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PersonMan
2010-10-15, 03:42 PM
The Bluroblin
The Bluroblin are a race of goblinoids twisted by intense magical power and generations of experimentation by a wizard using leftover magic from a near-apocalyptic event. The wizard split the bluroblin into specific task-oriented groups, eventually leading to multiple sub-races as the magical energies of the area changed them.

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. Before this event he had been preparing to turn the bluroblin into an army, and because of this scattered tribes of bluroblin are in almost constant communication as they try to figure out what to do now that their creator(and so far, leader) died.

The bluroblin all tend towards Lawful Neutral, as the wizard gave them strict hierarchies and encouraged teamwork. However, he also taught that only those who could perform their tasks well deserved to advance in any way, so there is a threat in the background of every bluroblin tribe: fail too often, and you will be disposed of.

Bluroblins are Monstrous Humanoids, and start out with a single level of Monstrous Humanoid, which is traded out for their first class level(in most cases).

Note: The plural of Bluroblin is Bluroblin.

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?
The baseline Bluroblin, these odd creatures are bright orange in color, hairless and have dark green horns growing on their heads where hair would be on humans. They have bulbous, awkward forms and a hard shell growing on their hands. Instead of fingers, bluroblin have flexible claws, too short and weak to do real damage. The mouths of bluroblin are sort of like those of humans, with sharp, short teeth. Their fleshy bodies are surprisingly tough, and the Bluroblin are able to quickly adapt to new situations and learn quickly.

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+3
The Arkania Bluroblin are a subrace of bluroblin, normally a dark purple in color. They have the same hair-horns as the normal bluroblin, but they are a dark blue. They are thinner than the normal bluroblin, and their hands are not armored.

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. They also gain a +4 bonus to Disable Device and Open Lock 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+2
The Shade Bluroblin are nearly black in color, with smaller and slimmer forms than the normal bluroblin. Their hands are not armored, and they have fingers instead of claws. Shade bluroblin have longer fingers than humans, and their fingers have 5 joints, allowing them to manipulate things with much more finesse.

Armored Bluroblin
+4 Str, +4 Con, -4 Dex
Natural Armor: +5
Base Land Speed 20 ft
Powerful Build: Armored Bluroblin are considered large whenever it would benefit them for things such as bull rushes, grapple checks and the like, but not for things such as reach or weapon damage.
Arcane Battery: Armored Bluroblin have magical circuits built into their bodies, allowing them to absorb the energy of spells. If an Armored Bluroblin is targeted by a spell, the caster must make a caster level check(DC=10+the bluroblin's HD+1/2 of the bluroblin's Constitution modifier) or their spell fails and is pulled into the armored bluroblin's arcane battery. An armored bluroblin can hold a number of spell levels equal to its hit dice in its arcane battery. At any time as a free action the armored bluroblin may draw energy from its arcane battery to do any of the following:
Heal itself a number of hit points equal to it's Constitution modifier x the number of spell levels used.
Activate an SLA, costs 1 spell level.
Give itself a temporary bonus to Strength, Constitution or Dexterity equal to the number of spell levels used.
Spell-Like Abilities: An armored bluroblin has 2 1st level spells as SLAs. However, they need to have energy in their Arcane Batteries before they can be used(see above).
Racial Hit Dice: An armored bluroblin starts with two levels of Monstrous Humanoid, providing it with 2d8 Hit Dice, a base attack bonus of +2, a base Fortitude save of +0, a base Reflex save of +3 and a base Will save of +3.
Racial Skills: An armored bluroblin's monstrous humanoid levels give it a number of skill points equal to 5x(2+Int modifier, minimum 1). It's class skills are Listen, Spot, Survival, and Spellcraft.
Spell Training: Spellcraft is always considered a class skill for an armored bluroblin, and they gain a +4 bonus to identify spells being cast.
Favored Class: Any(chosen at 1st level)
LA+X
Armored Bluroblin are the result of the recently deceased wizard's most recent experiments, to create a powerful shock trooper which could turn enemy spells against them, and allow friendly spellcasters to use their unused spell slots for something after a battle. They are usually trained to recognize spells so they can best put their arcane batteries to use.

Unlike other bluroblin, armored bluroblin live in small, heavily fortified encampments in and directly around the wizard's old tower rather than spread out in tribal groups.

Spirit Bluroblin
+2 Wisdom, +2 Constitution, -2 Dexterity; The Spirit Bluroblin are more aware of their surroundings, but are otherwise like the normal bluroblin.
Divine Connection: Bluroblin are especially connected to deities or other powerful forces, casting divine spells at +1 caster level.
Natural Armor: +2
Racial Skills: Spirit Bluroblin gain a +2 bonus on Knowledge(local) and on Knowledge(religion) checks.
Favored Class: Cleric or Favored Soul(chosen at 1st level)
LA+1?
Spirit Bluroblin are nearly white, and they are slowly colored by what they eat. As such, many eat specific foods so that they represent their chosen cause or deity. Due to their wisdom, spirit bluroblin are usually advisers to other tribes' leaders, rather than staying in their own groups. However, every year the spirit bluroblin gather for a meeting to discuss how the bluroblin will move forwards as a group, usually joined by several arkania bluroblin.

arguskos
2010-10-16, 02:09 PM
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?
The baseline Bluroblin, these odd creatures are bright orange in color, hairless and have dark green horns growing on their heads where hair would be on humans. They have bulbous, awkward forms and a hard shell growing on their hands. Instead of fingers, bluroblin have flexible claws, too short and weak to do real damage. The mouths of bluroblin are sort of like those of humans, with sharp, short teeth. Their fleshy bodies are surprisingly tough, and the Bluroblin are able to quickly adapt to new situations and learn quickly.
LA 1 is reasonable. Check the Karsite from Tome of Magic for another thought on arcane absorption.


