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Phosphate
2012-04-04, 05:11 AM
This is a rendering of the races of Wyrms - by Orson Scott Card - into playable PC races. If you haven't read the book, I gladly recommend it to you. Also, something extra at the end. So here:


Dwelfs

Type: Tiny Aberration
Ages:

{table]Adulthood | Simple | Moderate | Complex
20 | +1d4 | +2d4 | +3d4[/table]
{table]Middle Age | Old | Venerable | Maximum Age
20 | 30 | 40 | +2d4[/table]

Dwelfs have incredibly short lifespans and lose most of their time learning a single class.

Height/Weight: Dwelfs are about 1'6" feet tall and weigh about 4 lb. There are no notable differences between females and males.

Languages: Common
Bonus Languages: None
Speed: 20 ft base land speed

Dwelfs are one of the three first generation spawns between the humans and the wyrm. In this union it can be said that they have drawn the shortest stick, as they are dim-witted, short lived and possess the mental capacity of a child. Due to these reasons, very few of them become adventurers anyway.


Names: Dwelfs usually have short, one syllable names, with which they usually refer to themselves in the third person. However, this is not the rule, and as most dwelfs live with other races rather than with their own there is a lot of variation.

Appearance: Dwelfs are tiny, antrophomorphic, hairy creatures with dimly glowing eyes and heads disproportionately small compared to their bodies. Most consider them to be repulsive.

Racial Features:

+2 Dexterity, -2 Strength, -2 Constitution, -2 Charisma, -2 Wis

Dwelfs are nimble but weak, slight built, ugly, and childish.

Genetic Purity (EX): Dwelfs can only reproduce with humans and themselves. If with a human, the result is either a full human or a full dwelf.

Unusual Aberration: Dwelfs lack darkvision.

Naturally Psionic: As all wyrm races, dwelfs gain +2 bonus power points at 1st level.

Limited Mental Capacity: A dwelf's Intelligence score cannot be raised above 10, not even with enhanced magical objects.

Perfect Recall (Ex): A dwelf has a perfect remembrance of everything he ever read or seen. He can, for instance, reproduce books (including wizard spellbooks) word for word, describe scenes in great detail, paint them perfectly if he has a high enough Perform and arrive at the exact location with Teleport.

Alien Mindset (Ex): A dwelf may treat itself as mindless whenever doing so would be advantageous to him.

Religion: None. Dwelfs fail to understand such an abstract concept.
Favored Class: Rogue
Level Adjustment: -2


Gaunts

Type: Medium Aberration
Ages:

{table]Adulthood | Simple | Moderate | Complex
15 | +1d4 | +2d4 | +2d6[/table]
{table]Middle Age | Old | Venerable | Maximum Age
35 | 54 | 70 | +4d10[/table]

Gaunts age and have the learning capacity of a human.

Height/Weight: Gaunts are just slightly taller than humans, averaging at 6 feet and 160 pounds.

Languages: Common, Gaunt
Bonus Languages: Any
Speed: 35 ft base land speed

Gaunts are beautiful, slender-built wyrmspawn that have no real will of their own and pander to the wishes of those around them.

Names: Gaunts have mid to long names with flowing phonetics that usually end in a vowel. Sometimes, they also have family names.

Appearance: Gaunts are tall and attractive creatures with long-ish features, dark hair, usually green or dark blue eyes, perfect teeth and a noticeably dancer-like movement.

Racial Features:

+2 Dexterity, -2 Constitution, +2 Charisma, -4 Wis

Gaunts are agile and beautiful, but fragile and lacking in will.

Genetic Purity (EX): Gaunts can only reproduce with humans and themselves. If with a human, the result is either a full human or a full gaunt.

Naturally Psionic: As all wyrm races, gaunts gain +2 bonus power points at 1st level.

Unusual Aberration: Gaunts lack darkvision.

Empathy (Psi): Gaunts feel the emotions of all creatures within 30 feet of them. They are also treated as having Deathwatch permanently active on them.

