Ralasha
2011-05-06, 06:45 AM
I have been cogitating upon these for some time, and have finally decided to put them into a text format. I find that there are draconic races, humanoids, elves, goblins, and other monstrous races usable as player characters. I have not personally seen such things as these, and thus submit them for discussion, and objective assessment. Meaning, I would rather not have this turn into a discussion of peoples likes and dislikes (though I realize this is probably the wrong place to hope for any lack of entirely subjective views).
What I am hoping for is a non-skewed examination of the mechanics of the races here-in. A look at how well they should (at least in theory) balance out in comparison to the other races.
I will be using this thread as the posting grounds for all future endeavors in the area of racial creation. The names may be unoriginal, however, I have given little thought to that when weighed against the functionality.
First Race Series: Frog-Folk (A number of adaptations based upon the idea of frog-like humanoids.)
Frog-Kin Society: These unusual people range in size from tiny, to medium. An occasional aberration is born amongst their plenitude of peoples, being of one subrace, while possessing the size of another. Amongst their race, they are considered good luck.
They normally live in small villages to hide their numbers, either hidden in the water or mud at the bottom of a lake, using reeds and other natural piping sealed with clay. Their homes may be made of a number of materials, though the most common is long grasses, or other similar materials woven together to create an underwater bubble, which supports the structure, which is sealed with mud or clay in order to keep the water out. In some cases they may live high above the floor of a forest, though always near the rivers and lakes which feed them, assuming the trees are tall enough to conceal their buildings within the canopy. Their life spans are equivalent to a human's. the primary diet of the frog-folk is fish, and fruit, as red meats tend to sit ill with them.
Generic Racial Statistics: If a Frog-Kin is smaller than normal for its kind per size difference (down to tiny, they cannot be smaller), its statistics are modified as follows: +2 Dexterity, -2 Strength, +2 Hide, +1 to all attack rolls and AC Bonus.
For sizes larger than standard for their kind (up to medium, they cannot be larger), their statistics are modified as follows: +2 Strength, -2 Dexterity, -2 hide, -1 to all attack rolls, and AC bonus.
Sizes: Frog kin have the following static bases at each size:
Tiny: 15' (+2 to all attacks and to AC, +4 to hide, standard bonuses and penalties for tiny size.)
Small: 20' (+1 to all attacks and AC, +2 to hide, standard bonuses and penalties for small size.)
Medium: 30' (no other bonuses or penalties.)
Tree-Kin: Based upon the idea of tree frogs.
Description: Tree-Kin as they are called amongst the many and varied subraces of frog-folk tend to be slender and longer limbed than most others of their kind. They are highly agile, and often perform the function of warriors and hunters in their societies.
Racial Features:
Size: Small (5% chance to be tiny, 5% chance to be medium.)
Ability Modifiers: +2 Strength, +2 Dexterity, +2 Constitution (Tree-kin spend much of their youth climbing in the trees, or leaping from place to place. This builds them a moderately higher amount of muscle and endurance than is common in other races of their size. With the added bonus of improving their reflexes, since a fall from such heights can be deadly, and the slow most often do not survive.)
Low-Light Vision: Forests and lake bottoms are dimly lit places, where eyes must adapt to seeing in poor illumination.
+4 to climb jump and swim checks.
Natural Athlete: The Tree-Kin may take a ten on any jump or climb checks, and treat the result as though it had been rolled.
LA: +1
Pond-kin: This subrace of frog-folk is almost always near water, where they feel most at peace, and safest.
Description: These frog-folk are larger than most others of their race, and covered in bright, many would say beautiful, patterns. Their greater size gives them a distinct disadvantage over tree-kin in
Racial Features:
Size: Tiny (10% chance of being small, 5% chance of being medium.)
Swim Speed: 30'
Ability Modifiers: +2 Dexterity +2 Constitution, +2 Wisdom. Pond-kin, though taking thorough enjoyment in their swimming and other forms of recreation, are nominally the governing body of their race, since one of the few things they do aside from swim in their youth, is consider their lives and the things around them. This leads them to greater insights than the other kinds.
