zzuxon
2013-01-16, 11:09 PM
These are races I'm making for a campaign setting, that I'm starting soon. I'm in pretty urgent need of some PEACH'n. Specifically I'm concerned with balance.
Elves
Elves
Pioneers in technological advances, Elves are known for being intelligent, deft, and manic.
+2 Int, +2 Dex, -2 Str. Elves are smart and graceful, but somewhat weak.
Humanoid(Hominid)
Medium
Base land speed is 30ft.
Immunity to sleep effects.
Gains a +1 bonus to saves against mind affecting effects.
Low light vision.
+2 to Perception Checks. An elf who passes within 5 feet of a concealed door is entitled to a Perception check as if he/she were actively searching for it.
Elves gain Phlegostin weapon proficiency (Pistol) as a bonus feat.
Treat Knowledge(Engineering) and Mechanics as class skills for all elves.
Automatic Languages: Tallandine, Sidhe. Bonus Languages: Any except Mycon and Vapari.
Humans
Humans
As in the Players handbook, with the following changes:
Humans get a +2 to one ability score of your choice, and a -2 to 1 ability score of your choice.
Languages: Auto: Tallandine Bonus: Any except Mycon and Vapari.
Dwarves
Dwarves
Hardy subterranean desert dwellers, dwarves are survivors renowned for their work ethic. When dwarves does something, they do it right.
•+2 Constitution, +2 Wisdom, -2 Charisma. Dwarves are hardy and practical, but can be gruff and judgemental.
•Humanoid(Hominid)
•Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
•Dwarf base land speed is 20 feet, but immune to incumberance.
•Darkvision: Dwarves can see in the dark up to 60 feet.
•Stonecunning
•Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or climbing (but not when flying, riding, or otherwise not standing firmly on the ground).
•+2 racial bonus on saving throws against poison, Appraise and Craft checks regarding stone or metal, Athletics checks, Knowledge(Engineering) checks, and Profession(Miner) checks.
•+2 racial bonus on attack rolls against Thri-Kreen.
•+6 to fortitude saves against heat.
•Immunity to dazzle effects.
•Automatic Languages: Tallandine and Qordic. Bonus Languages: Imperial, Tribal Common, Nikilk, Draconic, Sidhe.
Gnomes
Gnomes
Widely credited with having invented Arcane Magic on Terra, Gnomes have a strange racial affinity for the arcane.
•+ 2 Intelligence, +2 Charisma, -2 Strength. Gnomes are smart and charming, but their bodies hold little muscle.
•Humanoid(Hominid)
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A gnome’s base land speed is 20 feet.
•+2 racial bonus on saving throws against spells.
•Add +1 to the Difficulty Class for all saving throws against spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
•Gnomes gain a +2 on Knowledge (Arcana) and Craft(Alchemy) checks.
•Treat Craft(Phlegostin) as a class skill for all gnomes.
•Automatic Languages: Tallandine. Bonus Languages: Any except Mycon and Vapari
Half Elves
As in the Players handbook, with the following differences:
+2 Dex
Auto: Tallandine, Sidhe. Bonus: Any except Mycon and Vapari.
Ego
Ego
The Ego look in some ways like their close relatives, Illithids, but psychologically they are very different. They are mellow and aloof, constantly connected through their song. But do not underestimate the Ego, as they are renowned for their formidable psionic potential.
- +2 Int, +2 Wis, -2 Con, -2 Cha. Ego are very intelligent, and the Song lets them gain Wisdom from others, but they are feeble and have some difficulty interacting with other races.
- Aberration (Psionic)
- Medium
- Base Land Speed: 25 feet
- Ego get a +4 on all sense motive, persuasion, and gather information checks. Passive telepathy comes in useful when doing these things.
- Naturally Psionic: Ego get 3 bonus powerpoints at first level. They can't manifest powers without levels in a manifesting class.
- Ego get a +1 bonus to the saving throw DCs of powers from the Telepathy discipline manifested by them.
- Ego get a +2 bonus to saves against mind affecting effects.
- Ego have a small 2nd brain on a cord coming out of their mouth. They must be holding their second brain to manifest any psionic power.
- Telepathic Communication: Ego can communicate with any sentient with a language within 60ft. automatically.
- Song of the Ego: All Ego are telepathically connected to all other Ego all the time. They can use this "Song" to do a variety of things:
- Ego gain a +4 on any knowledge check of any kind, unless the DM can reasonably say no live Ego has ever known what they are trying to find out. Ego can also make knowledge checks untrained.
