Dathomin (Pathfinder Race)

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Dathomin[edit]

The dathomin are a wholly evil race with few redeeming qualities. A matriarchal society, the women of the race practice deadly arcane magic, while the males act as warrior guardians whose control of the same magic pales by comparison. Physically similar in appearance, the dimorphism between male and female dathomins lies in their manipulation of magic, which on their world is the driving force behind their power.

Physical Description[edit]

Except for the varying shades of red, black, and white their skin takes, dathomin are easily mistaken for one another. Even between male and female, it can be hard to distinguish members of the race until they overwhelm their enemy with spells or in combat.

Society[edit]

The dathomin are raised in a matriarchal society, with the high priestess’ council standing above all others. Males handle most physical tasks within society, including child rearing to the age at which females are sent for lessons in magic and males are sent to academy for war training.

Relations[edit]

Dathomin believe might is right, whether that be expressed as physical or magical power. They seek to get along with those they cannot dominate outright, but are quick to talk down to or otherwise degrade anybody they deem weaker than them.

Alignment and Religion[edit]

Dathomin are widely accepted as an inherently evil race, and their pain-based religion emphasizes that with harsh lessons and potentially deadly punishment for breaking its tenets. Even when performing seemingly good acts, there is almost always an agenda for doing so.

Adventurers[edit]

A dathomin who adventures does so with their own agenda. While they are willing to work with anybody, its very unlikely that good-aligned members of society (particularly paladins) would be willing to work with them. Consider this when playing a dathomin.

Dathomin Racial Traits[edit]

  • +2 Strength (male) or +2 Dexterity (female), +2 Charisma, –2 Wisdom: Dathomin vary greatly in their physical strength and agility, despite bearing no obvious physical difference.
  • Dathomin are humanoids with the dathomin subtype.
  • Medium Size
  • Normal Speed. Female dathomin ignore debris and overgrowth less than 1-foot tall, while males add +10 feet to their movement when using the charge, run, or withdraw actions.
  • Darkvision 60 feet.
  • Dathomin Duality: Dathomin females begin play with the ability to cast one 1st-level cleric spell of their choice up to 3/day, or a 2nd-level witch spell twice per day. Males can instead cast any of bear’s endurance , bull’s strength , or cat’s grace , but only once per day. The dathomin’s caster level is equal to its character level with these spells.
  • Religious: All dathomin are very religious, gaining a +2 racial bonus on all Knowledge (religion) checks. They always treat Knowledge (religion) as a class skill.
  • Dathomin Weapon Training: Dathomin males are proficient with either one exotic weapon or all simple and martial weapons in one weapon group of their choice.
  • Natural Witchcraft: Dathomin witches and witchblades treat their Intelligence score as 2 higher for the purpose of class features and spells.

Alternate Subrace[edit]

Abandoned Dathomin

Dathomin children who fail the initial testing that would place them where their society deems appropriate are very often exiled and left to die. While this practice keeps the race’s cultural divide strong, it has also given rise to a faction of dathomin who follow a different set of teachings. These dathomin are often more willing and able to work with others while giving up their predilection for selfishness and evil tendencies.

Abandoned dathomin have the same racial traits as others of their race, except as noted here. The occasional dathomin may gain one of these traits as an alternate to their own, but having more than one often risks failing their society’s test and becoming abandoned themselves.

  • +2 Constitution, +2 Charisma, –2 Wisdom: Abandoned are neither as strong, nor as agile, as other dathomin, but they do know how to survive.
  • Base Speed: Abandoned dathomin have Fleet as a bonus feat, which makes their base movement speed 35 feet while wearing light or no armor and not carrying a medium or heavy load.
  • Burst of Insight: Abandoned dathomin begin play with the ability to cast fox’s cunning as a spellcaster of their character level. They can begin and end the duration of the spell as a standard action, spending it in one-minute increments. Each time they begin the duration anew, the abandoned can choose one skill in which to gain a +2 racial bonus for 1 minute. This replaces dathomin duality, religious, and dathomin weapon training.
  • Religious Balance: An abandoned dathomin always treats Knowledge (nature) and Knowledge (religion) as class skills.

Favored Class Options[edit]

  • any: Gain 1/3 (female) or 1/4 (male) of a 1st or 2nd-level witch spell that you can cast using dathomin duality. Alternatively, gain +1/5 of a use of that racial trait per day.
  • accelerist: Gain +1/3 Dex, –1/3 Str (male only, max +2, –2), or add +10 minutes to the duration of the alchemy accelerant. The penalty to Str does not take effect until it reaches a full –1 or –2.
  • alchemist: Add +10 minutes to the duration of mutagen.
  • blood stalker: Gain +1/4 Wis (max +4), or gain 1/3 of a new cruelty.
  • cleric: Gain +1/4 Wis (max +4), or add +1/3 to the amount of damage dealt when the cleric uses channel energy.
  • darkseeker: Gain +1/4 Wis (max +4), or add a +1/2 bonus on Bluff checks to feint and Knowledge (religion) to recognize an obscure deity’s symbol or clergy.
  • druid: Gain +1/4 Wis (max +4), Add +1/4 damage to any bite attacks gained by a form taken with wild shape.
  • fighter: Gain +1/4 Str (female only, max +2), or add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter’s choice (max +4). This bonus does not stack with Critical Focus.
  • invoker: Gain +1 temporary hit point when using the 1st-level Council of Fiends otherworldly patron ability.
  • midnight legate: Gain +1/3 Str, –1/3 Dex (female only, max +2, –2), or add a +1/2 to damage rolls the legate makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC. The penalty to Dex does not take effect until it reaches a full –1 or –2.
  • monk: Gain +1/4 Wis (max +4), or add +1/3 to damage rolls the monk makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dex bonus to AC.
  • necromancer: Add +1/3 to the amount of damage dealt or healed when the necromancer uses channel negative energy.
  • pythia: Add +1/4 damage to any bite attacks gained by a form taken with wild shape.
  • ranger: Gain +1/4 Str (female only, max +2), +1/4 Dex (male only, max +2), or add +1/4 dodge bonus to Armor Class against the ranger’s favored enemies.
  • rogue: Gain +1/4 Dex (male only, max +2), or add +1/3 to damage rolls the rogue makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dex bonus to AC.
  • shifter: Gain +1/4 Wis (max +4), or add +1/4 damage to any bite attacks gained by a form taken with wild shape.
  • sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the evil descriptor.
  • witch: Gain +1/3 Int, –1/3 Cha (max +2, –2). The penalty to Cha does not take effect until it reaches a full –1 or –2.
  • witchblade: Add +1/3 to damage rolls the witchblade makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dex bonus to AC.


Source Samurai Sheepdog's Names Games 2019


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