Lappy9000
2009-04-01, 02:49 PM
Well, I'm re-vamping several races for my campaign setting, and with any revamp, that means that I'm concerned on balance. Speaking of which, said races are meant to balance with d20r (http://www.giantitp.com/forums/showthread.php?t=98722), which bumps up the power level a gage or two. Are they fairly balanced? Are they interesting?
Aranea Racial Traits
http://webzoom.freewebs.com/lego12340/1Aranea.jpg
-2 Strength, -2 Constitution, +2 Charisma
Medium: Aranea, being Medium, receive no adjustments based on size
Monstrous Humanoid: As monstrous humanoids with the shapechanger subtype, aranea are immune to spells and effects that specifically target humanoids.
Speed: Aranea base land speed is 30 feet.
Darkvision out to 60’
Focused: Aranea receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Grave Resolve: Aranea subconsciously bend the spirits of the deceased to their bidding. Whenever a creature dies within 10’ of an aranea, they gains 5 temporary hit points and gain a bonus to Will saves equal to their Charisma modifier. Both effects last until the end of their next turn. Additionally, the temporary hit points gained stack with the Medium’s Clutch of the Grave class feature.
Natural Agility: Aranea, being naturally nimble, receive a +2 racial bonus on Athletics and Acrobatics checks and can use their Strength or Dexterity modifier for either skill, whichever they prefer.
Natural Weapons: Aranea possess terrible claws. They have two claw attacks that each deal 1d4 damage. When attacking with natural attacks, an aranea uses their claws as their primary natural attack.
Inborn Psionics: An aranea has a small pool of psionic charges they may tap into daily. An aranea has one charge per three class levels, minimum one. A charge may be spent to activate one of the following psi-like abilities or to power a feat with the [Aranea] descriptor: entangling ectoplasm, prevenom. The manifester level is equal to the aranea's class level. Aranea are adept at weaving both webs and lies, and a hint of venom makes their attacks that much more potent.
Change Shape: Aranea live multiple lives, as their natural form exists wholly within three unique forms. In addition to their natural form, an aranea can morph into a form resembling a medium monstrous spider. The second form is that of a Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits.
An aranea can alter their form a number of times per day equal to their Charisma modifier and can remain in each form indefinitely. This change in form is a full-round action that does not provoke an attack of opportunity and cannot be dispelled, nor does an aranea revert to their natural form when killed. A true seeing spell, however, reveals their natural form if they are in humanoid or spider form.
Automatic languages: Common, Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic)
Favored Class: Medium.
Bornura Racial Traits
http://webzoom.freewebs.com/lego12340/1Bornura.jpg +2 Wisdom.
Medium size: Bornura, being medium, receive no adjustments based on size.
Earth Scion: Bornura are humanoids with the (Earth) subtype.
Speed: A bornura's base land speed is 30 feet.
Low-Light Vision.
Almost Human: Bornura receive a +6 racial bonus on Disguise checks made to impersonate a human when not using crystal forming.
Empathetic Charm: Once per day per Wisdom modifier, a bornura can detect the surface emotions of any creature within a 30' radius. This ability gives the bornura an insight bonus equal to their Wisdom modifier on their next Bluff, Diplomacy, Intimidate, or Sense Motive check to one of the creatures within the radius.
Focused: Bornura receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Crystal Forming: A bornura has the supernatural ability to alter the nuralithis in their bloodstream into various forms. One form must be chosen at first level, and progresses naturally as the bornura gains class levels. Utilizing a Crystal Form is a swift action and lasts until the bornura is killed, knocked unconscious, or “turns off” the effect. The effects of a shatter spell or similar effect can cancel out the bornura's crystal forming for a number of rounds equal to the attacker's HD should the bornura fail their fortitude save (treat the bornura as a crystalline creature).
Aqua Aura: Nuralithis evaporates to form a bluish aura around the bornura giving them and their allies within a 10' radius a +1 bonus on saving throws. Every four character levels, the aura grants an additional +1 bonus on saving throws.