- If an Ego is in grave danger, defined as going below 10% of their max HP, other Ego can lend them psychic power through the song. They gain 5+ their manifester level powerpoints, a +1 to the DCs of all powers they manifest, and a +1 to their manifester level for 5 rounds. If this ability is invoked because the Ego falls unconscious, the bonuses apply after the Ego regains consciousness. Occasionally, an Ego character may be asked to lend 1 powerpoint to another Ego through the Song. They don't have to do this, but not doing so is a minor evil act unless the Ego is in dire straights itself, or has a low powerpoint reserve.
- Psi Like abilities: Far Hand, at will.
- Tentacles: An Ego's tentacles can function somewhat like a hand. They can't hold a weapon or shield, but they can carry most other Items, such as a torch or length of rope. Exceptions can be managed at the DMs discretion.
Kobolds
Kobolds
Small humanoids related to dragons, Kobolds are determined individuals. They make great use of power sources not reliant on physical strength, such as Arcane Magic and Psionics.
+2 Dex, +2 Wis, -2 Str. Kobolds are swift and aware, but slim.
Humanoid(Draconic)
Small
30ft base land speed
Psionic predisposal: Kobolds get 1 powerpoint at their 1st level of a manifester class.
+1 natural armor.
Darkvision 60ft
Stonecunning.
+2 to Craft(Traps), Stealth and Perception checks.
Auto Languages: Tallandine, Draconic. Bonus: Sidhe, Qordic, Imperial, Gith, Vapari, Trelterni,
Thri-Kreen
Thri-Kreen
Derived from mantises, Thri-Kreen are sentient Insects with four arms.
+2 Strength,+2 Dex, -2 Wisdom, -2 Cha. Kreen are strong and deft, but can be impulsive and have a psychology that is rather alien to other sentients.
Monstrous humanoid, not affected by hold person, etc.
Immune to Sleep Effects
+2 natural armor.
+4 to athletics checks
Can choose between 2 exoskeletons:
Grey: +4 to hide checks in rocky areas or cities.
Tan: +4 to hide in sandy or arid areas.
Has 4 arms. The 2 smaller bottom arms cannot make unarmed attacks, but can use light and ranged weapons. They can wield a 1-handed weapon with both of their lower arms, but they don't get the half again bonus. They also do not add their strength modifier to melee attacks with weapons in their lower arms.
Weapon Familiarity: Thri-Kreen treat Gythka and chitka as martial weapons.
Auto Languages: Tallandine, Nikilk. Bonus: Qordic, Imperial, Draconic, Sidhe, Gith
Hobgoblins
Hobgoblins
Hobgoblins come from a militaristic, Honor-bound society.
+2 Con, +2 Str, -2 Cha. Hobgoblins are strong, and have multiple copies of their organs, but their strictness makes social interacion difficult.
Humanoid(Goblinoid)
Medium
Base land speed 30ft
+1 on all attack rolls.
Honor:
-4 on all checks of any kind that would involve doing something dishonorable. What is "Dishonorable" is judged and must be justified by the DM.
+ 2 on all checks that would involve doing something honorable.
+1 bonus on attack rolls against dishonorable opponents.
Treat Bat'leths as martial weapons.
A Hobgoblin who is proficient with a Bat'leth is treated as having the Two Weapon Fighting Feat when using that weapon even if he wouldn't normally qualify.
All Hobgoblins are proficient with all simple weapons.
Auto Languages: Tallandine, Imperial. Bonus: Draconic, Qordic, Tribal Common, Sidhe, Trelterni
Goblins
Goblins
Goblins are natural born traders and tradesman, but they can develop talents that makes them useful adventurers.
+2 Cha. Goblins are famous for their silver tongues.
Humanoid (Goblinoid)
Small
Base Land Speed 20 ft
+2 to Appraise, and Persuasion Checks.
+1 to Perception checks.
Gain 1 bonus skill point per level.
Goblins start with 1.5 times as much starting money at first level, and get 500 additional gp if created at later levels per level.
Goblins can resell equipment for 3/4 starting price.
Goblins can find items in a market as if it was 1 size larger.
Auto Languages: Tallandine. Bonus: Qordic, Imperial, Draconic, Tribal Common, Gith, Sidhe, Trelterni
Gith
Gith
Gith are a species that, following their rebellion against the Illithids, split into 2 factions.
+2 Dex, Gith are swift and dextrous.
Medium
Humanoid (Psionic)
Gith base land speed is 35 ft.
