PDA

View Full Version : [3.5 edition] Homebrew PC Races



Strormer
2011-07-17, 04:06 PM
Right, so I went and made a collection of homebrew/modified races for my new campaign setting because I was sick to death of level adjustment. I like having more variety in my campaign than human plus a few very human-like Tolkien rip offs. I decided to open up the floor with Fey and also a collection of Goblinoids. Many of these are modifications on existing races/monsters that I felt fit the setting. Obviously this is a lot of different races, but I think my setting needs the options.
My questions are these: 1) Are all of these races balanced and appropriate for a 0 LA? and 2) Are any of these so similar they would cancel each other out completely mechanically. (Fluff is not included because I'm concerned about the mechanics for right now. The fluff is all ready and waiting in a big green notebook. ^_^)
Thanks for any critiques!

PS - Some of the races listed here show skills which are not core. I use a consolidated skills system rather than the core system so these races are designed to fit. They are mainly common sense. (Stealth = hide/move silently, Persuade = bluff/diplomacy/intimidate, etc).

Nymph


Nymph

Fey (Water)

+2 Cha, -2 Str

Medium Size

Speed: 30 ft. (6)

Low-Light Vision

Dazzling Beauty (Su): Once per day, as a full-round action, all creatures within 30 ft. of her must make a Will save (DC = 10 + ½ level + Cha). Dazed for one round on fail.

+2 saves vs. diseases and poisons

Amphibious (Su): Nymphs, as water spirits, can breathe equally well on land or under water.

Favored Class: Druid


Dryad


Dryad

Fey (Wood)

+2 Wis, -2 Cha

Medium Size

Speed: 30 ft. (6)

Low-Light Vision

Tree Union (Su): A dryad may melt with any tree as the spell meld into stone. She may remain melded as long as she desires, up to the lifespan of the tree.

Treewalk (Su): 1/day as the spell Tree Stride.

Tree Dependent (Su): A dryad is supernaturally bound to trees and must be within 300 yards of at least one tree planted in natural soil. (A tree in a pot or man-made garden would not be effective.) If a dryad moves beyond 300 yards she immediately becomes sickened and she must make a DC15 Fort save to resist becoming nauseated for an hour. A dryad who remains beyond 300 yards for 24 hours takes 1d6 Con damage and another 1d6 Con damage every day that she remains beyond 300 yards. A dryad which dies from this damage turns to seeds which will create trees capable of creating new dryads.

Favored Class: Druid



Centaur



Centaur

Fey (Metal)

+2 Con, -2 Cha

Large Size

Speed: 40 ft. (8)

Low-Light Vision

Quadruped: Use a light horse’s statistics for lift/carry weights, encumbrance, and stamina

Centaur Arrows: Centaurs are famed archers that craft the finest bows and arrows in Edroa. Any arrow crafted by a centaur is treated as masterwork ammunition and any bow crafted by a centaur gains a +1 to damage.

Favored Class: Archer



Satyr/Piper



Satyr/Piper

Fey (Sonic)

+2 Cha, -2 Wis

Medium Size

Speed: 30ft. (6)

Low-Light Vision

Wild Melody (Su): A Satyr/Piper may use a Perform check in place of a Persuasion check to improve the attitude of others.

Head Butt: A Satyr/Piper has a natural head butt attack. (1d6/x2)

Favored Class: Bard



Gnome



Gnome

Fey (Air)

+2 Con, -2 Str

Small Size

Speed: 20ft. (4)

Low-Light Vision

Featherweight (Su): Gnomes are supernaturally connected to the air around them. A Gnome treats any falling damage he takes as 5ft. less than what he actually fell.

Favored Class: Illusionist



Minotaur



Minotaur

Fey (Earth)

+2 Str, -2 Cha

Large Size

Speed: 30ft. (6)

Low-Light Vision

Gore: A Minotaur has a natural gore attack (1d8/x2)

Bellow (Su): Once per day a Minotaur can bellow with fury to such a degree as to affect foes. As a move action a Minotaur makes an intimidate roll against all foes in 30ft.

Favored Class: Barbarian



Sprigg



Sprigg

Fey (Plants)

+2 Dex, -2 Int

Medium Size

Speed: 30ft. (6)

Low-Light Vision

Speak With Plants (Su): 1/day as the spell (duration 1 min.) DC is Cha based.

Spell-Like Abilities: Lesser Confusion, Create Water, and Detect Poison 1/day

Favored Class: Druid



Faun



Faun

Fey (Fire)

+2 Con, -2 Cha

Medium Size

Low-Light Vision

Burning Hands (Su): 1/day as the spell of the same name.

