This is heavily inspired by watching The Fires of Pompeii episode of Doctor Who after playing the Kingdoms of Amalur: Reckoning DLC with the Kollossae. It also owes a decent bit to the Pak lifecycle and wanting to make a race that works well with Monk (since I think part of the reason people think Monk is suboptimal is that it has poor synergy with the standard races). The race writeup should be roughly balanced based on the Advanced Race Guide, but the racial prestige class may be too good.

Lithari

Lithari are a race of humans touched by the earth elemental plane, similar to the Oread. Rather than being a stable hybrid, members of this race are born almost identical to humans and slowly become more and more stonelike as they age. Given that their paragons can become almost identical to stone golems, some wonder if they weren’t originally created as a cheaper way to make constructs rather than a natural fusion of human and elemental plane.

Physical Description: Young Lithari are very similar in appearance to humans (with similar height and 10% greater weight), but have tough skin that matches the coloration of the local stone and no hair. They can breed with humans, but all children are born Lithari. As they age, more and more of their biology is replaced by stone, and all members of the race lose the ability to procreate after adulthood. Those that are prepared to die often attempt to pose themselves among their ancestors, leaving behind a statue that descendents often carve to resemble the Lithari at a younger age.

Society: Living on the fringes of human society, Lithari are never great in number but maintain their society through crossbreeding. They are great traditionalists, and often serve as lorekeepers for other races. Many ruins full of what are first assumed to be human statues are actual Lithari graveyards.

Relations: Slow to both anger and action, a force of Lithari warriors can easily swing a battle and so remain loose allies of most other races. Keenly aware of their own limited window to breed, and reliance on humanity to shore up their own numbers, Lithari will often toe the line of nearby human civilizations until they find that they are treated as servants or worse. When cruel human civilizations have assumed the loyalty of the nearby society of Lithari, they have often fallen to a surprise uprising of mighty stone insurgents.

Alignment and Religion: Lithari tend to be Lawful. They venerate Abadar, Irori, and Pharasma above most other gods.

Adventurers: Fighters, Paladins, Rangers, Monks, and Clerics are the primary classes favored by Lithari, and many of their most powerful warriors consider becoming Lithari Paragons.

Names: Lithari tend toward classical names (with a Greek and Roman flair).

Lithari Racial Traits

  • +2 Strength, +2 Wisdom, -2 Dexterity: Lithari are fortified with stone and patient observers, but their rocky skin and muscles ruins their agility.
  • Native Outsider: Lithari are outsiders with the native subtype.
  • Medium: Lithari are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Lithari have a base speed of 30 feet.
  • Darkvision: Lithari can see in the dark up to 60 feet.
  • Natural Armor: Lithari gain +1 Natural AC due to their rocky skin.
  • Poison Resistance: Lithari gain +1 per character level to saves against poison, due to the fossilized nature of their internal structure.
  • Stonesinger: Lithari are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery.
  • Relentless: Due to their weight and density, Lithari gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent.
  • Spell Interaction: Due to being a strange hybrid of flesh and stone, Lithari are not affected by Stone to Flesh or Flesh to Stone spells or similar effects. Being in the area of Transmute Rock to Mud counts as being targeted by Mass Inflict Light Wounds, and, similarly, being within the area of Transmute Mud to Rock heals the Lithari as if within the area of Mass Cure Light Wounds. Lithari are healed as Constructs by Make Whole and similar effects. Lithari take half the healing effect of Positive Energy (including all cure spells and channel energy).
  • Fossilization: Lithari in old age do not become physically weaker, but do become slower. Instead of reducing Strength due to aging penalties, instead reduce base speed by 5 feet for every age category past Adult. Other ability scores are affected by aging normally.
  • Racial Feats: Lithari may purchase the Oread racial feats from the Advanced Race Guide.
  • Languages: Lithari begin play speaking Common. Lithari with high intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Giant, Terran, and Undercommon.

Lithari Paragon

Some Lithari seek out shallowings between the world and the elemental plane of earth to actuate their heritage and become giant warriors of stone. These Lithari become the foremost protectors of their families.

Role: The abilities of Paragons compliment most melee-focused classes, and can provide interesting synergy to certain Monks and Clerics. They fight in the front line.

Alignment: Paragons can be of any alignment, though, as Lithari tend toward Lawful, so do their defenders.

Hit Die: d10

Requirements

To qualify to become a Lithari Paragon, a character must fulfill all the following critera.

Race: Lithari

Skills: Knowledge: Planes 4 Ranks

Special: Must have access to a strong source of Earth Elemental energies

Class Skills

The Lithari Paragon’s class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), and Perception (Wis).