+2 racial attack and damage bonus versus Illithids and Ego.
Naturally Psionic: Gith get 1 bonus powerpoint at 1st level. This doesn't give them the ability to manifst powers without levels in a manifester class.
Psionic power resistance equal to 5+ HD.
Psi like abilities, 2 per day: Daze, Psionic, manifester level 1/2 HD, min 1.
Auto Languages: Gith, Tallandine. Bonus Languages: Draconic, Abolethe, Vapari, Imperial, Umber Common
If Githzerai:
+2 Wis, -2 Int Githzerai favor intuition over logic.
+1 to Athletics and Acrobatics checks.
Psi-Like Abilities, 1 per day: Precognition,Defensive
If Githyanki:
+2 Con, -2 Wis Githyanki are tough but impulsive.
Proficiency with all simple weapons, regardless of class.
Psi like abilities, 1 per day: Precognition, Offensive
Myconids
Myconids
A species of Sentient Mushrooms, Myconids are notable for their reclusive mannerisms and society.
+2 Con, -2 Dex, +2 Int, -2 Cha, Myconids are well built and logical, but clumsy and withdrawn.
Medium or small, player chooses at character creation. Smalls take an additional -2 to strength.
Base land speed 20 ft, but are immune to incumberance.
Burrow Speed of 10ft.
Plant: Immune to spells such as hold person.
+4 to hide checks in forests.
+2 to Sense Motive, Gather Information, and Persuasion checks.
Psionic predisposal: 2 Bonus power points at the 1st level of a Myconid's manifester class.
Low Light Vision
Acid resistance 5
Wild empathy applying only to plants and fungus.
Immune to disease, sleep and paralysis.
Spores: Myconids can cause a variety of spell-like abilities with their spores. They choose 2 from this list at first level, then learn one new one at 5th level and every 5 levels afterward. 3 uses per day total, not per spore ability.
•Calm: Functions as calm animals, but also applies to other creatures.*
•Obscuring Mist
•Neutralize Poison
•Neutralize Disease
•Daze Monster
•Sleep
•Hypnotism*
•Cause Fear*.
•Remove Fear*
•Confusion, Lesser*
• * Does not affect mindless creatures.
Automatic Languages: Mycon, Tallandine. Bonus: Any
Gorians
Gorians
Gorians are a Bizarre Race that are born dead, meaning they aren't inherently evil.
+2 Int, +2 Dex, -2 Cha. Gorians are smart, and they have 2 thumbs on each hand, but they are intimidating due to their Undeath.
Undead(DeathBorn) Does not have a Constitution score, receives a +1 Bonus to Fort Saves and Con based checks in place of their con modifier. For purposes of HP, treat the Con bonus as +2.
Medium
A Gorian's HD is one step higher than normal for it's class, ex. d4 becomes d6. Gorians who take levels in a d12 HD class instead treat their constitution Modifier as +3 for purposes of calculating HP.
Base land Speed is 30ft
Psionic predisposal: 2 bonus powerpoints at the 1st level of a Gorian's manifester class.
Healed by death energy, such as inflict wounds spells; harmed by life energy, healing spells.
Immunity to poison, disease and sleep effects, as well as non-lethal damage.
25% fortification against critical hits and sneak attacks
+4 to Sense Motive, Persuasion, and Gather Information Checks.
Picking something up off the ground is a free action rather than a move action for a Gorian.
Does not need to eat, sleep, or breathe, but must rest for 6 hours to prepare spells, and can benefit from consumable items such as potions.
Telepathy: Can communicate with all sentient creatures within 60ft.
Treltern
Treltern
Hundreds of floating Islands appeared in the ethereal plane one day. Inhabiting the islands were the Treltern, a semi-insectoid species with 2 sub races.
Medium
Aberration
Base land speed: 30 ft.
Gain 1 or more mutations at first level. May affect LA.
Darkvision 120ft, staggered for 5 rounds after exposure to sunlight.
+1 natural armor.
Hazy Alignment : Treltern have a very strange, apathetic morality. Their alignments are undetectable, unless they wish it to be. Furthermore, magical or psionic effects that involve alignment do not affect Treltern unless doing so is beneficial to the Treltern.
Proficient with all simple weapons, regardless of class.
Auto Languages: Tallandine, Trelterni. Bonus: Imperial, Draconic, Umber Common, Sylvan, Qordic
Lowblooded:
-2 Str, +2 Int. Lowbloods are strong mentally, but weak physically.
