Norad906
2012-06-16, 05:05 PM
hey guys, it's me, norad906, and I'm here to show you my homebrewed Player Races so please tell me what you think! I worked very hard on each and every one of them, and I would greatly appreciate positive feedback or constructive criticism.
RACES
Durmal Corzsha
Durmal Corzsha, or just Corsha, are incredibly tall, thin humanoids that are solidly built and have wit to match. They are residents of tall forests and are very uncomfortable in dense urban environments.
Personality
Corzsha are mild mannered and gentle, and as a result most people like them. Most have very good hearts, but all dislike chaos and destruction. They speak slowly and carefully whenever possible, and most do not mind repeating themselves.
PHYSICAL DESCRIPTION
Durmal Corzsha stand at over 9 feet tall and weigh about 300 pounds. They resemble a cross between a feline and a bovine creature, with long snouts and have very short and very light brown fur on their faces. The rest of their fur is darkish brown or brownish purple, and while their body fur is short, monthly grooming is a symbol of good class.
RELATIONS
Corzsha get along very well with individuals of any race with a lawful alignment, but naturally distrust any form of orc.
ALIGNMENT
Always, always, ALWAYS lawful. Evil Corzsha is rare but existent.
LANDS
They have no race-oriented government or nation, but many forested lands contain high amounts of Corzsha population. All-Corzsha Hamlets or Towns are usually next to Elven lands.
RELIGION
Most worship Wee Jas, but they have been known to worship lawful gods, such as St. Cutherbert or Rem
LANGUAGE
They have no race-specific language. They are traditionally taught Common, Gnomish, and Elven.
Racial Traits
- +2 Dexterity, +1 Intelligence, +2 Wisdom, +1 Charisma -2 Strength
-Large Humanoid
-Base land speed is 30
-Aura of Law (Su)
-Tree-Climber (Na) Corzsha are natural tree climbers, and gain a +5 on all climbing skill checks. As long as a Corzsha is carrying a medium or light load, treat its climbing skill as +3 it's natural amount. This ability allows for a skill over the current max, even if it is a cross class skill. Any effect that negatively affects climbing skill or dexterity negates this ability.
-Law-Tongue (Ex) Corzsha gain a +4 on diplomacy checks to lawful characters. Corzsha always suffer a -3 penalty to intimidate checks to any alignment.
-Devoted Study (Ex) If a Corzsha becomes a Wizard, if he chooses to specialize in any school other than Divination or Necromancy, you only need to forbid one school. A Corzsha cannot specialize in Neccromancy, but can still cast Necromancy Spells of one less than his current level.
-Spell-like abilities: 1/week Remove Disease, Inspire Competence
-Automatic languages: Common Bonus languages: Gnomish, Elvish
-Favored Class: Cleric, Paladin, and Wizard
-Level Adjustment: Unlimited leveling above level 20 for Favored Classes
Adulthood Age: 50
Simple +3d4
Moderate +1d20
Complex +4d12 (Hey, look, another use for a d12, bringing it's uses up to... 2.)
Middle aged: 250
Old: 400
Venerable: 455
Age modifier (max age and aging penalties): As Elf
Tulc
The Tulc are a rare race of half Golem, half Celestial creatures that were created by a group of elves thousands of years ago. They have exceptional psionic and arcane abilities, but are physically weak.
PHYSICAL DESCRIPTION
Tulc resemble chubby, playful Gnome-like creatures with one or more limbs being replaced with miniaturized versions of Force Golem limbs. Tulc have no hair, but have a mouth, pointy ears, incredibly large eyes, and a nose. They stand 1-2.5 feet tall and weigh 6 pounds plus 8 pounds for every Golem limb they have. Their skin can be any primary or secondary color (such as yellow, purple, blue, ect.) . Tulc are hermaphrodites and as such reproduce asexually; when a Tulc gives birth it goes into a catatonic state. A faint glow eminates from their bodies. They give verbal warning to any of it's companions before this happens, so they are not mistaken for dead. After three days, a small, bird-like egg appears within the Tulc's hands. The Tulc then wakes up and nurses the egg until it hatches. it then cares for the smaller Tulc until the Tulc reaches adulthood, at which point it becomes Independent and leaves whatever home it was raised in. Tulc seemingly give birth at will, however some choose to not give birth. Tulc can eat any form of plant life, however any kind of meat the ingest is immediately vomited, and the Tulc then suffers from days of abdominal pain. Tulc need to eat 1/4 of their body mass (not including any golem parts) a day in order to stay healthy. Amazingly, their golem limbs seem to grow with them until they reach their full height.
