PDA

View Full Version : Races of Shalamar (D&D 3.5) (Work in Progress)



Derjuin
2012-11-21, 02:33 AM
These races are for a homebrew setting I am running a game in; while I would appreciate a PEACH, keep in mind all of them that lack a Level Adjustment are *intended* to be more powerful than the Core races, as only these races (plus one more, which will have to wait) are allowed.


http://i219.photobucket.com/albums/cc273/xilobucket/Humans.png

Let it never be said that time was kind to the humans of Shalamar. Their ancestors, the mighty Titans of old, were struck down from demigodhood by the elder god Nozzox. Without Nozzox's meddling, the war between Titan and Troll would have likely gone on for eternity. Despite the loss of their immortality, size, power and most of their ancestral homeland, many humans continue to have an impact on the world of Shalamar.

HUMAN RACIAL TRAITS

+2 Strength, +2 Charisma
Human base land speed is 40 feet. Humans can bound quickly and powerfully, their strength propelling them at great speeds.
Medium: As medium creatures, Humans have no special bonuses or penalties due to size. See powerful build, below, for details.
Powerful Build: Humans are particularly strong and tough, resulting from their titanic ancestors, allowing them to function in many ways as if they were one size larger than they actually are. Whenever a human is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the human is treated as one size larger if doing so is advantageous to him. A human is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A human can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Titan's Mien: Humans gain a +4 racial bonus to Intimidate checks against creatures of Medium size or smaller.
Racial Skills: Intimidate is always a class skill for Humans.
Bonus Skills: Humans gain 1 additional skill point per level (including first).
Automatic Languages: Common and Human. Bonus languages: Gnome, Troll, Kagresh, Elven.
Favored Class: Warblade. If not using the Tome of Battle supplement, Fighter.



http://i219.photobucket.com/albums/cc273/xilobucket/Elves.png

The Elves, sandwiched between the jungle-kingdoms of the trolls and the grassland-dwelling goblins, have struggled to survive since the end of the Titan's reign and the beginning of the age of mortals. Though the Trolls have ceased most attacks on what remains of the elven homeland, many elves remain bitter about the loss of their homes at the hands of their battle-thirsty foes.

ELF RACIAL TRAITS

+2 Dexterity, +2 Wisdom
Elf base land speed is 30 feet. They are natural climbers and have a climb speed of 15 feet.
Medium: As medium creatures, Elves have no special bonuses or penalties due to size.
Slip into Shadows (Su): If an elf is in a shadow (not her own), she can attempt a hide check even if she has nothing to hide behind or is being observed. If she succeeds, she actually turns invisible for 5 rounds. Slipping into the shadows is a standard action.
Swamp Fortitude: Because of the dangerous habitats in their homeland, elves have become more adapted to certain natural hazards. They gain a +4 racial bonus to Fortitude saves against poisons, diseases and gasses (such as Cloudkill), can hold their breath for twice as long before requiring a Constitution check, and can ignore difficult terrain when charging with a DC 20 Tumble check.
Elven Weapon Familiarity: Elves treat the Thorned Staff as a simple weapon and the Elven Warblade as a martial weapon instead of exotic weapons.
Automatic Languages: Common and Elven. Bonus languages: Kobold, Kaglesh, Troll, Human, Gnomish.
Favored Class: Swordsage. If not using the Tome of Battle supplement, Rogue.



http://i219.photobucket.com/albums/cc273/xilobucket/Gnomes.png

Occupying the deserts and mountains that make up what is left of the northern continent, Gnomes have shifted from a nomadic race to a magic-wielding metropolitan people. Their cities are grandiose and filled with structures whose integrity relies entirely on magic. There are almost no actual Gnomish towns left, having been replaced with towering spires and pillars of civilization.

GNOME RACIAL TRAITS

+2 Constitution, +2 Intelligence
Gnome base land speed is 20 feet.
Small: As small characters, Gnomes gain a +1 bonus to Armor Class, a +1 bonus on attack rolls, a +4 bonus on Hide checks, a -4 penalty on grapple checks, and have their lifting and carrying limits reduced to 3/4 of those of Medium characters.
Spellbound Lifestyle: Gnomes gain a +1 racial bonus to Appraise and Craft checks with magic items, Knowledge (Arcana) checks, Spellcraft checks and Use Magic Device checks.
Favored School: At 1st level, a Gnome chooses a single 0th level spell from the Sorcerer/Wizard list. He can use this spell as a spell-like ability 3 times per day, and gains a +1 bonus to caster level when using it or casting spells from the same school.
Use Magic Device is always a class skill for Gnomes.
Automatic Languages: Common and Gnomish. Bonus languages: Kobold, Human, Elven. Gnomes refuse to learn Kaglesh, the tongue of the Goblins.
Favored Class: Sorcerer.



http://i219.photobucket.com/albums/cc273/xilobucket/Goblins.png

Having successfully routed the Elves from the verdant grasslands on the mesas of the southern continent, the Goblins find themselves in a relatively peaceful region, with the subservient Kobolds to the south of them and the mighty Trolls north of them drawing most of the ire of the Elves. Lacking widespread use of magic, they have advanced in other areas, forming small cities of labor, riches and technological advancement.