Clear Immersion: Nuralithis accumulates into small clumps throughout the bornura's body giving them Spell Resistance 10. Every four character levels, the Spell Resistance increases by 5.
Crystal Edge: Nuralithis hardens around the bornura's dominant arm, forming a deadly natural blade that deals 1d8+1 points of bludgeoning and piercing damage. Every four character levels, this bonus increases by 1. When attacking with natural attacks, a bornura uses their crystal edge as their primary natural attack. At level 10, a bornura gains a second crystal edge.
Dazzling Jewel: Nuralithis forms into sharp irregular crystals that distort light around the bornura's form, giving them a 10% miss chance. Every four character levels, the miss chance increases by 10%.
Gem Armor: Nuralithis condenses around the bornura's body, giving them a +1 natural armor bonus to AC. Every four character levels, this bonus to natural armor increases by +1.
Light Amplification: Nuralithis materializes into a natural lens on the bornura's arm that allows the bornura to unleash a ray of prismatic light as a standard action. The bornura can make a ranged touch attack that deals 1d6 points of damage against a single target within 30'. Every four character levels, the damage increases by 1d6.
Nuralithis Trance: Bornura cannot make charge attacks, take a -4 penalty to initiative, a -4 penalty to resist feints, and only gain half the benefit from spells or effects that rely on extreme emotion such as a barbarian's rage or a wilder's wild surge.
Automatic Languages: Common, Terran. Bonus Languages: Elven, Gnome, Gnoll, Halfling, Orc.
Favored Class: Monk.
Soulstitched Racial Traits
http://webzoom.freewebs.com/lego12340/1Soulstitched.jpg -2 Dexterity, -2 Wisdom, +2 Charisma
Medium size: Soulstitched, being medium, receive no adjustments based on size.
Construct: As constructs, soulstitched are immune to spells and effects that specifically target humanoids. Soulstitched do not eat, drink, sleep, or breathe, however, soulstitched can still gain the benefit of consumable potions, and a soulstiched must rest for 4 hours to provide the benefits of an 8 hour sleep. However, unlike most constructs, soulstitched are not immune to mind-affecting spells and abilities. Soulstitched have Constitution scores and gain hit points, armor and weapon proficiencies by class level.
Speed: A soulstitched’s base land speed is 20 feet.
Fractured Soul: Soulstitched possess souls and can be raised and resurrected. However, their being is split into four parts, and as such spells from the healing subschool and supernatural abilities that cure hit point damage provide only half their normal effect to a soulstitched. Additionally, soulstitched do not heal hit points naturally as living creatures do.
Heartless: Since a soulstitched possesses few organs within their torsos, a soulstitched may simply open up the stitching in their chest to place a single item weighing 5 pounds or less inside, which still adds to the total weight a soulstitched can carry. This space is approximately a 1 foot cube and can only hold an item that would be able to fit into such dimensions. Concealing an item within a soulstitched's chest is a full-round action that provokes an attack of opportunity. A DC 25 Awareness check is required for someone else to find the hidden object.
Pain Split: As soulstitched take damage, their joints become looser and their stitches become undone, allowing for increased flexibility and more nimble movements. Once a soulstitched has lost half of their hit points from lethal damage (not including temporary hit points), they gain a +4 Circumstance bonus to Acrobatics checks. This bonus stacks with any other bonuses to the Acrobatics skill that a soulstitched may have. Soulstitched wearing medium or heavy armor cannot take advantage of this bonus.
Patch Up: Soulstitched are skilled at using needle and thread and are knowledgeable of anatomy, giving them a +4 racial bonus on Heal checks.
Unliving Resistance: Soulstitched are immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, but do not gain any other immunities of the construct type.
Natural Magic: A soulstitched has a small pool of reserve energy that they may tap into daily. A soulstitched has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action or to power a feat with the [Soulstitched] descriptor:
Innate Arcana: mage hand, mending, prestidigitation. Caster level equals the soulstitched's class levels.
