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Baulz (ˈbȯlz)

Crusades from long ago still echo in their bones, without cause or unity they seek new foes.

Baulz were once a fanatical race of humanoids with bunny traits. They were extremely zealous, to the point they once attempted to wage war against anything that could be considered evil. Unfortunately, this spread them thin and produced a nigh-extinction of the entire race, leaving only a few pockets of Baulz left. The majority of the Baulz survivors turning to darker magic out of spite due to the damages caused by their ancient crusades to themselves. And nowadays can more be called heretical barbarians.   Physical Description: Short and Stout, Baulz are recognized for their build and rabbit-like features. They have noticeable large rabbit ears and tail, alongside powerful legs for jumping large distances that end in 3 toed clawed feet. However Baulz are noticeably short and with their sturdy build, are far stronger on the ground despite their jumping capacity. Their hair comes in a wide variety of colors similar to dwarves or humans. While their eyes are purely warm colors such as red or yellow. Baulz who stay underground are commonly pale while those who reside above ground quickly tan.

Adulthood Intuitive Self-Taught Trained
25 years +1d4 years (26 – 29 years) +1d6 years (26 – 31 years) +2d6 years (27 – 37 years)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 7 in. +2d4 in. (3 ft. 9 in. – 4 ft. 3 in.) 150 lbs. +(2d4×7 lbs.) (164 – 206 lbs.)
Female 3 ft. 6 in. +2d4 in. (3 ft. 7 in. – 4 ft. 1 in.) 130 lbs. +(2d4×7 lbs.) (144 – 186 lbs.)
Society: Baulz society is the remnants of former crusaders, most well suited to war or wise enough to lead usually reach the top fast due to their clan system they adopted after their collapse. The wise usually become cult leaders or are smart enough to put a capable fighter in leader position and leave them dependent. Those lower in the clan are either fighters, scavengers or farmers.They usually steal and reuse equipment they can get their hands on with the best gear going to the leader.   Relations: Dwelling underground, the baulz are a rival to many other races such as dwarves or valtur. They are usually tricked by smarter races into attacking their enemies making them distrusted "free" mercenaries. To surface dwellers, they're more considered an annoyance or a bad encounter to walk into, even against a smarter Baulz, due to a temper that matches their height and strength to make use of it. They do however get along with Orcs and Oread but will likely never have both in the same company.   Alignment and Religion: The stout believers of their former faith having long since died off due to their sudden culling leaving many to instead follow more violent gods such as Perses or other heretical forgotten gods commonly having either a cultist or shaman rallying together followers for a clan for dark means. The overall majority of Baulz are Chaotic Neutral, as either nomadic or bunkered down barbarian tribes, but there are others of other alignments.   Adventurers: Foolhardy with the fortitude to back it up makes them excellent frontliners in any adventuring party, but only when backed with someone who can tell them what not to break. They usually take up martial roles such as a fighter or barbarian. Some do attempt to become spellcasters with hard work despite their difficulty learning.

Standard Racial Traits

  • Ability Score Racial Traits: Baulz are stout and strong people, but a past of war and nigh extinction left them lackadaisical and not one to think first. They gain +2 Strength, +4 Constitution, -4 Intelligence, and -2 Wisdom.
  • Type: Baulz are humanoids with the baulz subtype.
  • Size: Baulz are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Base Speed: Baulz have a base speed of 20 feet.
  • Languages: Baulz begin play speaking Undercommon. Baulz with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defensive Racial Traits
  • Ancestral Memory: Baulz gain a +4 dodge bonus to AC against monsters of the evil subtype.
  • Sturdy: Baulz gain a +2 racial bonus on Fortitude saves.
Feat and Skill Racial Traits
  • Acrobatic: Baulz gain a +4 racial bonus on Acrobatics skill checks and Acrobatics is a class skill.
Offense Racial Traits
  • Weapon Familiarity: Baulz are proficient with great axes, greatswords, and earth breakers.
Sense Racial Traits
  • Darkvision: Baulz can see perfectly in the dark up to 60 feet.
Weakness Racial Traits
  • Mentally Fragile: Baulz gain a -2 penalty to Will Saves against against emotion effects.