Natural Defense: Pond-kin may consciously chose to excrete a poison through their skins when threatened. If knocked unconscious in a fight their skin tightens on its own as a natural defense secreting its poisons to protect it against predators. A pond kin may attempt a touch attack to poison a target. Alternatively a Pond-Kin may attempt a ranged attack as though using a thrown weapon, with a range increment of 5'. This poison is an extraordinary ability, with a fortitude save DC 10 plus Con Mod, plus 1/2 Character Hit Dice. On a failed save the target takes 1d2 con damage, and an additional 1d2 con damage each round it fails its save. On a successful save the poison is completely neutralized.
Amphibious: The greatest defense is often the ability to escape, and most predators cannot chase a target under 30 feet of water for long.
+2 to move silently checks
LA: +1
Swamp-kin: Toads as they are more commonly called due to the animal they most closely resemble.Description: Toads are bigger than the others of their kind, and most often perform the function of laborers. They are usually content with this position in life, as it means they are not required to put themselves in unnecessary danger, or attempt to solve the problems of the community. The most common forms of labor are gathering raw materials, constructing buildings, and repairing damage. They tend to be fed first and best in order to keep them content and settled, as the others do not enjoy the idea of performing the labors that these individuals do.
Homes: Toads tend to build their shelters out of the waters, but close to the edge so that if necessary they may flee to safety, but do not have to worry about their house collapsing. Their houses also tend to be built better and with superior materials to the others, often of stone mud and clay rather than grass or sticks.
Racial Features:
Size: Medium (10% chance of small, 5% chance of tiny.)
Swim Speed 15'
Semi-Amphibious: Toads care capable of holding their breath underwater for extended periods of time. This is because while they are capable of breathing through their skin. Unlike the pond-kin however, their skin is not capable of taking in enough oxygen to sustain themselves indefinitely, and they must come up for air on occasion. They may remain beneath the surface, entirely submerged for a number of minutes equal to their constitution score.
Ability Modifiers: +2 Strength, +4 Constitution. Long hours of manual labor do not lend themselves to those that grow easily weak, or weary.
Construction Aptitude: Toads have a natural knack for creating structures out of natural resources, including stone, mud, wood, clay, and other materials which can be found in nature. When using such materials in construction they gain a +4 bonus to all craft (architecture) and Knowledge (Architecture) rolls.
LA: +1
Second Race Series: Minor Races. I find the 'lesser' races to be in some cases sadly lacking, such as the lesser drow, which is basicly just a special wood elf.
Minor Drow:Minor Drow Traits: as Drow except as noted here.
No Spell Resistance
No Spell-like Abilities
Level Adjustment: +1
What I am hoping for is a non-skewed examination of the mechanics of the races here-in. A look at how well they should (at least in theory) balance out in comparison to the other races.
I will be using this thread as the posting grounds for all future endeavors in the area of racial creation. The names may be unoriginal, however, I have given little thought to that when weighed against the functionality.
First Race Series: Frog-Folk (A number of adaptations based upon the idea of frog-like humanoids.)
Frog-Kin Society: These unusual people range in size from tiny, to medium. An occasional aberration is born amongst their plenitude of peoples, being of one subrace, while possessing the size of another. Amongst their race, they are considered good luck.
They normally live in small villages to hide their numbers, either hidden in the water or mud at the bottom of a lake, using reeds and other natural piping sealed with clay. Their homes may be made of a number of materials, though the most common is long grasses, or other similar materials woven together to create an underwater bubble, which supports the structure, which is sealed with mud or clay in order to keep the water out. In some cases they may live high above the floor of a forest, though always near the rivers and lakes which feed them, assuming the trees are tall enough to conceal their buildings within the canopy. Their life spans are equivalent to a human's. the primary diet of the frog-folk is fish, and fruit, as red meats tend to sit ill with them.
Generic Racial Statistics: If a Frog-Kin is smaller than normal for its kind per size difference (down to tiny, they cannot be smaller), its statistics are modified as follows: +2 Dexterity, -2 Strength, +2 Hide, +1 to all attack rolls and AC Bonus.
For sizes larger than standard for their kind (up to medium, they cannot be larger), their statistics are modified as follows: +2 Strength, -2 Dexterity, -2 hide, -1 to all attack rolls, and AC bonus.
Sizes: Frog kin have the following static bases at each size:
Tiny: 15' (+2 to all attacks and to AC, +4 to hide, standard bonuses and penalties for tiny size.)
Small: 20' (+1 to all attacks and AC, +2 to hide, standard bonuses and penalties for small size.)