Natural Technique (Ex): Gaunts treat their Perform as a single skill. Basically, adding 1 point in it is akin to adding 1 point in all Perform skills there are.

Improved Aid: Gaunts grant a bonus of +4 when they use aid another.

Soft (Ex): Gaunts cannot gain Intimidate and Diplomacy as class skills.

Religion: None. Gaunts serve only those they can sense.
Favored Class: Psion, Bard
Level Adjustment: +0


Geblings

Type: Small Aberration
Ages:

{table]Adulthood | Simple | Moderate | Complex
10 | +1d4 | +1d4 | +1d4[/table]
{table]Middle Age | Old | Venerable | Maximum Age
50 | 70 | 100 | +1d%[/table]

Geblings are very fast learners and have relatively long lifespans.

Height/Weight: Geblings are as tall and weighty as dwarves.

Languages: Common, Gebling
Bonus Languages: Any
Speed: 30 ft base land speed

Geblings are the more gifted of the wyrmlings, being both highly intellectual and instinctual. They grow a crystal which preserves their most cherished memories in their brain, and children eat their parent's brains to obtain it. Geblings are always born as twins.

Names: Gebling names are usually nouns derived from adjectives, and pretty short.

Appearance: Geblings are stumpy little yet bulky humanoids with claws, fur and orcish noses. Their tongues are long and agile, and their ears are pointy and point backwards.

Racial Features:

+2 Constitution, -2 Charisma, +2 Wisdom, +4 Intelligence

Geblings are sturdy, wise, highly intelligent yet repulsive.

Genetic Purity (EX): Geblings can only reproduce with humans and themselves. If with a human, the result is either a full human or a full gaunt.

Naturally Psionic: As all wyrm races, geblings gain +2 bonus power points at 1st level.

Unusual Aberration: Geblings lack darkvision.

Telepathy (Psi): Geblings can communicate telepathically with other geblings within 500 feet, with other telepathic beings within 50 feet, and with their twin at any distance as long as they are on the same plane of existence.

Ancestral Skill (Su): Select a mental skill, except Knowledge, at character creation. That will be treated as your ancestral skill. It will always be treated as a class skill for you and once per day you may gain a +10 insight bonus on a skill check (choose before rolling). The only way to change your Ancestral Skill is by eating the brain of another gebling.

Ancestral Proficiency (Su): Select a weapon. You are proficient with it. Again, this can only be changed by consuming the brain of another gebling.

Impenetrable Network: As long as a gebling is within 500 feet of another gebling, he is immune to ability damage and drain to his mental ability scores.

Link: Whenever you gain experience, your twin gains 20% of what you did. If you and your twin gain experience from the same encounter, this does not happen.

Scent (Ex): Check the SRD, there's too much to write lol.

Religion: None. Geblings are too proud to serve under deities.
Favored Class: Psion
Level Adjustment: +2


Kristos Humans

Type: Medium Aberration
Ages:

{table]Adulthood | Simple | Moderate | Complex
30 minutes | +1d4 | +1d4 | +1d4[/table]
{table]Middle Age | Old | Venerable | Maximum Age
50 | 70 | 100 | none[/table]

Kristos Humans don't die of old age, and become adults in just 30 minutes after their birth, undergoing an unnaturally quick growth.

Height/Weight: Kristos Humans are usually 6 feet tall or taller and weigh as much as a human of the same size.

Languages: All of them
Bonus Languages: All of them
Speed: 40 ft base land speed

Kristos Humans are superior humans born when the seventh daughter of the seventh son of the astronauts of old reproduces with Unwyrm. They look exactly like humans.

Names: Unknown.

Appearance: Just like a human.

Racial Features:

+2 Strength, +2 Dexterity, +2 Constitution, +2 Charisma, +2 Wisdom, +6 Intelligence

Kristos Humans are better than humans in every respect, particularly intelligence.

Genetic Purity (EX): Kristos Humans can only reproduce with themselves.

Naturally Greater Psionic: Kristos Humans gain +2 power points at every level.

Unusual Aberration: Kristos Humans lack darkvision.