Muscle Memory: A soulstitched can recall memories from a past life, gaining a +4 bonus to a single skill for a number of rounds equal to their Charisma modifier.
Detach Limb: A soulstitched may remove a limb from their body and have it animate under their control. Only limbs, such as arm, hand, foot, and leg can be removed. A soulstitched may have no more than two limbs detached at any time. When an appendage is removed, a soulstitched takes a -4 penalty to all Athletics, Acrobatics, Legerdemain, and Ride checks and moves at half their base speed. Reattaching a limb requires a full-round action and a DC 15 Heal check or a mending or revamp spell.
Any damage dealt to the detached limb does not reflect upon the soulstitched until the limb is reattached. A soulstitched can sense and control the limb anywhere within their range of influence (25 feet +5 feet/2 character levels) and if the connection is lost, the detached limb stops functioning. Should a detached limb become lost, it will require one hour after re-stitching the old limb or a new appendage for this ability to function again. In addition, a soulstitched’s Detach Limb ability works only when the soulstitched is in its natural form.
A soulstitched’s detached limb functions as an extension of the soulstitched’s body, not as a unique creature. A soulstitched’s limb has the following characteristics:Detached Limb
Diminutive Construct:
Hit Dice: 1 hp per soulstitched class level.
Initiative: +0
Speed: 1/4 of soulstitched's base speed.
Base Atk/Grp: +0/-12
AC: 14 (+4 size)
Attack: --
Full Attack: --
Space/Reach: 1 ft (1/25)
Abilities: Str 2, Dex 10, Con -, Int -, Wis -, Cha –
Skills: Hide +12, Move Silently +8
Under ordinary circumstances, a soulstitched's detached limb cannot inflict any damage, flank, or even hit aware creatures. However, if the soulstitched can cast a touch spell, they can channel the touch spell through the detached limb to their opponent (or by using spells such as telekinesis or mage hand to deliver the body part).
A detached limb is under control of the soulstitched and may move up to Short range (25 feet +5 feet/2 character levels) from the soulstitched. A detached limb gains bonuses from any equipment it wears assuming said equipment is a full set. For example, a hand with a ring of protection +2 gains a +2 deflection bonus to it's AC, but a leg with only one Boot of Springing and Striding does not gain the effects of the boots.
Automatic Languages: Common. Bonus Languages: None.
Favored Class: Sorceror.
Troglodyte Racial Traits
http://webzoom.freewebs.com/lego12340/1Trog.jpg
+4 Constitution, -2 Intelligence, -2 Charisma
Reptilian: Troglodytes are humanoids with the (Reptilian) subtype.
Speed: Troglodyte base land speed is 30 feet.
Darkvision out to 60’
Chameleon Skin: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings and providing a +4 racial bonus on Stealth checks.
Child of Scorn: Troglodytes suffer no harm from being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). Their equipment it not affected.
Survivor: Troglodyte receive a +4 racial bonus on Survival checks.
Natural Weapons: Troglodytes possess powerful jaws. They have a bite attack that deals 1d6 damage. When attacking with natural attacks, a troglodyte uses their bite as their primary natural attack.
Natural Talent: A troglodyte has a small pool of reserve charges they may tap into daily. A troglodyte has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action or to power a feat with the [Troglodyte] descriptor:
Boiling Blood: A troglodyte may activate this ability as an immediate action after being successfully struck by a melee nonreach weapon in combat. After being struck, the attacker takes damage equal to the troglodyte’s Constitution modifier +1. This bonus increases by 1 every four levels (to +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th).
Frozen Soul: A troglodyte may activate this ability as a standard action. For a number of rounds equal to the troglodyte’s Constitution modifier, a troglodyte can add their Constitution modifier to Will saves.
Stench: A troglodyte may activate this ability as a standard action. All living creatures within a 30-foot radius must succeed on a Fortitude save (DC 10 + 1/2 the troglodyte's HD + the troglodyte's Con mod) or become sickened for 1d4 rounds. A creature that successfully saves against the stench cannot be affected by the same troglodyte’s stench for 24 hours.
