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DragonOfUndeath
2010-07-18, 11:23 PM
My Races:

This is why Necromancers are considered Evil:
Batnians: Batnians were originally just giant bats with a hive mentality (and giant teeth, claws etc). Then a Necromancer decided to change them and create the perfect weapon, a race of beings devoted to him and able to cast Spells. At first it went well, he made it Magical by feeding them the Magically-Charged Bones of creatures. Then he gave it the ability to transform into a human-like creature with wings and back again. Unfortunately at this point it started to go wrong. When the Necromancer was out a female Batnian found a pile of bones and gorged on them (because they now needed Bones and nothing else) with every Bone she consumed she became smarter until suddenly she underwent metamorphosis into the first Queen Batnian. This Queen was fully intelligent and all the other Batnians, due to their hive mentality, immediately bowed down to her. When the Necromancer got back he found a surprise waiting for him. His bones were used to sate the first eggs that would hatch into intelligent Batnians. If a Batnian has not got a Bone in his stomach at sundown it will become Feral and attack everything until it either finds another Feral Batnian (then they make a Pack like the original Batnians), it is killed or it starves (2 weeks since a Bone). A Batnian can hold 5 Bones in its stomach and at sundown 1 is consumed. Batnians get 20 Bones in their inventory at creation and since Batnians are widespread most towns have a store with Bones (entire species are bred just for Batnians) which cost 2 CP each (average). Batnians can’t breed with other creatures or Gods and only Queens can lay eggs (5-10 per Laying) Eggs leech Bone energy from their surroundings so are usually placed together in a nest of bones and are isolated from normal Batnians.
Queen Batnians:
Queens are Female Batnians who consume 50 Bones over 10 days. When a Female wants to become a Queen she must gather Male supporters to gather the Bones and support her claim to Territory. When a Female becomes a Queen or a Queen encroaches on another’s territory they must either fight the current Queen or move somewhere else (most new Queens move somewhere else and take their Male supporters along with them). If a Queen doesn’t have any supporters then she loses all claim to Territory and must gather supporters from other Queens or Batnian adventurers. Every Male supporter entitles a Queen to 1 square Kilometer of land (please note that Territory can be within other Races Kingdoms because they still follow the rules of that kingdom and they don’t have wars only the Queen Duels to the death).
When a Queen falls in a Queen Duel it is customary for the dead Queen’s supporters to support the living Queen (some don’t, they might support a bid for one of the Dead Queen’s Hatchlings or go Support another Queen entirely). Territory claims are all or nothing: if there is a dispute about even 1/2 square kilometer between 2 Queens then they Duel for all the land both of them own or one of them gives up that square kilometer to the other Queen (this may cause supporters to leave the Queen making them lose more land).

Batnians have an innate sense of distance and direction. If a Batnian has travelled somewhere before or knows roughly where it is they can lead you to it. This makes them excellent Tour Guides and Scouts; unfortunately this makes them susceptible to Madness when the landscape changes (like in Limbo or the Elemental Chaos) as the new map and the old map stay imprinted in their minds. These Maps cannot be wiped in a Mind Erase. They may not remember where the Map is for but it is there all the same.
Batnians have 2 Different Forms they can take (it takes a Standard Action to Transform):
The Original Form is what the Batnians looked like before the Necromancer meddled. Batnians have a bonus to Intimidate when in this Form. Some Batnians refuse to leave this Form saying that the other form is unnatural and evil.
Normal/Human Form: Most Batnians remain in this form when around members of other races as they seem to like it better. In this form Batnians look remarkably like Half-Elves (with giant bat wings sprouting from their back); Due to this Batnians get a bonus to Diplomacy Checks when in this form.
Death Rites: If a Queen Batnian dies naturally (very rare) all the meat is stripped of her Bones and cremated, the stripped Bones are shared between Her 3 Male advisors to be given their next Queen or consumed by them. If a Queen Batnian dies in a Duel the Bones go to the Victor (along with the dead Queens Bone reserves) When a Female Batnian dies the Meat is sold (it’s apparently a delicacy) and the Bones are given to any remaining Male brothers of the same laying, if none can be found the Bones go to the Queen who hatched the Female (the Laying Queen) (or the Queens killer {or her killer and so on [records are kept!]}). If a Male Batnian dies the Meat is sold and his Bones go to his current Queen (if he is an adventurer it goes to his Laying Queen {or her killer etc}), if no-one can identify the body the Bones go to the finder (Batnian or otherwise) to sell or consume (the money from the Meat is given to the finder as well).
Social Hierarchy:
Queen
3 Male advisors (Territory, Bones and Supporters)
Males (because they are Supporters)
Females (Potential Threats, Usurpers and Support-Stealers).