PERSONALITY
Tulc are whimsical and free. They are very childish, and enjoy play and fun, and bore easily. When a Tulc is forced to attack, it uses a devastating array of arcane and divine spells to heal allies and hinder enemies.
RELATIONS
Tulc are loved by all good and neutral alignments.
LANDS
Tulc usually live as pets or as adoptive children. They have no lands of their own and have no high concentration anywhere. Tulc sometimes live lives of adventurers or nomads.
RELIGION
Tulc worship any god they wish, but many choose Rem or Odin.
ALIGNMENT
Always good
LANGUAGE
Tulc speak any language that they can learn. Due to their spread out nature, this varies from Common to Elvish and sometimes even Abyssal
Racial Traits
-+4 INT, +4 DEX, +3 CHA, -4 CON, -6 STR
-Tiny
-Celestial (Augmented, Fey)
-Base land speed is 28 (-2 for every mechanical arm, +1 for every mechanical leg)
-Mixed Birth (Ex) When you create a Tulc, roll 1d4. Your roll is how many mechanical limbs your character has. You may choose which limbs are mechanical. A Tulc gains +1 strength for every mechanical arm, and +1 jump skill and base land speed for every mechanical leg.
-Adorable Presence (Su) When attacked by any direct means (magic, melee, or range/throwing attacks) by a lawful creature of any alignment, roll 1d4. If you roll 1, the attack misses. If you roll a 3, the attack's damage is reduced by 1d6.
-Spell-like abilities: 3/day: heal light wounds, inflict moderate wounds. 1/day: disintegrate, heal moderate wounds, Resurrection (cost still applies), 1/week: limited Wish, remove disease
-Automatic languages: any other than class-specific languages such as Druidic.
-Favored class: rouge, sorcerer, wizard, Psion, and SoulKnife
-Level modifier: +1
Age: As Gnome
Thanks for your time! Again, please comment on what you think and feel free to copy them down (as long as you credit me) and also, please, use them in your campaigns. If you use them in a GiantITP forum campaign please tell me here, or if the thread gets lock/deleted than PM me. Bye :biggrin:!
RACES
Durmal Corzsha
Durmal Corzsha, or just Corsha, are incredibly tall, thin humanoids that are solidly built and have wit to match. They are residents of tall forests and are very uncomfortable in dense urban environments.
Personality
Corzsha are mild mannered and gentle, and as a result most people like them. Most have very good hearts, but all dislike chaos and destruction. They speak slowly and carefully whenever possible, and most do not mind repeating themselves.
PHYSICAL DESCRIPTION
Durmal Corzsha stand at over 9 feet tall and weigh about 300 pounds. They resemble a cross between a feline and a bovine creature, with long snouts and have very short and very light brown fur on their faces. The rest of their fur is darkish brown or brownish purple, and while their body fur is short, monthly grooming is a symbol of good class.
RELATIONS
Corzsha get along very well with individuals of any race with a lawful alignment, but naturally distrust any form of orc.
ALIGNMENT
Always, always, ALWAYS lawful. Evil Corzsha is rare but existent.
LANDS
They have no race-oriented government or nation, but many forested lands contain high amounts of Corzsha population. All-Corzsha Hamlets or Towns are usually next to Elven lands.
RELIGION
Most worship Wee Jas, but they have been known to worship lawful gods, such as St. Cutherbert or Rem
LANGUAGE
They have no race-specific language. They are traditionally taught Common, Gnomish, and Elven.
Racial Traits
- +2 Dexterity, +1 Intelligence, +2 Wisdom, +1 Charisma -2 Strength
-Large Humanoid
-Base land speed is 30
-Aura of Law (Su)
-Tree-Climber (Na) Corzsha are natural tree climbers, and gain a +5 on all climbing skill checks. As long as a Corzsha is carrying a medium or light load, treat its climbing skill as +3 it's natural amount. This ability allows for a skill over the current max, even if it is a cross class skill. Any effect that negatively affects climbing skill or dexterity negates this ability.
-Law-Tongue (Ex) Corzsha gain a +4 on diplomacy checks to lawful characters. Corzsha always suffer a -3 penalty to intimidate checks to any alignment.
