Valtur (val-Tər)
The underground is ruled by those who can survive, the cost is irrelevant.
The Valtur, an underground, strong, majestic race comprised of half-bat half-man entities. Rare, and very introverted, they commonly live in volcanic areas or high temperature climates.
Capable of lighting themselves aflame and spewing both an inferno, and magma blasts from their mouth. The valtur boasts powerful strength and adept weaving of their own flames in combat and flight.
Physical Description: Valtur possess areas of softer skin that are subdued red hue in colour with rocky carapace and crags growing out of them in key spots such as their arms, shoulders and head; though there is word of growths that grow in more unhealthy locations on some. Their wings are massive and despite their weight, useful for flight though clumsily and require great effort to use for long. They bare horns on their head that form many patterns, growing randomly but only rarely hinder the valtur unless they seek to make a statement of themselves. Their magmatic heated blood can be seen on their hands and at thin points of their skin, pulsating and giving parts of their body a fiery glow.. They possess sharp claws for hands that can dig well into rock while needing to climb or push things aside and notably lack lips but are capable of unhindered speech despite their fully visible teeth, likely from increased tongue flexibility.
| Adulthood | Intuitive | Self-Taught | Trained |
|---|---|---|---|
| 30 years | +1d8 years (31 - 38 years) | +1d10 years (31 - 40 years) | +2d10 years (32 - 50 years) |
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 5 ft. 4 in. | +2d12 in. (5 ft. 6 in. - 7 ft. 0 in.) | 160 lbs. | +(2d12×7 lbs.) (174 - 328 lbs.) |
| Female | 5 ft. 4 in. | +2d12 in. (5 ft. 6 in. - 7 ft. 0 in.) | 140 lbs. | +(2d12×7 lbs.) (174 - 328 lbs.) |
Society: Valtur society is a mixed bag with both hierarchy from strength combined with a desire for solitude for extended amount of time. Valtur are mostly pre-inclined to displays of strength and endurance to prove themselves over others, and leave unwanted chores and responsibilities on those who lose to them; but laziness itself isn't too common since being idle allows others to try to catch up. Leaving them all in a state where they desire to laze around but are either unable to from paranoia or being shackled as a loser.
Relations: Valtur dislike dwarves and other sturdy or strong underground dwelling races but still respect them for the exact same strength they find threatening to to their own might. They commonly try to show superiority over weaker races with the reasoning of their might makes right society, but it's uncommon for them to actively attempt to subjugate those who refuse to look at it the same way.
Beliefs and Religion: Valtur commonly worship fiery or mighty gods such as Kandor Sol or Bruff Hruff, and dislike gods of trickery. Due to being very straightforward in intent they have no particular qualms on if there's nuance in the cosmos itself and believe if something is right than it shall succeed.
Adventurers: Valtur make great adventurers and warlords, commonly heading out on their own if they feel they cannot beat the alpha of their fissure. In order to either become strong, or strike out and make their own fissure, even if they must substitute other races as their underlings. Valtur will commonly act on top or as if they are the leader if they have not been brought down, and have trouble understanding 'being equal'.
Standard Racial Traits
- Ability Score Racial Traits: Valtur are hearty creatures capable of withstanding extreme heat and are cunning enough to use it to their advantage, but their appearance makes people inherently distrustful of them. They gain +2 Constitution, +2 Wisdom, and -2 Charisma.
- Type: Valtur are creaturals with the fire subtype.
- Size: Valtur are Medium creatures and thus receive no bonuses or penalties due to their size.
- Base Speed: Valtur have a base speed of 30 feet, and a fly speed of 30 feet with clumsy maneuverability.
- Languages: Valtur begin play speaking Brigandine and Da'brigandine. Valtur with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Fell Keimite, Gi'brigandine, Heraklesian, Northerner, Orcish, Pyran, Quaren, and Tarabaar.
Feat And Skill Racial Traits
- Cavern Knowledge: Valtur have a +2 racial bonus on Knowledge (Geography) for caverns and Knowledge (Dungeoneering) checks.
Offense Racial Traits
- Ignition (Su): As a move action, Valtur can light themselves ablaze for an amount of rounds per day equal to their Constitution modifier. During this time, any creature that starts their turn adjacent to the valtur or enters a space adjacent to the valtur takes 1d6 points of fire damage per 2 Hit Dice the valtur possesses (minimum 1d6). The valtur also deal 1d6 points of fire damage with their melee attacks while this ability is active. These rounds do not need to be consecutive and it is a free action to turn off ignition. This counts as an aura.
Defense Racial Traits
- Fire Immunity: Valtur are immune to fire damage and high heat temperatures.
- Molten Blood: Valtur's blood is rich in metal and akin to lava, when a valtur takes slashing or piercing damage from an attacker within 5 ft. the attacker takes 1d3 points of fire damage. Manufactured weapons take 1 point of fire damage that does not bypass hardness until the weapon has been affected by Molten Blood a number of times equal to it's hardness.
- Rock Carapace: Valtur have a naturally thick earthen hide and carapace making them resilient to damage. Valtur gain +2 natural armor bonus and DR 2/Adamantine.
Senses Racial Traits
- Darkvision: Valtur have darkvision and so can see perfectly in the dark up to 60 feet.
Weakness Racial Traits
- Vulnerability to Cold: Valtur are particularly unable to handle lower temperatures and take 150% as much damage as normal from cold attacks.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Monk: Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.
Feats
Magma Plume (Valtur)
Your magmatic power exceeds other Valtur.
Prerequisites: Con 13, valtur.
Benefit: You gain a breath weapon that deals your ignition damage in a 30 foot line. You may use this ability once every 1d6 turns.
