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View Full Version : 5 Races for Australia Campaign D&D 3.5 E6 [PEACH]



Mangles
2010-11-08, 09:26 PM
I'm writing up a campaign setting set in an Australian like place. It admittedly has a lot more desert and poison than Australia does but also has some bushland and mountainous regions as well. Its meant to be run with a little humor in mind and so I created these races to go with the campaign. All races will eventually get racial variant classes tied to their favored classes. One other note a new effect that some of the enemies will be using is called the dreaming. It is a spell like effect with a will save. Most enemies that use it will be in the desert.

The Tall Fella's

Known as those big buggers by the bushmen , they stand on average an extra two foot taller than the average Robbo. This gives them a stretched look as they are no broader. Their skin and hair is as dark as charcoal, making them able to survive easily in the red desert they call home. Given the complete lack of "civilization" and food in their homeland the Tall men tend to become Rangers or Druids depending if they commune with nature because of a deep connection or just because they are hungry.

+2 wis, +2 Dex, -2 Int, -2 Str
Medium: As Medium creatures, Tall Fella's have no special bonuses or penalties due to their size
Tall Fella's base land speed is 30 feet
Immunity to magic sleep effects, and a +2 racial saving throw bonus against the effects of the dreaming.
Low-Light Vision: A Tall Fella can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Primitive Weapon Mastery: Tall Fella's have a +1 Racial bonus on attacks with Boomerrang, Club, Greatclub, Harpoon, Hunting Boomerang, Longspear, Quarterstaff, Shortspear, Sling and Spear and treat all these weapons as Simple Weapons
Climate Tolerant: Can comfortably assist in conditions of ‘severe cold’ to ‘severe heat’ without needing a Fortitude save. They are considered to
have the feat heat Endurance for purposes of a prerequisite for classes & other feats.
+2 racial on Listen, Search, Spot and Survival checks. Tall Fella's are always considered to be actively searching whenever they are in natural terrain.
Automatic language: Common, Dream tongue
Favored Class: Druid or Ranger

The Blues

Every one of them sporting a bright orange red mat of hair, the Blues are the palest skinned and probably the least inclined to step into the red desert. Mainly found in the large cities the Blues are know to have a ferocious streak when provoked often flying into a rage, their faces going as red as their hair. Those who can control the anger normally seek to atone by becoming religious warriors or coppers.

Medium: As Medium creatures, blues have no special bonuses or penalties due to their size.
Blues base land speed is 30 feet
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
+2 Racial bonus on Intimidate checks. Blue's always consider Intimidate to be a class skill.
Automatic language: Common
Favored Class: Barbarian or Paladin.


The Stubbies

Born low to the ground the Stubbies know stability when it kicks them in the knees (about shin height for the rest of us). They stand two feet shorter than the average Kevin and are the most stubborn of the Stralian races. While neither quick to move nor to die, they have been known to give up when trying to play stubby in the middle. Normally they show they have been defeated in battle by beating the winning party up, or in the case of those more religiously minded, beating the heathen winning party up.

+2 Con -2 Dex
Medium: As Medium creatures, Stubbies have no special bonuses or penalties due to their size.
Stubbies base land speed is 20 feet. However, Stubbies can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Heat Endurance – +4 Racial bonus on Fortitude saves
to resist the effects of hot weather/exposure.
Able to go 2 days plus (Constitution score) hours before
beginning to experience the ill effects of thirst.
Weapon Familiarity: Stubbies may treat one exotic weapon as a martial weapon. This exotic weapon can't be changed once chosen.
Stability: +4 bonus on checks to avoid being Bull Rushed or Tripped while standing on the ground.
+2 Racial bonus on saves vs. poison
+2 Racial bonus on saves vs. effects of the Dreaming
+1 Dodge and Attack bonus agaisnt creatures Large or Larger
+2 Racial craft and appraise checks for weapons and armour
Favored Class: Fighter or Cleric


The Larikins

Shorter even than the Stubbies the Larikins are a thin and triksy folk who like little more than to play a good prank. Their short stature is good for hiding and sneaking plays no small part in their ability to get away from an enraged Blue. Unfortunately they are not always successful in escape and Larikins can most often found in goals around Stalia.


+2 Char, +2 Dex, -2 Str, -2 Wis
Small: As a Small creature, a Larikin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Larikin base land speed is 20 feet.
Low-Light Vision: A Larikin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on attack rolls with thrown weapons and slings.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by Larikins. This adjustment stacks with those from similar effects.
+2 morale bonus on saving throws against fear
+2 racial bonus on Listen and Move Silently checks.
Automatic Languages Common,
A Larikin with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation and Open/Close. Caster level 1st; save DC 10 + Larikins’s Cha modifier + spell level.
Favored Class: Bard or Rouge.

The Red legs

Luckily crossing a Tall Man with a Blue didn't end up in someone looking like a match stick. The Red legs seemed to get the better end of the deal. Being about normal height with a tanned skin and darker hair on their head, they stand up reasonably well in the sun without needing to make doors bigger so they can fit through comfortably. Unfortunately they still display the Blue hair genes. While the hair on their head is normally a brown or black any other hair such as on arms, legs, chests or beards is a bright orange. Whether its the static electricity from their hair mixing with the ancient tall fella blood or just a coincidence, those born a red leg tend to be good with arcane magic.

+2 int -2 Dex or +2 Char - 2 Dex
Medium: As Medium creatures, Red Legs have no special bonuses or penalties due to their size.
Red Legs base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against the effects of the dreaming.
Low-Light Vision: A Red Leg can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
+1 racial bonus on Listen, Search, Spot and Survival checks.
Fella's Blood: For all effects related to race, a Red Leg is considered a Tall Fella.
Automatic Languages: Common and Dream Tounge.
favored Class: Wizard or Sorcerer

Mangles
2010-11-09, 04:59 PM
No thoughts on them. They appear balanced to me but i'm not the best judge.

Cieyrin
2010-11-09, 07:01 PM
Let me run through these, now...

Tall Fellas are Neaderthal Elves, Blues are Scary Humans, Stubbies are Desert Dwarves, Larikin are Gnome Halflings (Homes!) and Red Legs are Half-Elves that are actually useful.

The Blues are still easily at the front of the pack, with the rest following closely behind in terms of power and areas of expertise. I don't really see a bad choice or an obvious weakness, so it looks like it'll work out alright.

Mangles
2010-11-10, 06:58 AM
Excellent. Thanks for looking over it. And yeah you have the influences of the races right. Well unless anyone disagrees I'll call this a success and move on to the rest of the project