Fire Subtype: Immunity to fire, vulnerability to cold

Favored Class: Sorcerer



Adventi (Merfolk)



Adventi

Fey (Water)

+2 Dex, -2 Str

Medium Size

Speed: 30ft. (6), with a swim speed of 20ft. (4). As natural swimmers, they have a +8 bonus on Swim checks to perform some special action or avoid a hazard, and can always take 10, even if rushed or threatened when swimming, provided they swim in a straight line. When carrying a medium load an Adventi’s swim speed drops to 10ft. (2), and at heavy encumberance an Adventi can only tread watter. Further, an Adventi wearing gloves or books has her base swim speed reduced by half unless they are specially designed by Adventi smiths/tailors.

Low-Light Vision

Amphibious (Su): Adventi can breathe both water and air.

Favored Class: Paladin



Goblinoids



Gob

Goblinoid

Small Size

+2 Dex, -2 Str

Speed: 30ft. (6)

Darkvision 60ft. (12)

+2 Stealth

Favored Class: Rogue

Hob

Goblinoid

Medium Size

+2 Str, -2 Cha, -2 Wis

Speed: 30ft. (6)

Darkvision 60ft. (12)

+2 Stealth

Favored Class: Barbarian

Org

Goblinoid

+2 Con, -2 Int, -2 Cha

Medium Size

Speed: 30ft. (6)

Darkvision 120ft. (24)

Light Sensitivity: Orgs are dazzled in bright sunlight or within the radius of a daylight spell.

Favored Class: Barbarian

Oog

Goblinoid

+2 Str, -2 Int, -2 Cha

Large Size

Speed: 40ft. (8)

Darkvision 60ft. (12)

Light Sensitivity: Oogs are dazzled in bright sunlight or within the radius of a daylight spell.

Favored Class: Barbarian

Vog

Goblinoid

+2 Int, -2 Cha

Small Size

Speed: 40ft. (8)

Darkvision 120ft. (24)

+2 Acrobatics

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Vogs for 1 round. In subsequent rounds, the Vog is dazzled as long as it remains in the affected area.

Echolocation (Ex): A Vog has incredible hearing and gains +2 Perception and Blindsense 15ft. (3), as well as vulnerability to sonic.

Favored Class: Warlock

Bog

Goblinoid

+2 Dex, -2 Cha

Large Size

Speed: 30ft. (6)

Darkvision: 30ft. (6)

+2 Persuade

Natural Armor +1

Favored Class: Knight

Mog

Goblinoid

+2 Str, -2 Int, -2 Wis, -2 Cha

Small Size

Speed: 40ft. (8)

Darkvision: 60ft. (12)

Resistant: Mogs gain +1 to all saves.

Favored Class: Barbarian



Seifans (similar to Lizardfolk or Yuan-ti)



Seifan

Monstrous Humanoid

+2 Dex, -2 Cha

Medium Size

Speed: 30ft. (6)

Detect Poison @ will

+2 Athletics

Amphibious (Ex): A Seifan can breathe both water and air.

Favored Class: Ranger



Nagri (Ratfolk)



Nagri

Monstrous Humanoid

+2 Con, -2 Cha

Medium Size

Speed: 40ft. (8)

+2 Stealth

+2 Saves v. Poison

+2 Saves v. Disease

Claw: Nagri have natural claws which increases the damage of an unarmed strike to 1d4.

Keen Scent: Nagri have a keen sense of smell and gain scent as a bonus feat if they have a wisdom of 11 or more.

Favored Class: Rogue



Tangre (Catfolk)



Tangre

Monstrous Humanoid

+2 Dex, -2 Int

Medium Size

Speed: 40ft. (8)

+2 Stealth

Low-Light Vision

Favored Class: Monk



Also included in the race options for this setting are unaltered versions of Humans, Grey Elves, and Deep Dwarves.

Thanks again!

Calliope121
2011-07-17, 04:20 PM
I found that the gnome and the satyr were a little weak. I would suggest giving the satyr the ability to cast some 0 level spell, and maybe give the gnomes a craft skill bonus? Just suggestions

deuxhero
2011-07-17, 10:34 PM
I like having more variety in my campaign than human plus a few very human-like Tolkien rip offs.


Thumbs up!

Strormer
2011-07-18, 11:19 AM
What do you think of giving Satyr/Piper the spell lullaby 1/d and summon instrument at will and giving the Gnome prestidigitation at will and bringing back his speak with animal but making it an avian instead of a burrowing mammal?

Also, thanks! ^_^