Automatic languages: Draconic, Common Bonus Languages: Dwarven, Giant, Orc, Ingan.
Favored Class: Dreadnaught.
Aranea Racial Traits
http://webzoom.freewebs.com/lego12340/1Aranea.jpg
-2 Strength, -2 Constitution, +2 Charisma
Medium: Aranea, being Medium, receive no adjustments based on size
Monstrous Humanoid: As monstrous humanoids with the shapechanger subtype, aranea are immune to spells and effects that specifically target humanoids.
Speed: Aranea base land speed is 30 feet.
Darkvision out to 60’
Focused: Aranea receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Grave Resolve: Aranea subconsciously bend the spirits of the deceased to their bidding. Whenever a creature dies within 10’ of an aranea, they gains 5 temporary hit points and gain a bonus to Will saves equal to their Charisma modifier. Both effects last until the end of their next turn. Additionally, the temporary hit points gained stack with the Medium’s Clutch of the Grave class feature.
Natural Agility: Aranea, being naturally nimble, receive a +2 racial bonus on Athletics and Acrobatics checks and can use their Strength or Dexterity modifier for either skill, whichever they prefer.
Natural Weapons: Aranea possess terrible claws. They have two claw attacks that each deal 1d4 damage. When attacking with natural attacks, an aranea uses their claws as their primary natural attack.
Inborn Psionics: An aranea has a small pool of psionic charges they may tap into daily. An aranea has one charge per three class levels, minimum one. A charge may be spent to activate one of the following psi-like abilities or to power a feat with the [Aranea] descriptor: entangling ectoplasm, prevenom. The manifester level is equal to the aranea's class level. Aranea are adept at weaving both webs and lies, and a hint of venom makes their attacks that much more potent.
Change Shape: Aranea live multiple lives, as their natural form exists wholly within three unique forms. In addition to their natural form, an aranea can morph into a form resembling a medium monstrous spider. The second form is that of a Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits.
An aranea can alter their form a number of times per day equal to their Charisma modifier and can remain in each form indefinitely. This change in form is a full-round action that does not provoke an attack of opportunity and cannot be dispelled, nor does an aranea revert to their natural form when killed. A true seeing spell, however, reveals their natural form if they are in humanoid or spider form.
Automatic languages: Common, Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic)
Favored Class: Medium.
Bornura Racial Traits
http://webzoom.freewebs.com/lego12340/1Bornura.jpg +2 Wisdom.
Medium size: Bornura, being medium, receive no adjustments based on size.
Earth Scion: Bornura are humanoids with the (Earth) subtype.
Speed: A bornura's base land speed is 30 feet.
Low-Light Vision.
Almost Human: Bornura receive a +6 racial bonus on Disguise checks made to impersonate a human when not using crystal forming.
Empathetic Charm: Once per day per Wisdom modifier, a bornura can detect the surface emotions of any creature within a 30' radius. This ability gives the bornura an insight bonus equal to their Wisdom modifier on their next Bluff, Diplomacy, Intimidate, or Sense Motive check to one of the creatures within the radius.
Focused: Bornura receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Crystal Forming: A bornura has the supernatural ability to alter the nuralithis in their bloodstream into various forms. One form must be chosen at first level, and progresses naturally as the bornura gains class levels. Utilizing a Crystal Form is a swift action and lasts until the bornura is killed, knocked unconscious, or “turns off” the effect. The effects of a shatter spell or similar effect can cancel out the bornura's crystal forming for a number of rounds equal to the attacker's HD should the bornura fail their fortitude save (treat the bornura as a crystalline creature).
Aqua Aura: Nuralithis evaporates to form a bluish aura around the bornura giving them and their allies within a 10' radius a +1 bonus on saving throws. Every four character levels, the aura grants an additional +1 bonus on saving throws.
Clear Immersion: Nuralithis accumulates into small clumps throughout the bornura's body giving them Spell Resistance 10. Every four character levels, the Spell Resistance increases by 5.