Greater Skilled (Ex): Kristos Humans gain +4 skill points at 1st level and 1 bonus skill point at every level thereafter. Also, all skills are class skills for them.

Bonus Feat (Ex): Kristos Humans gain a bonus feat at level 1.

Telepathy (Ex): Kristos Humans can communicate telepathically with all creatures within half a mile of them.

Religion: None. Kristos Humans desire godhood for themselves.
Favored Class: All of them (they do not receive multiclassing penalties)
Level Adjustment: +4



Unwyrm

Size/Type: Colossal Aberration
Hit Dice: 20d8+20d4+400 (540 hp)
Initiative: +4
Speed: 60 ft., 60 ft. burrow, 60 ft. climb, 40 ft. swim
Armor Class: 32 (-8 size, +0 Dex, +30 natural), touch 2, flat-footed 32
Base Attack/Grapple: +30/+80
Attack: Bite +50 melee (5d8+20/18-20/x3)
Full Attack: Bite +50 melee (5d8+20/18-20/x3) and 2 pincers +50 melee (1d12+10) and 2 tentacles +50 melee (1d12+10) and a slam (2d12+20)
Space/Reach: 40 ft./20 ft. (long)
Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole, Impregnate
Special Qualities: Damage reduction 20/epic, Immunity to positive energy and negative energy and ability damage, Power Resistance infinity, Spell Resistance 30, Scent, Fast healing 20, 500 Power Points/day
Saves: Fort +32, Ref +12, Will +39
Abilities: Str 50, Dex 10, Con 30, Int 30, Wis 30, Cha 30
Skills: Concentration +23, Listen +17, Search +10, Spot +17, Survival +17, Psicraft +23, All other skills +2
Feats: Combat Reflexes, Improved Initiative, Power Attack, Combat Manifestation, Ghost Attack, Mental Leap, Overchannel, Greater Power Penetration, Psionic Endowment, Speed of Thought, Psionic Charge, Maximize Power, Enlarge Power, Quicken Power
Environment: caves
Organization: solitary
Challenge Rating: 25
Treasure: none
Alignment: Always Lawful Evil
Advancement: none
Level Adjustment: none

Unwyrm is the monstrous spawn of the now extinct original wyrms; he lays in wait to merge with the humans once again and bring forth a new race.

Psionic: Unwyrm manifests powers as a level 20 psion, with 2 differences: firstly, he has 500 power points, and secondly, instead of a number of powers known he simply knows all powers that exist.

Impregnate (Su): After successfully grappling a female human, Unwyrm can make a melee attack roll against her. If it works, she is impregnated, and in 4 full rounds will give birth to 10 Kristos Humans. She will die in the process, and the Kristos Humans will be under your control for a day.

Yitzi
2012-04-04, 05:14 PM
-Dwelf sorcerer could actually be a very powerful build. Sure your CHA will be lower than most, but you get +2 to your caster level and +1 to spell level, which can be quite powerful.
-Gaunts are pretty strong for LA 0, with a slightly-above-normal speed, 2 ability boosts, and a few potentially useful abilities.

Phosphate
2012-04-05, 09:46 AM
-Gaunts are pretty strong for LA 0, with a slightly-above-normal speed, 2 ability boosts, and a few potentially useful abilities.

Normally I think this way: if a race is stronger than humans, I won't give it LA 0. Gaunts have nice options at the cost of a crappy will save...but those don't really go above and beyond a bonus feat and bonus skill points every level.

Yitzi
2012-04-05, 11:40 AM
Normally I think this way: if a race is stronger than humans, I won't give it LA 0. Gaunts have nice options at the cost of a crappy will save...but those don't really go above and beyond a bonus feat and bonus skill points every level.

I suppose that makes sense. The point about Dwelf sorcerers still holds, though. Maybe ban them from casting any spells?

Phosphate
2012-04-05, 02:01 PM
Well, normally the world of Wyrms is completely magic-less (though it has Sufficiently Advanced Technology). But sure, that could work.