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?
The Arkania Bluroblin are a subrace of bluroblin, normally a dark purple in color. They have the same hair-horns as the normal bluroblin, but they are a dark blue. They are thinner than the normal bluroblin, and their hands are not armored.
LA 3. +1 CL, SR, 2 3/day 1st level spells? LA 2 is not sufficient, IMO. Now, this brings the very odd situation up that Casters suffer from LA more than anyone else. I am here assuming LA buyoff is available. If it isn't, then the race needs to change to LA 2 and lose the SR personally.


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. They also gain a +4 bonus to Disable Device and Open Lock 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?
The Shade Bluroblin are nearly black in color, with smaller and slimmer forms than the normal bluroblin. Their hands are not armored, and they have fingers instead of claws. Shade bluroblin have longer fingers than humans, and their fingers have 5 joints, allowing them to manipulate things with much more finesse.
LA 2. Given that they can be a level 2 Rogue with 2d6 sneak attack, they're KINDA GOOD GG.


Armored Bluroblin
+4 Str, +4 Con, -4 Dex
Natural Armor: +5
Base Land Speed 20 ft
Powerful Build: Armored Bluroblin are considered large whenever it would benefit them for things such as bull rushes, grapple checks and the like, but not for things such as reach or weapon damage.
Arcane Battery: Armored Bluroblin have magical circuits built into their bodies, allowing them to absorb the energy of spells. If an Armored Bluroblin is targeted by a spell, the caster must make a caster level check(DC=10+the bluroblin's HD+1/2 of the bluroblin's Constitution modifier) or their spell fails and is pulled into the armored bluroblin's arcane battery. An armored bluroblin can hold a number of spell levels equal to its hit dice in its arcane battery. At any time as a free action the armored bluroblin may draw energy from its arcane battery to do any of the following:
Heal itself a number of hit points equal to it's Constitution modifier x the number of spell levels used.
Activate an SLA, costs 1 spell level.
Give itself a temporary bonus to Strength, Constitution or Dexterity equal to the number of spell levels used.
Spell-Like Abilities: An armored bluroblin has 2 1st level spells as SLAs. However, they need to have energy in their Arcane Batteries before they can be used(see above).
Racial Hit Dice: An armored bluroblin starts with two levels of Monstrous Humanoid, providing it with 2d8 Hit Dice, a base attack bonus of +2, a base Fortitude save of +0, a base Reflex save of +3 and a base Will save of +3.
Racial Skills: An armored bluroblin's monstrous humanoid levels give it a number of skill points equal to 5x(2+Int modifier, minimum 1). It's class skills are Listen, Spot, Survival, and Spellcraft.
Spell Training: Spellcraft is always considered a class skill for an armored bluroblin, and they gain a +4 bonus to identify spells being cast.
Favored Class: Any(chosen at 1st level)
LA+X
Armored Bluroblin are the result of the recently deceased wizard's most recent experiments, to create a powerful shock trooper which could turn enemy spells against them, and allow friendly spellcasters to use their unused spell slots for something after a battle. They are usually trained to recognize spells so they can best put their arcane batteries to use.

Unlike other bluroblin, armored bluroblin live in small, heavily fortified encampments in and directly around the wizard's old tower rather than spread out in tribal groups.
LA +unplayable. I dislike these kinds of mechanics in player hands honestly, and would recommend against it. Perhaps LA +3 if you feel like letting it be a PC race.

Also, the stat bonus from Arcane Battery needs a type. I suggest enhancement.


Spirit Bluroblin
+2 Wisdom, +2 Constitution, -2 Dexterity; The Spirit Bluroblin are more aware of their surroundings, but are otherwise like the normal bluroblin.
Divine Connection: Bluroblin are especially connected to deities or other powerful forces, casting divine spells at +1 caster level.
Natural Armor: +2
Racial Skills: Spirit Bluroblin gain a +2 bonus on Knowledge(local) and on Knowledge(religion) checks.
Favored Class: Cleric or Favored Soul(chosen at 1st level)
LA+1?
Spirit Bluroblin are nearly white, and they are slowly colored by what they eat. As such, many eat specific foods so that they represent their chosen cause or deity. Due to their wisdom, spirit bluroblin are usually advisers to other tribes' leaders, rather than staying in their own groups. However, every year the spirit bluroblin gather for a meeting to discuss how the bluroblin will move forwards as a group, usually joined by several arkania bluroblin.
You and the CL bonuses. :smallsigh: You can make this LA 1 but I'd probably do LA 2. I just hate giving CL bonuses of any kind. Your call.