Or improved unarmed strike as a bonus feat (to prove they're brawlers)?

Interesting concepts, but then I'd have to pile on more weaknesses to keep them at an LA+0... as of right now they're pretty borderline.
 

Lady Firehawk said:
Interesting concepts, but then I'd have to pile on more weaknesses to keep them at an LA+0... as of right now they're pretty borderline.

1. I don't think either of those feats are unbalancing.
2. I meant to say this last night but I forgot, one thing I generally don't like in a planar race is a bonus to mental stats. I would remove the +2 wisdom and replace it with something else.
3. This race, me thinks, is pretty balanced. I see no reason why it wouldn't be an ECL 0.
4. Lastly, think about adding skill point penalties (-2) to diplomacy, gather information, bluff, and/or sense motive. From the description part that seems appropriate.

Good luck, I think this is an interesting concept! Take what you want and chuck the rest.
 

Holy cow, been a loooong time since I looked at this. Anyway... campaign setting has been through about a million changes, the Sk'kirrim themselves have drastically changed as well, so I should be putting the new build up pretty soon. The tweakage has resulted in a Level Adjustment of +1; I figured that would only be appropriate given their role in my campaign world. (Their original conception 3-4 years ago actually very closely resembled the Aasimar... before I'd ever started playing D&D, lol.)

Soooo... when I'm feeling un-lazy I'll put it up. Hopefully you people will like the results.
 

Lady Firehawk said:
and please don't shoot me for the gratuitous use of apostrophes....
Ha. I was totally getting ready to make fun of you for that. But since you're already aware, I guess I've gotta let it pass. But still, if you are aware of the whole apostrophe thing, why not use a more reasonable spelling?
 

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