Crystal Edge: Nuralithis hardens around the bornura's dominant arm, forming a deadly natural blade that deals 1d8+1 points of bludgeoning and piercing damage. Every four character levels, this bonus increases by 1. When attacking with natural attacks, a bornura uses their crystal edge as their primary natural attack. At level 10, a bornura gains a second crystal edge.
Dazzling Jewel: Nuralithis forms into sharp irregular crystals that distort light around the bornura's form, giving them a 10% miss chance. Every four character levels, the miss chance increases by 10%.
Gem Armor: Nuralithis condenses around the bornura's body, giving them a +1 natural armor bonus to AC. Every four character levels, this bonus to natural armor increases by +1.
Light Amplification: Nuralithis materializes into a natural lens on the bornura's arm that allows the bornura to unleash a ray of prismatic light as a standard action. The bornura can make a ranged touch attack that deals 1d6 points of damage against a single target within 30'. Every four character levels, the damage increases by 1d6.
Nuralithis Trance: Bornura cannot make charge attacks, take a -4 penalty to initiative, a -4 penalty to resist feints, and only gain half the benefit from spells or effects that rely on extreme emotion such as a barbarian's rage or a wilder's wild surge.
Automatic Languages: Common, Terran. Bonus Languages: Elven, Gnome, Gnoll, Halfling, Orc.
Favored Class: Monk.
Soulstitched Racial Traits
http://webzoom.freewebs.com/lego12340/1Soulstitched.jpg -2 Dexterity, -2 Wisdom, +2 Charisma
Medium size: Soulstitched, being medium, receive no adjustments based on size.
Construct: As constructs, soulstitched are immune to spells and effects that specifically target humanoids. Soulstitched do not eat, drink, sleep, or breathe, however, soulstitched can still gain the benefit of consumable potions, and a soulstiched must rest for 4 hours to provide the benefits of an 8 hour sleep. However, unlike most constructs, soulstitched are not immune to mind-affecting spells and abilities. Soulstitched have Constitution scores and gain hit points, armor and weapon proficiencies by class level.
Speed: A soulstitched’s base land speed is 20 feet.
Fractured Soul: Soulstitched possess souls and can be raised and resurrected. However, their being is split into four parts, and as such spells from the healing subschool and supernatural abilities that cure hit point damage provide only half their normal effect to a soulstitched. Additionally, soulstitched do not heal hit points naturally as living creatures do.
Heartless: Since a soulstitched possesses few organs within their torsos, a soulstitched may simply open up the stitching in their chest to place a single item weighing 5 pounds or less inside, which still adds to the total weight a soulstitched can carry. This space is approximately a 1 foot cube and can only hold an item that would be able to fit into such dimensions. Concealing an item within a soulstitched's chest is a full-round action that provokes an attack of opportunity. A DC 25 Awareness check is required for someone else to find the hidden object.
Pain Split: As soulstitched take damage, their joints become looser and their stitches become undone, allowing for increased flexibility and more nimble movements. Once a soulstitched has lost half of their hit points from lethal damage (not including temporary hit points), they gain a +4 Circumstance bonus to Acrobatics checks. This bonus stacks with any other bonuses to the Acrobatics skill that a soulstitched may have. Soulstitched wearing medium or heavy armor cannot take advantage of this bonus.
Patch Up: Soulstitched are skilled at using needle and thread and are knowledgeable of anatomy, giving them a +4 racial bonus on Heal checks.
Unliving Resistance: Soulstitched are immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects, but do not gain any other immunities of the construct type.
Natural Magic: A soulstitched has a small pool of reserve energy that they may tap into daily. A soulstitched has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action or to power a feat with the [Soulstitched] descriptor:
Innate Arcana: mage hand, mending, prestidigitation. Caster level equals the soulstitched's class levels.
Muscle Memory: A soulstitched can recall memories from a past life, gaining a +4 bonus to a single skill for a number of rounds equal to their Charisma modifier.