Medium: 30' (no other bonuses or penalties.)
Tree-Kin: Based upon the idea of tree frogs.
Description: Tree-Kin as they are called amongst the many and varied subraces of frog-folk tend to be slender and longer limbed than most others of their kind. They are highly agile, and often perform the function of warriors and hunters in their societies.
Racial Features:
Size: Small (5% chance to be tiny, 5% chance to be medium.)
Ability Modifiers: +2 Strength, +2 Dexterity, +2 Constitution (Tree-kin spend much of their youth climbing in the trees, or leaping from place to place. This builds them a moderately higher amount of muscle and endurance than is common in other races of their size. With the added bonus of improving their reflexes, since a fall from such heights can be deadly, and the slow most often do not survive.)
Low-Light Vision: Forests and lake bottoms are dimly lit places, where eyes must adapt to seeing in poor illumination.
+4 to climb jump and swim checks.
Natural Athlete: The Tree-Kin may take a ten on any jump or climb checks, and treat the result as though it had been rolled.
LA: +1
Pond-kin: This subrace of frog-folk is almost always near water, where they feel most at peace, and safest.
Description: These frog-folk are larger than most others of their race, and covered in bright, many would say beautiful, patterns. Their greater size gives them a distinct disadvantage over tree-kin in
Racial Features:
Size: Tiny (10% chance of being small, 5% chance of being medium.)
Swim Speed: 30'
Ability Modifiers: +2 Dexterity +2 Constitution, +2 Wisdom. Pond-kin, though taking thorough enjoyment in their swimming and other forms of recreation, are nominally the governing body of their race, since one of the few things they do aside from swim in their youth, is consider their lives and the things around them. This leads them to greater insights than the other kinds.
Natural Defense: Pond-kin may consciously chose to excrete a poison through their skins when threatened. If knocked unconscious in a fight their skin tightens on its own as a natural defense secreting its poisons to protect it against predators. A pond kin may attempt a touch attack to poison a target. Alternatively a Pond-Kin may attempt a ranged attack as though using a thrown weapon, with a range increment of 5'. This poison is an extraordinary ability, with a fortitude save DC 10 plus Con Mod, plus 1/2 Character Hit Dice. On a failed save the target takes 1d2 con damage, and an additional 1d2 con damage each round it fails its save. On a successful save the poison is completely neutralized.
Amphibious: The greatest defense is often the ability to escape, and most predators cannot chase a target under 30 feet of water for long.
+2 to move silently checks
LA: +1
Swamp-kin: Toads as they are more commonly called due to the animal they most closely resemble.Description: Toads are bigger than the others of their kind, and most often perform the function of laborers. They are usually content with this position in life, as it means they are not required to put themselves in unnecessary danger, or attempt to solve the problems of the community. The most common forms of labor are gathering raw materials, constructing buildings, and repairing damage. They tend to be fed first and best in order to keep them content and settled, as the others do not enjoy the idea of performing the labors that these individuals do.
Homes: Toads tend to build their shelters out of the waters, but close to the edge so that if necessary they may flee to safety, but do not have to worry about their house collapsing. Their houses also tend to be built better and with superior materials to the others, often of stone mud and clay rather than grass or sticks.
Racial Features:
Size: Medium (10% chance of small, 5% chance of tiny.)
Swim Speed 15'
Semi-Amphibious: Toads care capable of holding their breath underwater for extended periods of time. This is because while they are capable of breathing through their skin. Unlike the pond-kin however, their skin is not capable of taking in enough oxygen to sustain themselves indefinitely, and they must come up for air on occasion. They may remain beneath the surface, entirely submerged for a number of minutes equal to their constitution score.
Ability Modifiers: +2 Strength, +4 Constitution. Long hours of manual labor do not lend themselves to those that grow easily weak, or weary.
Construction Aptitude: Toads have a natural knack for creating structures out of natural resources, including stone, mud, wood, clay, and other materials which can be found in nature. When using such materials in construction they gain a +4 bonus to all craft (architecture) and Knowledge (Architecture) rolls.
LA: +1
Second Race Series: Minor Races. I find the 'lesser' races to be in some cases sadly lacking, such as the lesser drow, which is basicly just a special wood elf.
Minor Drow:Minor Drow Traits: as Drow except as noted here.
No Spell Resistance
No Spell-like Abilities
Level Adjustment: +1