Skill Ranks at Each Level: 2 + Int modifier.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +1 +0 +0 +0 Natural Armor Increase (+1), Stone Flesh, Rock Fists
2 +2 +1 +1 +1 Ability Boost (Str +2), Low Light Vision
3 +3 +1 +1 +1 Natural Armor Increase (+2), DR 1/Adamantine
4 +4 +1 +1 +1 Ability Boost (Str +2), Stone Blood
5 +5 +2 +2 +2 Ability Boost (Con +2), DR 2/Adamantine
6 +6 +2 +2 +2 Ability Boost (Str +2), Large Size
7 +7 +2 +2 +2 Natural Armor Increase (+2), DR 3/Adamantine
8 +8 +3 +3 +3 Ability Boost (Con +2), Stone Bones
9 +9 +3 +3 +3 Natural Armor Increase (+2), DR 4/Adamantine
10 +10 +3 +3 +3 Ability Boost (Str +2), Stone Soul, DR 5/Adamantine

Class Features

Weapon and Armor Proficiency: Paragons gain no proficiency with any weapon or armor.

Natural Armor Increase (Ex): As a Paragon becomes more powerful, his body becomes more and more made of stone. At 1st, 3rd, 7th, and 9th level he gains an increase to his existing natural armor as indicated in the table (including the bonus from his race, this becomes a total of +8 at 9th level).

Stone Flesh (Ex): Paragons absorb more and more stone as they level. This has the effect of ultimately increasing the character’s starting height by +50% and starting weight by +500% (+5% and +50% per level). As the character increases in level, the added stone leaves the Paragon humanoid but not human shaped, and the additional weight proves restrictive.

The character gains an additional Armor Check Penalty equal to levels in Lithari Paragon that applies whether or not he is wearing armor. Additionally, standard armor fits poorly and subtracts the character’s Paragon level from its own bonus to AC (to a minimum of 0); specially made armor (including force armor like Bracers of Armor) can halve this penalty.

Before long, the character looks more like an Earth Elemental than a human. Many Lithari Paragons choose to have a sculptor alter them to resemble an armored human statue; this has no effect on any stats, but may make it easier for the Lithari to travel in polite society. Some Paragons make an irrevocable choice to be sculpted back down to the normal proportions of a human. This halves the level-based Armor Check Penalty and allows the character to wear properly-sized armor without penalty, but also halves the character’s Natural Armor bonus and reduces Strength and Constitution by 2 each (and reduces total weight by 10 pounds per class level).

Rock Fists (Ex): The character adds his Lithari Paragon level to his Monk level for determining unarmed damage. If the character has no levels in Monk, use the Paragon level as his level to determine unarmed damage (and the character may always make unarmed attacks as if armed for the purposes of Attacks of Opportunity).

Ability Boost (Ex): A Paragon grows gradually, taking on more and more of the benefits of his ultimate Large Size as he levels. His ability scores increase as noted in the table (for a final Str +8 and Con +4 not counting racial bonuses).

Low Light Vision (Ex): At 2nd level, the Lithari Paragon gains Low Light Vision.

Damage Resistance (Ex): Over time, the body of the Paragon becomes more like stone than flesh. This grants an increasing damage resistance of up to 5/Adamantine as noted in the table.

Stone Blood (Ex): At 4th level, the Paragon’s insides have become sufficiently fused with stone to render him immune to most mortal ailments. Like a construct, he is immune to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. However, he can no longer recover hit points naturally (though still retains the Lithari’s racial spell interaction). Even if not yet middle aged, the character can no longer procreate.

Large Size (Ex): At 6th level, the Paragon has now fully become a Large creature. He takes a permanent -2 penalty to Dexterity; a size penalty of -1 to AC, -1 to Attack, and -4 to Stealth; a size bonus of +1 to CMB and CMD; +10 foot speed; and 10 foot Reach. His unarmed attacks increase in damage accordingly, and he can use Large weapons (and armor). The further bonuses normally gained from becoming Large (bonuses to Strength and Constitution) are already included in the leveling progression, so are not awarded at this time.

Stone Bones (Ex): At 8th level, the Paragon has little biological matter remaining, animated almost entirely by elemental magic. Like a construct, he is no longer subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage and he is not at risk of death from massive damage. He no longer has a Disabled or Dying state; he is immediately dead upon reaching 0 HP. He is subject to Shatter as if he were a crystalline creature.

Stone Soul (Ex): At 10th level, the Paragon effectively becomes a sentient construct, an elemental soul powering a stone body. He is immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), and no longer has to breathe, eat, or sleep. He may not be Raised or Reincarnated, but may be Resurrected (in an area with at least a ton of stone to use to form a new body). Unlike a normal construct, he continues to determine bonus hit points based on Constitution rather than a flat bonus (due to the ingrained nature of his formerly living health to the magics that now animate him). His type remains Outsider (Native) rather than Construct.

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