Detach Limb: A soulstitched may remove a limb from their body and have it animate under their control. Only limbs, such as arm, hand, foot, and leg can be removed. A soulstitched may have no more than two limbs detached at any time. When an appendage is removed, a soulstitched takes a -4 penalty to all Athletics, Acrobatics, Legerdemain, and Ride checks and moves at half their base speed. Reattaching a limb requires a full-round action and a DC 15 Heal check or a mending or revamp spell.
Any damage dealt to the detached limb does not reflect upon the soulstitched until the limb is reattached. A soulstitched can sense and control the limb anywhere within their range of influence (25 feet +5 feet/2 character levels) and if the connection is lost, the detached limb stops functioning. Should a detached limb become lost, it will require one hour after re-stitching the old limb or a new appendage for this ability to function again. In addition, a soulstitched’s Detach Limb ability works only when the soulstitched is in its natural form.
A soulstitched’s detached limb functions as an extension of the soulstitched’s body, not as a unique creature. A soulstitched’s limb has the following characteristics:Detached Limb
Diminutive Construct:
Hit Dice: 1 hp per soulstitched class level.
Initiative: +0
Speed: 1/4 of soulstitched's base speed.
Base Atk/Grp: +0/-12
AC: 14 (+4 size)
Attack: --
Full Attack: --
Space/Reach: 1 ft (1/25)
Abilities: Str 2, Dex 10, Con -, Int -, Wis -, Cha –
Skills: Hide +12, Move Silently +8
Under ordinary circumstances, a soulstitched's detached limb cannot inflict any damage, flank, or even hit aware creatures. However, if the soulstitched can cast a touch spell, they can channel the touch spell through the detached limb to their opponent (or by using spells such as telekinesis or mage hand to deliver the body part).
A detached limb is under control of the soulstitched and may move up to Short range (25 feet +5 feet/2 character levels) from the soulstitched. A detached limb gains bonuses from any equipment it wears assuming said equipment is a full set. For example, a hand with a ring of protection +2 gains a +2 deflection bonus to it's AC, but a leg with only one Boot of Springing and Striding does not gain the effects of the boots.
Automatic Languages: Common. Bonus Languages: None.
Favored Class: Sorceror.
Troglodyte Racial Traits
http://webzoom.freewebs.com/lego12340/1Trog.jpg
+4 Constitution, -2 Intelligence, -2 Charisma
Reptilian: Troglodytes are humanoids with the (Reptilian) subtype.
Speed: Troglodyte base land speed is 30 feet.
Darkvision out to 60’
Chameleon Skin: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings and providing a +4 racial bonus on Stealth checks.
Child of Scorn: Troglodytes suffer no harm from being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). Their equipment it not affected.
Survivor: Troglodyte receive a +4 racial bonus on Survival checks.
Natural Weapons: Troglodytes possess powerful jaws. They have a bite attack that deals 1d6 damage. When attacking with natural attacks, a troglodyte uses their bite as their primary natural attack.
Natural Talent: A troglodyte has a small pool of reserve charges they may tap into daily. A troglodyte has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action or to power a feat with the [Troglodyte] descriptor:
Boiling Blood: A troglodyte may activate this ability as an immediate action after being successfully struck by a melee nonreach weapon in combat. After being struck, the attacker takes damage equal to the troglodyte’s Constitution modifier +1. This bonus increases by 1 every four levels (to +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th).
Frozen Soul: A troglodyte may activate this ability as a standard action. For a number of rounds equal to the troglodyte’s Constitution modifier, a troglodyte can add their Constitution modifier to Will saves.
Stench: A troglodyte may activate this ability as a standard action. All living creatures within a 30-foot radius must succeed on a Fortitude save (DC 10 + 1/2 the troglodyte's HD + the troglodyte's Con mod) or become sickened for 1d4 rounds. A creature that successfully saves against the stench cannot be affected by the same troglodyte’s stench for 24 hours.
Automatic languages: Draconic, Common Bonus Languages: Dwarven, Giant, Orc, Ingan.
Favored Class: Dreadnaught.