Medium Humanoid (12 RP)
- +2 Strength, +2 Constitution, -2 Charisma. (0 RP)
- Medium: Badgen have no bonuses or negatives due to their size. (0 RP)
- Slow Speed: Badgen are slow and steady, they have a 20 ft movement, (-1 RP)
- Burrow: Badgen have a 10 ft speed, they can dig a room (den) for a Medium-sized creature in 1 hour. (2 RP)
- Darkvision: Badgen have darkvision of 60 ft. (2 RP)
- Natural Armor: Badgen have a tough hide and gain a +1 to Natural Armor. (2 RP)
- Relentless: Badgen gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. (1 RP)
- Stubborn: Badgen gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) sub-schools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first re-roll ability fails. (2 RP)
- Stonecunning: Badgen receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. (1 RP)
- Stone Sense: Badgen gain tremorsense 10 feet. They can feel movement in the very earth and stones around them. (2 RP)
- Craftsmen: Badgen gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)
- Languages: Badgen and Common. Bonus: Aquan, Dwarven, Elven, Lutra, and Draconic.
Alternate Racial Traits
- Cornered Fury: Whenever a Badgen is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Replaces burrow and stone sense.
- Ferocity: Badgen gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. Replaces natural armor and stubborn.
- Stability: Badgen receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Replaces relentless or craftsman.
- Scent: Badgen gain the scent ability. Replaces stubborn and stone sense.
The Badgen live on a Gargantuan dragon turtle named Hyna Yilane, she is mostly covered in forests. This turtle travels westward along the ocean currents.
Their society is like a combination of Native American, Viking and Pacific Islander (Maori). It is based on a military structure, with equality for all (race or sex). Their women fight alongside the men if needed. Leaders are often fighter/barbarians. They have a racial hatred of all goblins, because this race enjoys killing indiscriminately.
Most badgens are warriors or fighters; officers are often barbarian/fighters or soldiers. Since they are trained since childhood in fighting they are proficient in all simple and martial weapons (they prefer melee weapons as they believe it is more honorable to have the same chance to die as their opponent) armor and shields. Their favored weapons are the greatsword and double-axe. They are considered to have unarmed combat (also because of their training).
The common Badgen dislike magic (preferring melee combat), they will use weapons, armor, rings, etc; but dislike any blatant abilities of such and prefer subtle effects. In war they only use magic if it is used against them first.
There are a some badgen magic users, but those in this profession are often looked down on. If the magic is used on others, it is looked on with displeasure, but if the magic is used to help others, it is grudgingly accepted.
Clerics are held in awe or suspicion, depending on the deity that they follow (good or evil). Divine magic is usually treated as a gift from the Gods.