By: Cameron “Red Devil” Dumont
Mudkins bare a resemblance to earth elementals and it is not uncommon for non Mudkin to mistake them for a variant of earth elementals. Mudkins however originate from the material plane and are a product of large amounts of magic being absorbed by an area of earth for many centuries. Usually being created at mage colleges or spawning from areas that naturally have high levels of innate arcane energy, Mudkins have no culture of their own. Mudkins don’t age or grow, they spawn with an understanding of magical energy and inherently know Common and Terran. They are usually overly logical and well-spoken but have a poor understanding of things like colloquialisms, exaggeration and sarcasm. They seem to have a limited sense of emotions compared to other humanoid races. Due to the nature of their creation they are often magically inclined. Many races are completely unaware of their existence and most groups that know of them see them simply as a curiosity. Mages know that Mudkins are intelligent and regard them as such, however, Mudkin have arguably deserved reputations as liars.
MUDKIN RACIAL TRAITS
+4 Con, +4 Int, +2 Wis, -2 Cha: Being products of magic, Mudkins are smart and strong, however they lack people skills.
Aberrantly Created: Mudkins are aberrations with the earth subtype.
Medium: Mudkins are medium creatures and have no penalties or bonuses due to their size.
Darkvision: Mudkins can see in the dark up to 60 feet.
Slow and Steady: Mudkins possess a base land speed of 20 feet, however, their speed is never modified by armor or encumbrance.
Ageless: Mudkins do not age. As such, they never acquire bonuses or penalties due to age. Mudkins become inanimate dust once their age reaches 200 + 2d%.
Anti-Social: While not sociable, Mudkins have learned to use their wit to lie to others, as such, they can use their Intelligence modifier instead of their Charisma modifier on any Bluff check. In addition, Bluff is always a class skill for them. Finally, Mudkin have to make wisdom checks with a DC equal to 10 + the speakers Intelligence score to understand sarcasm. Mudkin do not understand humor or expressions unless they succeed on a DC 12 charisma check.
Elemental Assault: Once per day as a swift action, Mudkins may call forth their innate earth bound acidic life energy, Unarmed Strikes or attacks with melee weapons held in their hands deal an additional +1d6 points of acid damage. This ability lasts for 1 round per character level.
Energy Resistance: Mudkins possess resistance to Acid 5
Healthy: Mudkins receive a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Hold Breath: Mudkins are hardy and breathe much less often than most races due to their slow metabolism. As such, they can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Rocky Skin: Mudkins possess a +3 natural armor bonus.
Stoneseer: Mudkins possess these spell-like abilities: constant—nondetection; 1/day—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the Mudkin’s character level. In addition, they add +1 to the caster level of any spells with the earth descriptor they cast.
Toughness of the Earth: Mudkins gain Toughness at first level.
Language: Mudkins speak Common and Terran. Mudkins with high Intelligence scores can choose from any of these additional languages: Aklo, Draconic, Dwarven, Elven, Gnome, Halfling, or Undercommon.
Additional design, editing, and formatting by: ARMR
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