Roegadyn

Distant cousins of the galka, the roegadyns are a maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea.

They have enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, although tender, introspective individuals can also be found. Roegadyns in and around the Limsa Lominsa area are typically seamen putting in at port, but many have settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains of Ul’dah, live mountain clans of reclusive roegadyns known as the Hellsguard, said to have mastered the magical arts.

Female roegadyns have fierce faces and large muscular builds, not unlike their male kin, but they are sleeker. They are not as massive as male roegadyns, and are a little shorter than their male counterparts (7’3″ at max height for females and 7’5″ for the males). Female sea wolf roegadyns have fair skin (even more so than males) and are slim compared to Hellsguard women, while the latter have more robust physiques and brownish skin compared to male Hellsguard.

## **Standard Racial Traits**

* **Ability Score Racial Traits:** Roegadyns are strong, boastful, but not too nimble. They gain +2 Strength, +2 Charisma, and -2 Dexterity.
* **Size:** Roegadyns are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type:** Roegadyns are humanoids with the roegadyn subtype.
* **Base Speed:** Roegadyns have a base speed of 30 feet, but their speed is never modified by armor or encumbrance.
* **Languages:** Roegadyns begin play speaking Common and Roegadyn. Roegadyns with high Intelligence scores can choose from the following: Dwarven, Elvaan, Giant, Goblin, Lalafellan, and Orc. See the Linguistics skill page for more information about these languages.

### **Defense Racial Traits**

* **Hardy:** Roegadyns receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* **Powerful Build:** The physical stature of roegadyns lets them function in many ways as if they were one size category larger. Whenever a roegadyn is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the roegadyn is treated as one size larger if doing so is advantageous to him. A roegadyn is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
* **Stability:** Roegadyns receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

### **Feat and Skill Racial Traits**

* **Imposing Figure:** Roegadyns are intimidating without trying. They gain a +2 racial bonus to Intimidate checks.
* **Fearsome Diplomacy:** At 1st level, pick Intimidate or Diplomacy. When members of this race successfully use the selected skill to convince a creature to be friendly, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.

### **Offense Racial Traits**

* **Cornered Fury:** Roegadyns that are reduced to half their hit points or fewer and have no conscious ally within 30 feet, they gain a +2 racial bonus on melee attack rolls and to Armor Class.

### **Senses Racial Traits**

* **Low-Light Vision:** Roegadyns have low-light vision allowing them to see twice as far as humes in dim light.

### **Other Racial Traits**

* **Hold Breath:** Roegadyns can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

## **Alternate Racial Traits**

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

##### Replaces Cornered Fury

* **Ferocity:** Once per day, when a roegadyn is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. This racial trait replaces cornered fury.

##### Replaces Imposing Figure

* **Sea Legs:** Many roegadyns find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These roegadyns receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces imposing figure.
* **Stoic:** Some roegadyns learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces imposing figure.

##### Replaces Stability

* **Battle-Hardened:** Incessant drills make defense second nature to some roegadyns. Roegadyns with this racial trait gain a +1 bonus to CMD. This racial trait replaces stability.

### Variant Roegadyn Heritages

Although many roegadyns follow the general model of the standard roegadyn, many more do not. Those of different lineages may evince dramatically different manifestations of their heritage, both in appearance and in ability. Here are 3 different potential heritages for roegadyn PCs. If you choose to use a specific bloodline instead of the general rules for creating a roegadyn, you should work with your GM to ensure that your character’s appearance reflects that bloodline.

* **Alternate Skill Modifiers:** While most roegadyns gain a +2 racial bonus on Intimidate checks, those of the variant heritages listed below gain a modifier to different skill. These variant roegadyn heritage abilities replace Imposing Figure (but count as it for the purposes of other alternate racial heritages) and the Roegadyn's ability score modifiers.

## Table: Variant Roegadyn Heritages

 Othardian
 Sea Wolf

## Age, Height and Weight

Table: Roegadyn Starting Ages:

 15

Table: Aging Effects:

 35 years

Table: Height and Weight

 Male
(6 ft. 3 in.–7 ft. 5 in.)
 Female
(6 ft. 1 in.–7 ft. 3 in.)
(195 – 335 lbs.)

## **Racial Feats**

The following feats are available to a roegadyn character who meets the prerequisites.

* Beast Rider
	+ *You gain the service of a monstrous companion or mount.*
	+ **Prerequisite(s):** Animal Companion or Mount class feature, character level 7th, Galka or Roegadyn.
	+ **BENEFIT**: Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective beastmaster level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost.

* Bullying Blow (Combat, Galka, Orc, or Roegadyn)
	+ *With a simple hit, you more easily intimidate an opponent.*
	+ **Prerequisite(s):** Intimidate 1 rank, galka, orc, or roegadyn.
	+ **BENEFIT**: As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
	+ **Normal:** Intimidating an opponent is a standard action.

* Ferocious Action (Galka or Roegadyn)
	+ *Your ferocity is quick but shorter lived.*
	+ **Prerequisite(s):** Ferocity racial trait, galka or roegadyn.
	+ **BENEFIT**: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the berserker’s rage class feature), you instead only lose 1 hit point per round.

* Ferocious Resolve (Galka or Roegadyn)
	+ *Your heritage allows you to fight on.*
	+ **Prerequisite(s):** Con 13, galka or roegadyn, ferocity racial trait.
	+ **BENEFIT**: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
	+ **Normal:** A galka or roegadyn with the ferocity racial trait can fight for 1 more round after he is brought below 0 hit points.

* Ferocious Tenacity (Galka or Roegadyn)
	+ *You spit in the face of death.*
	+ **Prerequisite(s):** Ferocity racial trait, galka or roegadyn, rage class feature.
	+ **BENEFIT**: Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by 1 point, but cannot reduce the damage taken below 1 hit point.
	+ **Note:** If this damage still makes you fall unconscious, your rage ends just like it normally would, lowering your Constitution to its normal value and reducing your hit point total as normal. Therefore, it is possible to use this feat to prevent yourself from instantly dying, yet you still die because your negative hit points exceed your normal Constitution score—take your normal Constitution into account when deciding how many rounds of rage to spend with this feat.

## **Racial Archetypes**

The following racial archetypes are available to roegadyns:

* Sea Wolf (Fighter; Roegadyn)

## **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.

* **Beastmaster:** Add +1 to the beastmaster’s total number of rage rounds per day.
* **Black Belt:** Add 1/4 to the black belt’s effective level to determine unarmed strike damage.
* **Dark Knight:** Add +1/6 on attack and damage rolls for Darkside.
* **Fighter:** Add +1 to CMD against bull rush or overrun maneuvers.
* **Gunbreaker:** Add +1/6 of a new gun arm technique.
* **Knight:** Add +1 to the knight’s total number of defensive stance rounds per day.
* **Samurai:** Add +1/3 to the samurai’s critical confirmation rolls.
* **Sword Saint:** Add a +2 bonus on rolls to stabilize when dying.

This content credit to Nines (Koorinapped@gmail.com).

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