Races of Ralsenna: Tekorum  

Posted by Spenser Isdahl in , ,

The tekorum are the supplicants to Tek-Arkon, also known as the Worldmek, the Factory God, and the God Between the Gears. Tekorum are normal people who have decided that following the will of Tek-Arkon is the surest way to protect the planet from the Ur-Revon, the Old Gods. As part of their supplication, tekorum have some manner of mechanical graft installed onto their bodies.

Personality: Tekorum retain much of the personality they had before supplication, though they are invariably changed in some, ambiguous way. The grafting process allows them to receive messages from Tek-Arkon in their sleep, which influences how most of them go about their daily lives.

Physical Description: Some tekorum look entirely normal for their base race, while others have entire limbs replaced by their tekgraft. Perhaps the most coveted advantage of becoming a tekorum is that they age much slower that normal; in the 500 or so years since the first tekorum were forged, none have died of old age.

Alignment: All tekorum are lawful. Chaotic individuals are not allowed to undergo the grafting process, and the process alters those who were neutral previous to be more in line with the will of the Worldmek. Tekorum also tend to be neither good nor evil, preferring to defer to the structure of law and order to decide matters of morality.

Religion: Tekorum defer completely to Tek-Arkon. The only religions they show outright hostility to are cults to the Ur-Revon, but they do tend to dismiss the beliefs of other faiths all the same. Rarely, a rogue tekorum manages to sever its link to Tek-Arkon and flee the faith, but these individuals are usually quickly hunted down and disposed of.

Language: Tekorum speak whatever languages they spoke before supplication.

Names: Tekorum retain whatever names they had before supplication.

Adventurers: Many tekorum are led to pilgrimage by Tek-Arkon, and often these pilgrimages are quite adventurous. Tekorum are just as often led to believe themselves invulnerable after their grafts are in place, and go off in search or hidden riches. Finally, the long-lived tekorum sometimes just get bored and seek out adventure when they can’t stand everyday life anymore.

Tekorum Racial Traits
  • Template: “Tekorum” is a template that may be applied to the hill troll or human base races. The base race retains all its normal traits and gain those listed below. Forging a tekorum from a hill troll or human takes a week, and is usually administered free of charge to the supplicant. The next time the tekorum character levels up, it gains the following traits rather than a normal class level (these traits are treated in all ways as a new class level). A character can start as a tekorum at first level (ECL 1) by taking the tekorum template and no class levels, as though the tekorum template were her class. In this case, the tekorum gains max hp for her tekorum HD. The tekorum may level up as normal afterward.
  • Hit Dice: A tekorum gains one level, which provides 1d10 Hit Die, a base attack bonus of +0, and base saving throw bonuses of Fort +2, Ref +0, and Will +0.
  • Skills: A tekorum’s level gives it skill points equal to 4 + Int modifier (minimum 1). Its class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (any) (Int), Linguisitics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
  • Feats: A tekorum’s level may give it one feat.
  • Weapon and Armor Proficiency: A tekorum is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
  • Tekgraft: Choose two of the following:
    • Armor: This enhancement grants a +4 armor bonus to armor class. This armor is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This armor occupies the same space on the body as a suit of armor or a robe, and thus a tekorum with this enhancement cannot wear armor or magic robes. The tekorum can have this armor enchanted just as armor can be. The tekorum must be present for the entire time is takes to enchant the armor.
      This armor also provides the tekorum with a 10% arcane spell failure chance, similar to the penalty for wearing light armor. Any ability that allows a tekorum to ignore the arcane spell failure chance for armor lets him ignore this penalty as well.
    • Mobility: This enhancement grants a +10 foot racial bonus to the tekorum’s base land speed.
    • Skilled: This enhancement grants a +2 bonus on all skill checks based on one ability score of your choice (for example, all Dexterity-based skill checks).
    • Vision: This enhancement grants a +2 racial bonus on Perception skill checks and darkvision, allowing the tekorum to see in the dark up to 60 feet.
    • Weapons: This enhancement grants a claw that can be used as natural weapons that deal 1d6 slashing damage (1d4 slashing damage for Small characters) with a 19–20 critical threat range.
  • Worldmek Cog: Each tekorum is but a cog in the plans of the worldmek. Through an ethereal wire that connects to the tekorum's machinery, the worldmek can sense everything that the tekorum senses, and when the tekorum sleeps, the worldmek can send it messages (this works as the dream spell, CL 20th).

This entry was posted on April 9, 2010 at Friday, April 09, 2010 and is filed under , , . You can follow any responses to this entry through the comments feed .


This is right up my alley.


April 9, 2010 at 12:12 PM

I like these.

Do you think it would be unreasonable to apply a "normal" LA +1 to this instead of a racial hitdie?

April 11, 2010 at 5:17 PM

Potentially, though they should probably get a little something extra for all the stuff they wouldn't get from the hit die (maybe +2 to any one ability score).

April 11, 2010 at 8:25 PM

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