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View Full Version : FeyBurn Races(PEACH, 3.5, 6 races)



PersonMan
2010-06-02, 02:09 PM
Alright, these are all races that I'm making for an upcoming campaign/campaign setting. The basic story is that the Fey are incredibly powerful near-gods to the rest of the world. This is both a collection for reference for me and my players along with me wanting to both post new races and give the old ones a second chance at being reviewed.

In this setting, the dwarves were created by the Fey to man several large fortresses they built in mortal kingdoms. When most of them were destroyed in an uprising, they created Elves to guard the northern border, leaving the few remaining dwarves to die.

Fey Creations
These races were created or modified by the Fey to act as soldiers, servants or the like.

Since the dwarves were created to guard fortresses, their racial abilities are adjusted to this. They won't do well in wide open places, because they'll be out of their element.
Dwarf
+2 Con, -2 Dex
Darkvision 60 ft
Low-light vision
Defensive Stance(Ex): As a move action, a dwarf can assume a defensive stance. As long as they do not move, the dwarf receives a +4 dodge bonus to AC, a +2 dodge bonus to reflex saves, a +2 bonus to attack rolls and a +4 bonus against bull rush attempts. If a dwarf moves more than five feet in a round, they lose the benefits of this stance.
Weapon Focus: Dwarves train with specific weapons since childhood. A dwarf gaines weapon proficiency and weapon focus with a single martial weapon, chosen at character creation. They ignore any class-based prerequisites for further specialization feats(i.e. Weapon Specialization, G. Weapon Focus, G. Wep. Spec., Improved Critical, etc.), but must still meet the other requirements, such as BAB, level, etc.
Poison Resistance(Ex): Dwarves are exposed to small doses of poison since a young age, and gain a bonus to Fortitude saves against poison equal to 2+1/2 their Hit Dice.
LA +1(?)

The Elves were created after a mortal rebellion to guard the border between the Fey lands and the rest of the world.
+2 Str, +2 Con, +2 Dex
+2 Natural Armor
Low-Light Vision: An Elf's low light vision allows them to see in color, as well as seeing four times as far as humans do in torchlight, moon/starlight, etc.
+2 Racial bonus on Spot and Listen checks
+2 to Fortitude saves against poison
+2 to Will saves against enchantment spells
Weapon Proficiencies: An Elf is automatically proficient with the short sword and rapier.
LA+1

Diluted Fey
These are for those who have 1/4 Fey blood or less.

1/4 Fey
1/4 Fey
+4 Dex, +2 Int, +4 Cha
+3 Natural Armor
Natural Spellcasting: Cast arcane spells with +2 Caster Level
Spell-Like Abilities: Detect Magic 3/day, Detect Good 1/day, Magic Missile 1/day. Caster Level is equal to HD+2.
Damage Reduction: 2/cold iron
LA+2

1/8 Fey
1/8 Fey
+2 Int or +2 Cha, -2 Wis
Natural Spellcasting: Cast arcane spells with +1 Caster Level
Spell-Like Abilities: Detect Magic 1/day. Caster Level is equal to HD+1.
LA+0

True Fey
Fey of 1/2 and pure blood. These two aren't really meant for PCs, I just need them for eventual NPC stats.

1/2 Fey
-2 Str, +4 Dex, +4 Int or +4 Cha
Natural Armor: +3
Damage Reduction: 5/cold iron
Natural Spellcasting: A 1/2 Fey casts arcane spells with +3 Caster Level.
Spell-Like Abilities: 3/day: Dimension Door, Charm Monster, At Will: Charm Person. Caster Level is equal to hit dice +3.
1/2 Fey's base land speed is 35 feet, and they have a Fly speed of 40 ft with average maneuverability.
LA+3?4? I'm really not sure with this one.

True Fey
-2 Str, +4 Dex, +6 Int or +6 Cha
Natural Armor +5
Damage Reduction: 10/cold iron
Natural Spellcasting: True Fey cast arcane spells with +4 Caster Level.
Spell-Like Abilities: At will: Charm Person, Suggestion, Dispel Magic, Detect Chaos, 3/day: Glitterdust, Magic Missile, Dimension Door
True Fey have a base land speed of 40 ft and a fly speed of 60 ft, with good maneuverability
LA+???


The Bluroblin
The Bluroblin are a race of goblinoids twisted by intense magical power and generations of experimentation by a wizard using leftover Fey magic from a near-apocalyptic event. The wizard split the Bluroblin into specific task-oriented groups, eventually leading to multiple sub-races.

About 4 years ago, the wizard was killed and the magical energy he had gathered in his tower was released, destroying it and saturating the area with magic, further changing the Bluroblin into the forms they now have.

Base Bluroblin
+2 Con, -2 Dex; A Bluroblin's body is tough, but the twisted form makes it difficult to dodge and weave
Natural Armor: +2
Bluroblin gain a +2 racial bonus to Spellcraft and Knowledge(arcana)
Arcane Absorption: A Bluroblin's body absorbs arcane energy. All arcane spells cast on a Bluroblin have -1 Caster Level
Spell-Like Abilities: A Bluroblin gains two 0th level spells and one 1st level spell as spell-like abilities, usable once per day. The caster level for these is equal to the Bluroblin's Hit Dice.
Favored Class: Any(chosen at 1st level)
LA+1

Arkania Bluroblin
+4 Int or +4 Cha, -2 Dex; The Arkania Bluroblin are well-suited to their chosen class(see below), but are not as tough as their counterparts
Natural Armor: +1
An Arkania Bluroblin gains a +4 racial bonus to Spellcraft, Knowledge(arcana) and Concentration checks to defensively cast.
Arcane Overflow: An Arkania Bluroblin's body radiates excess magical energy, giving them a +1 Caster Level on arcane spells
Spell Resistance: An Arkania Bluroblin gains Spell Resistance equal to 10+their Hit Dice. An Arkania Bluroblin can raise or lower their spell resistance as a free action on their turn.
Spell-Like Abilities: An Arkania Bluroblin gains two 1st level spells as 3/day spell-like abilities.
Favored Class: Sorcerer or Wizard. If Sorcerer, the Arkania Bluroblin takes the +4 to Charisma, if Wizard they take the +4 to Intelligence.
LA+2?+3?

Shade Bluroblin
+4 Dex, -2 Str; Shade Bluroblin are thin and dexterous, but are weaker than their cousins
Natural Armor: +1
Darkvision 80 ft
Low-light vision
A Shade Bluroblin gains a +2 racial bonus to Move Silently, Hide and Sleight of Hand checks.
Racial Training: For the purposes of determining Rogue special abilities such as Sneak Attack and the level of rogues to gain flanking bonuses due to Improved Uncanny Dodge, a Shade Bluroblin is treated as being 1 level higher than it actually is.
Favored Class: Rogue
LA+1?

PersonMan
2010-06-04, 03:54 PM
Added Shade Bluroblin, and added more on Bluroblin history.