-Devoted Study (Ex) If a Corzsha becomes a Wizard, if he chooses to specialize in any school other than Divination or Necromancy, you only need to forbid one school. A Corzsha cannot specialize in Neccromancy, but can still cast Necromancy Spells of one less than his current level.
-Spell-like abilities: 1/week Remove Disease, Inspire Competence
-Automatic languages: Common Bonus languages: Gnomish, Elvish
-Favored Class: Cleric, Paladin, and Wizard
-Level Adjustment: Unlimited leveling above level 20 for Favored Classes
Adulthood Age: 50
Simple +3d4
Moderate +1d20
Complex +4d12 (Hey, look, another use for a d12, bringing it's uses up to... 2.)
Middle aged: 250
Old: 400
Venerable: 455
Age modifier (max age and aging penalties): As Elf
Tulc
The Tulc are a rare race of half Golem, half Celestial creatures that were created by a group of elves thousands of years ago. They have exceptional psionic and arcane abilities, but are physically weak.
PHYSICAL DESCRIPTION
Tulc resemble chubby, playful Gnome-like creatures with one or more limbs being replaced with miniaturized versions of Force Golem limbs. Tulc have no hair, but have a mouth, pointy ears, incredibly large eyes, and a nose. They stand 1-2.5 feet tall and weigh 6 pounds plus 8 pounds for every Golem limb they have. Their skin can be any primary or secondary color (such as yellow, purple, blue, ect.) . Tulc are hermaphrodites and as such reproduce asexually; when a Tulc gives birth it goes into a catatonic state. A faint glow eminates from their bodies. They give verbal warning to any of it's companions before this happens, so they are not mistaken for dead. After three days, a small, bird-like egg appears within the Tulc's hands. The Tulc then wakes up and nurses the egg until it hatches. it then cares for the smaller Tulc until the Tulc reaches adulthood, at which point it becomes Independent and leaves whatever home it was raised in. Tulc seemingly give birth at will, however some choose to not give birth. Tulc can eat any form of plant life, however any kind of meat the ingest is immediately vomited, and the Tulc then suffers from days of abdominal pain. Tulc need to eat 1/4 of their body mass (not including any golem parts) a day in order to stay healthy. Amazingly, their golem limbs seem to grow with them until they reach their full height.
PERSONALITY
Tulc are whimsical and free. They are very childish, and enjoy play and fun, and bore easily. When a Tulc is forced to attack, it uses a devastating array of arcane and divine spells to heal allies and hinder enemies.
RELATIONS
Tulc are loved by all good and neutral alignments.
LANDS
Tulc usually live as pets or as adoptive children. They have no lands of their own and have no high concentration anywhere. Tulc sometimes live lives of adventurers or nomads.
RELIGION
Tulc worship any god they wish, but many choose Rem or Odin.
ALIGNMENT
Always good
LANGUAGE
Tulc speak any language that they can learn. Due to their spread out nature, this varies from Common to Elvish and sometimes even Abyssal
Racial Traits
-+4 INT, +4 DEX, +3 CHA, -4 CON, -6 STR
-Tiny
-Celestial (Augmented, Fey)
-Base land speed is 28 (-2 for every mechanical arm, +1 for every mechanical leg)
-Mixed Birth (Ex) When you create a Tulc, roll 1d4. Your roll is how many mechanical limbs your character has. You may choose which limbs are mechanical. A Tulc gains +1 strength for every mechanical arm, and +1 jump skill and base land speed for every mechanical leg.
-Adorable Presence (Su) When attacked by any direct means (magic, melee, or range/throwing attacks) by a lawful creature of any alignment, roll 1d4. If you roll 1, the attack misses. If you roll a 3, the attack's damage is reduced by 1d6.
-Spell-like abilities: 3/day: heal light wounds, inflict moderate wounds. 1/day: disintegrate, heal moderate wounds, Resurrection (cost still applies), 1/week: limited Wish, remove disease
-Automatic languages: any other than class-specific languages such as Druidic.
-Favored class: rouge, sorcerer, wizard, Psion, and SoulKnife
-Level modifier: +1
Age: As Gnome
Thanks for your time! Again, please comment on what you think and feel free to copy them down (as long as you credit me) and also, please, use them in your campaigns. If you use them in a GiantITP forum campaign please tell me here, or if the thread gets lock/deleted than PM me. Bye :biggrin:!