GOBLIN RACIAL TRAITS

+2 Dexterity, +2 Intelligence
Goblin base land speed is 30 feet.
Small: As small characters, Goblins gain a +1 bonus to Armor Class, a +1 bonus on attack rolls, a +4 bonus on Hide checks, a -4 penalty on grapple checks, and have their lifting and carrying limits reduced to 3/4 of those of Medium characters.
Low-light vision out to 120 feet.
+2 Racial bonus to Spot, Search and Craft checks.
Diplomatic Immunity: Unless a Goblin has done something to specifically earn a Troll's or Kobold's ire, they are automatically friendly with them. Trolls and Kobolds see Goblins as equals and allies against enemies that would undo them.
Goblin Weapon Familiarity: Goblins treat the Blunderbuss as a martial weapon. Adding a Goblin Army Knife to a masterwork artisan tool makes the tool a martial weapon for a Goblin instead of an exotic weapon.
Automatic Languages: Common and Kaglesh. Bonus languages: Elven, Troll, Kobold, Gnomish, Human.
Favored Class: Artificer.



http://i219.photobucket.com/albums/cc273/xilobucket/Trolls.png

Now the mightiest beings in the known world, the Trolls have formed a powerful empire dominating the southern continent. However, since the Age of Mortals began, they have found themselves quickly lapsing into lethargy at the departure of their ancestral rivals, the Titans, from the world. The elves prove more annoying than a true fight, and so have not been the focus of the Troll empire for a time. Their empire has recently split between two capitals: Ilenga, the city of spirits; and Jejunga, the city of might. Trolls from Ilenga regions tend to be far more reserved, passive and workable than those from Jejunga regions.

NOTE: The stats below are for those of an Ilenga troll, designed for player use. Jejunga troll stats follow, but incur a Level Adjustment.

ILENGA TROLL RACIAL TRAITS

+4 Strength, +2 Constitution, -2 Wisdom
Troll base land speed is 50 feet.
Large: As large characters, Ilenga Trolls get a -1 penalty to Armor Class, a -1 penalty on attack rolls, a -4 penalty on Hide checks, a +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
Darkvision out to 60 feet.
+4 racial bonus to Craft (Weaponsmithing) checks.
+2 bonus to Strength checks to break objects.
Troll Weapon Familiarity: Ilenga trolls treat Flensing Falchions, Supreme Mauls and Tyrant Axes as martial weapons instead of exotic weapons.
Automatic Languages: Common and Troll. Bonus languages: Human, Kaglesh, Kobold.
Favored Class: Crusader. If not using the Tome of Battle supplement, Paladin.


JEJUNGA TROLL RACIAL TRAITS

+8 Strength, +4 Constitution, +2 Wisdom
Troll base land speed is 50 feet.
Large: As large characters, Jejunga Trolls get a -1 penalty to Armor Class, a -1 penalty on attack rolls, a -4 penalty on Hide checks, a +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
Darkvision out to 120 feet.
Divine Spell resistance equal to 13 + Class levels.
+4 racial to Intimidate checks to demoralize an opponent
Bonus Feat: Jejunga Trolls get Monkey Grip as a bonus feat at level 1, even if they do not meet the requirements for it.
Mettle: If a Jejunga Troll is subjected to a spell or ability that has a partial effect or half damage on a successful Fortitude or Will save, he suffers no effect at all on a successful save instead.
Troll Weapon Proficiency: Jejunga trolls are automatically proficient with the Flensing Falchion, Supreme Maul and Tyrant Axe.
Automatic Languages: Common and Troll. Bonus languages: Human, Kaglesh, Kobold.
Favored Class: Barbarian
Level Adjustment: +3



http://i219.photobucket.com/albums/cc273/xilobucket/Kobolds.png

Living along the coastal areas south of the Goblin nation of Kaglesk, the Kobolds are a seafaring people who usually make a living as pirates, hired goons or peacetime fishermen. Kobolds are often sought out by the Goblins to do their dirty work for them, harassing other races and protecting important people. Their greatest alliance is with the secretive Naga, an amphibious race of snake-people that live far away.