Why should humans have all the cross-species fun?
Elf-Dwarves: formed from the union of an elf and a dwarf this child is forever confused about which Pantheon to follow. None of the many gods have elf-dwarves in their portfolio and none want to lay claim to them (politics). If an elf-dwarf has a baby with any other creature (elf, dwarf, human etc) the child is still an elf-dwarf. They look like slightly smaller, bulkier versions of Elves with dwarven faces and beards. Seen from behind they look like Teen Elves.

Because we need more types of skeletons (sarcastic).
Skellies: (this is meant as an NPC race) a Skelly is not (generally) evil or a re-incarnated soul or anything else, they are Extra-Planar beings that are incorporeal (to us). The only things that they can wear/inhabit are bones. As they grow older they collect bones and start to manifest a corporeal form. Many Paladins have mistaken Skellies for skeletons and other Undead or Evil beings; they get a shock when Smite Evil and Rebuke Undead don’t work. The more important (or the older) a Skelly the more bones it wears. Teen Skellies have maybe a full hand 1 and a ½ arms and a basic torso (and legs) while Ancient Skellies are Huge Creatures comprised of several heads, arms and legs.

Magic Infused with Life:
Descendants of the Magic: (This Race is usually Chaotic Neutral or Chaotic Good) Near the beginning of the universe the God of Powers (Arcanum) was young and in-experienced with his Powers. The other Gods were concerned with this and set up a series of tests for him to better know his powers; unfortunately one of the tests was created wrong. Some of his magic leaked out and fell into Reality. Some of it fused with the Laws of Reality and created Arcane Magic as we know it today but the rest fused with Life itself and created the first Descendants. Arcanum was so ashamed with what had happened he tried to become Mortal to join the Imperfect Creations for that, he thought, was all he was good for. The other Gods talked him out of it and convinced him to become the God of Arcane Magic and the Descendants instead. A Descendant is never truly a Creation like Humans and Elves though that is what they always aspire to be. A Descendant seeks Life wherever it takes them, always looking for a way to fully Descend into Life rather than Ascend into Magic. Sometimes they can’t comprehend why a Human or an Elf seems to seek death (War, Hunting etc) yet they know it is that which makes them so full of Life and so follows them; seeking the same experiences (Party Hook). The Descendants’ features are never quite solid, never quite real from one moment to the next. Every Descendant looks Fluid and less than Real, yet that is the only thing similar about all of them (except they are all awesome at Magic); they can be as small as a Halfling or as tall as a Giant, they can be as Charismatic as a Half-Elf Rogue or as Socially Awkward as a Half-Orc Barbarian, as Strong as an Ox or as weak as a Sorcerer with STR as his Dump Stat. They are born in Magically-Infused Semi-Transparent Eggs that change size as the hatchling grows.
Play this Race if you want to:
• Figure out Life and why it is what it is.
• Be a Fluid Semi-Real hunk of Magic.
• Seek Adventure no matter the cost.


Magic Lizards!!
Gourdions: these scaly folk are the Dominant Species in my Campaign Setting Alternity. The Gourdions use Magic to guard against most things. Most Gourdions have at least one level of Caster and use the slots for Protect or Cure spells.
NPC Class idea:
Gourdion Shielder: a Caster who specializes in Protect and Cure spells. they are a peacemaking race (why make more enemies when the wilds can provide plenty) and try to avoid conflict at all costs. Gourdions look like Centaurs (except replace Horse with Lizard, make them scaly all over and they have 2 extra arms).


Note: these are just some ideas for races. I’m specifically not putting in stats or anything so DMs can modify it to anything (4th Ed, 3.5, AD&D etc). I might add more if I think of them. If people can think of Modifications please let me know.

For Valor
2010-07-19, 02:10 PM
Elf-Dwarves

that's disgusting...

Kuma Kode
2010-07-19, 03:08 PM
that's disgusting... What they do in the privacy of their own caves is their business.


So long as they never... ever come out.

devinkowalczyk
2010-07-19, 03:14 PM
Bats have been done to death.

I think there are already too many playable races in 3.5 and 4 is getting close.

I like the idea of animated skeletal and zombified versions of current races. or combinations could make it interesting

Milskidasith
2010-07-19, 03:21 PM
There aren't stats for this, and you are asking other people to homebrew NPC classes for you. That's kind of confusing.

DragonOfUndeath
2010-07-19, 07:24 PM
@Valor and Kuma Kode: i have 1 word for you: Half-Elves