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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 area subdued red hue in skin color with rocky carapace growing out of them in key spots such as their arms, shoulders and head. Their wings are massive and despite their weight, useful for flight though clumsily and require great effort to use for long. Their horns form many patterns, growing randomly but only rarely hinder the Valtur. Their magmatic heated blood can be seen on their hands and at thin points of their skin. They possess sharp claws and lack lips but are capable of unhindered speech.

AdulthoodIntuitiveSelf-TaughtTrained
30 years +1d8 years (31 - 38 years) +1d10 years (31 - 40 years) +2d10 years (32 - 50 years)
GenderBase HeightHeight ModifierBase WeightWeight 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. +(2d12x7 lbs.) (154 - 308 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.   Alignment and Religion: Out of all the alignments, Valtur end up on the chaotic end of the spectrum more often but can be any alignment. They commonly worship fiery or mighty gods such as Kandor Sol or Bruff Hruff, and dislike gods of trickery.   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 monstrous humanoids 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, Fel 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 the valtur deals 1d6 points of fire damage per 2 character levels (minimum 1d6) to everything within 5 ft. of them. 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.
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 attack takes 1d3 fire damage. Manufactured weapons take 1 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 to Armor Class and 2/Adamantine damage reduction.
Senses Racial Traits
  • Darkvision: Valtur have Darkvision can see perfectly in the dark up to 60ft.
Movement Racial Traits
  • Bat Wings: Valtur have a fly speed of 30 ft. with clumsy maneuverability.
Weakness Racial Traits
  • Vulnerability to Cold: Valtur have vulnerability to cold and take 50% extra damage from all sources of cold damage.

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 the breath weapon universal monster ability using your ignition damage in a 30 ft. line. Can be used once every 1d6 turns.