KOBOLD RACIAL TRAITS

-2 Strength, +4 Dexterity, +2 Charisma
Kobold land speed is 30 feet. All Kobolds are adequate swimmers, and have a swim speed of 10 feet.
Small: Small: As small characters, Kobolds gain a +1 bonus to Armor Class, a +1 bonus on attack rolls, a +4 bonus on Hide checks, a -4 penalty on grapple checks, and have their lifting and carrying limits reduced to 3/4 of those of Medium characters. See below, in Slight Build, for more details.
Slight Build: The stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check, the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Blindsense out to 30 feet.
Scent.
Shiptrained: A rocking or wet ship is never considered difficult terrain to a Kobold. In addition, all Kobolds gain a +2 Racial bonus to Knowledge (Geography) and Profession (Sailor) checks.
Automatic Languages: Common, Kobold and Kaglesh. Bonus languages: Human, Elven, Gnomish, Troll, Naferi.
Favored Class: Swordsage or Bard. If not using the Tome of Battle supplement, Rogue or Bard.



http://i219.photobucket.com/albums/cc273/xilobucket/Thenaga.png

Initially, the Naga were Titans that survived Nozzox's rampage across the archipelago of Fhasad, cast beneath the sea in a mutated form. Most of the world believes the area simply shattered and lost under the waves - but those that have visited the seafloor nearby find a thriving society of powerful serpent-people.


NAGA RACIAL TRAITS

+2 Strength, +2 Wisdom
Naga land speed is 20 feet. While they are amphibious, Naga are adapted to the sea, and move somewhat slower on land. They also have a Swim speed of 40 feet.
Medium: As medium creatures, Naga have no special bonuses or penalties due to size.
Amphibious: Naga can breathe water, but do not require it to breathe; they can traverse land as easily as they can sea.
Temperature Resistant: Naga are resistant to the effects of extreme cold, and can survive easily in temperatures as low as -50 degrees Fahrenheit without making Fortitude saves.
Undersea Adaptation: Naga do not suffer penalties for using bludgeoning, slashing or ranged weapons underwater. In addition, Naga are immune to damage from pressure as deep as 3000 feet, and only suffer 1d6 damage every 300 feet below that.
Darkvision out to 60 feet, and low-light vision out to four times their normal vision range.
Automatic Languages: Naferi. Bonus languages: Common, Kobold.
Favored Class: Warblade or Cleric. If not using the Tome of Battle supplement, Fighter or Cleric.


NEW FEATS

Student of the Arcane
Requirements: Int 15, Sorcerer level 1st
Benefits: You gain bonus arcane spell slots per day based on your Intelligence instead of Charisma.

Knowledge of the Intricate Arts
Requirements: Int 17, Student of the Arcane
Benefits: You determine the DC of your arcane spells using your Intelligence instead of your Charisma. The maximum level of Arcane spell you can cast as a Sorcerer is based off of your Intelligence instead of your Charisma.

Troll Weapon Mastery
Requirements: Str 18, Base Attack Bonus +6
Benefits: You can make a full attack with a Flensing Falchion, a Supreme Maul or a Tyrant Axe.

NEW WEAPONS
{table=head]Exotic Weapons|
Cost|
Dmg(s)|
Dmg(m)|
Dmg(lg)|
Critical|
Range Increment|
Weight|
Type

{colsp=9}Light Weapons
Goblin Army Knife|100 gp|1d4|1d6|1d8|20/x3|-|1 lb.|Slashing or Piercing
{colsp=9}One-handed Weapons
Elven Warblade|50 gp|1d8|1d10|1d12|19-20/x3|-|5 lbs.|Slashing
Gnomish Longrazor|100 gp|1d6|1d8|1d10|19-20/x2|-|2 lbs.|Slashing
{colsp=9}Two-handed Weapons
Thorned Staff|3 gp|1d8/1d8|1d12/1d12|2d8/2d8|18-20/x2|-|2 lbs.|Bludgeoning and Piercing
Flensing Falchion|350 gp|-|2d6|3d6|19-20/x4|-|35 lbs.|Slashing
Supreme Maul|500 gp|-|2d8|3d8|18-20/x3|-|50 lbs.|Bludgeoning and Piercing
Tyrant Axe|400 gp|-|2d6|3d6|17-20/x2|-|40 lbs.|Slashing and Piercing
{colsp=9}Ranged Weapons
Blunderbuss|75 gp|1d10|1d12|2d8|18-20/x2|100 ft.|7 lbs.|Piercing
Rock Pellets (10)|1 gp|-|-|-|-|-|1 lb.|-
Echo Shot (10)|10 gp|-|-|-|-|-|1 lb.|-
Whisper Shot (10)|20 gp|-|-|-|-|-|1 lb.|-
Alchemical Shot (10)|50 gp|-|-|-|-|-|5 lbs.|-[/table]


http://i219.photobucket.com/albums/cc273/xilobucket/raceweps.png

Knife, Goblin Army: A short, viciously curved blade, spring-loaded into the base of a masterwork artisan tool. By pressing a button, the knife loads and locks into place, granting a proficient user a hidden advantage. A Goblin Army Knife costs 100 gp for the blade and spring-load mechanism; however, at the time of creation, up to 3 additional tools or skill kits (http://www.d20srd.org/srd/equipment/goodsAndServices.htm) can be added to the mechanism. Each additional tool increases the price by 100 gp; while these tools are considered to be masterwork, they are smaller than normal (1/2 the size, approximately, and made of a material that adds very little to overall weight) and allow you to do the specified job without incurring a -2 penalty.

Warblade, Elven: A long, curved blade with a handle connecting the middle. Each end of the blade has a catch on the reverse side, allowing for defensive maneuvers more easily. When fighting defensively with an Elven Warblade, you do not incur a penalty to attack rolls.

Longrazor, Gnomish: Seemingly a harmless box, when one makes an attacking motion swinging the Longrazor as if it were a sword, a series of concentric hollow blades extend from the weapon, slicing through the victim, and then can instantly be retracted into the hilt again. A Longrazor is always a free action to sheathe or draw. Due to its size and innocuous appearance, a Longrazor is much easier to conceal on one's body than other weapons - it is considered a Dagger for the purposes of sleight of hand checks to conceal it on yourself. However, a Longrazor is not without its drawbacks: its function relies on (simple) magic, and thus it cannot be sheathed as a free action in an anti-magic field.

Staff, Thorned: Thorned staves are a staple weapon of elven Spirit Shamans, allowing them to wield morningstar-like weapons with ease. For the purposes of proficiency, elves consider it a Quarterstaff. It functions nearly identically to a Quarterstaff, except it deals increased damage. However, the material for a thorned staff (the dead, hardened stem of the strangler rose) is brittle and easily broken: it has Hardness 1 and 20 hit points.

Blunderbuss: A muzzle-loaded, alchemically-based staple of the Goblin people. Practically every goblin family owns at least one blunderbuss and ammo for it. A blunderbuss is loud when fired, and requires a standard action to reload (a free action if the user has Rapid Reload).

Rock Pellets: Coated in a light dusting of a powder called "bangdust", rock pellets are the traditional ammo for a blunderbuss. When the trigger of a blunderbuss is pulled, the bangdust is ignited and launches the rock pellet at high speeds towards its target.

Echo Shot: The dust used in making Echo Shot is a stronger formula than that used with typical rock pellets. Echo Shot is very loud, and can be heard from far away. Creatures up to 500 feet away can hear the sound of an Echo Shot being fired, unless something impedes the sound (walls in an underground complex, water, etc).

Whisper Shot: The exact opposite of Echo Shot, Whisper Shot makes a barely audible sound when fired. It halves the penalty incurred for sniping when trying to Hide again, and cannot be heard from more than 5 feet away.

Alchemical Shot: Coated in a special dust usually reserved for other purposes, Alchemical Shot is considered alchemical silver, adamantine and cold iron all at the same time. However, the coating is resistant to magic, and does not take on the properties of an enchanted blunderbuss (except for the enhancement bonuses granted by a weapon such as a +2 blunderbuss).

Flensing Falchion: A huge two-handed sword, its shape making it obvious it was intended for large wielders. Its hilt is decorated with the likeness of the intended victim of the weapon - for example, a flensing falchion meant to be used against dragons would have a dragon head-shaped hilt. Flensing Falchions can only be used for full attacks by Trolls that are proficient with them and other races with the Troll Weapon Mastery feat. Unlike other weapons, Flensing Falchions can only be purchased by trolls at character creation.

Supreme Maul: A huge two-handed mace, its shape making it obvious it was intended for mighty wielders. Its design is elegant and showy until the hammer head, where business begins - menacing spikes of metal and lead weigh the head down, making it extremely potent. Supreme Mauls can only be used for full attacks by Trolls that are proficient with them and other races with the Troll Weapon Mastery feat. Unlike other weapons, Supreme Mauls can only be purchased by trolls at character creation.

Tyrant Axe: A huge two-handed axe, its shape making it obvious it was intended for powerful wielders. Its design is vicious and menacing, sporting two heavy, sharpened heads with razor-sharp spikes ready to tear flesh from bone. Tyrant Axes can only be used for full attacks by Trolls that are proficient with them and other races with the Troll Weapon Mastery feat. Unlike other weapons, Tyrant Axes can only be purchased by trolls at character creation.