Aberration(Psionic)
Naturally Psionic: 2 bonus powerpoints at 1st level. They don't get the ability to manifest powers without levels in a manifesting class.
Psi-Like Abilities: Far Hand, at will
Highblooded:
+2 Str, +2 Con, -2 Wis, -2 Cha. Highbloods are strong and tough, but impulsive and abrasive.
May Rage once per day as a Barbarian.
TRELTERN MUTATIONS
*: Lowblood only
**: Highblood only.
-1 LA:
-2 to any ability score.
+-0 LA
Daywalker: Lose darkvision, not staggered in sunlight.
Versatile: Instead of gaining racial Weapon Proficiency, gain an extra skill point at each level.
Slightly favorable: +1 LA for 2, +2 for 4, +3 for 5, +5 for 6.
Aquatic**:+8 to swim checks, can always take 10 on a swim check. Can survive underwater or on land.
Smell Color: Blindsense 30ft under lit conditions.
Extra Psionic*: 2d4 additional racial powerpoints.
Dangerous Horns: Natural Gore attack, 1d8, and proficiency with this attack.
Bonus Feat
+1 LA
Additional Power*: Gain 1 power to use with your racial powerpoints. Stacks with powers gained from levels in a manifesting class.
Psionic predisposition**: 1 bonus powerpoint at the Treltern's 1st level in a manifesting class.
Don't feel compelled to critique all of them, critique on any would be deeply appreciated.
Thank you for your time.
Elves
Elves
Pioneers in technological advances, Elves are known for being intelligent, deft, and manic.
+2 Int, +2 Dex, -2 Str. Elves are smart and graceful, but somewhat weak.
Humanoid(Hominid)
Medium
Base land speed is 30ft.
Immunity to sleep effects.
Gains a +1 bonus to saves against mind affecting effects.
Low light vision.
+2 to Perception Checks. An elf who passes within 5 feet of a concealed door is entitled to a Perception check as if he/she were actively searching for it.
Elves gain Phlegostin weapon proficiency (Pistol) as a bonus feat.
Treat Knowledge(Engineering) and Mechanics as class skills for all elves.
Automatic Languages: Tallandine, Sidhe. Bonus Languages: Any except Mycon and Vapari.
Humans
Humans
As in the Players handbook, with the following changes:
Humans get a +2 to one ability score of your choice, and a -2 to 1 ability score of your choice.
Languages: Auto: Tallandine Bonus: Any except Mycon and Vapari.
Dwarves
Dwarves
Hardy subterranean desert dwellers, dwarves are survivors renowned for their work ethic. When dwarves does something, they do it right.
•+2 Constitution, +2 Wisdom, -2 Charisma. Dwarves are hardy and practical, but can be gruff and judgemental.
•Humanoid(Hominid)
•Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
•Dwarf base land speed is 20 feet, but immune to incumberance.
•Darkvision: Dwarves can see in the dark up to 60 feet.
•Stonecunning
•Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or climbing (but not when flying, riding, or otherwise not standing firmly on the ground).
•+2 racial bonus on saving throws against poison, Appraise and Craft checks regarding stone or metal, Athletics checks, Knowledge(Engineering) checks, and Profession(Miner) checks.
•+2 racial bonus on attack rolls against Thri-Kreen.
•+6 to fortitude saves against heat.
•Immunity to dazzle effects.
•Automatic Languages: Tallandine and Qordic. Bonus Languages: Imperial, Tribal Common, Nikilk, Draconic, Sidhe.
Gnomes
Gnomes
Widely credited with having invented Arcane Magic on Terra, Gnomes have a strange racial affinity for the arcane.
•+ 2 Intelligence, +2 Charisma, -2 Strength. Gnomes are smart and charming, but their bodies hold little muscle.
•Humanoid(Hominid)
•Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
•A gnome’s base land speed is 20 feet.
•+2 racial bonus on saving throws against spells.
•Add +1 to the Difficulty Class for all saving throws against spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
•Gnomes gain a +2 on Knowledge (Arcana) and Craft(Alchemy) checks.
•Treat Craft(Phlegostin) as a class skill for all gnomes.
•Automatic Languages: Tallandine. Bonus Languages: Any except Mycon and Vapari
Half Elves
As in the Players handbook, with the following differences:
+2 Dex
Auto: Tallandine, Sidhe. Bonus: Any except Mycon and Vapari.
Ego
Ego
The Ego look in some ways like their close relatives, Illithids, but psychologically they are very different. They are mellow and aloof, constantly connected through their song. But do not underestimate the Ego, as they are renowned for their formidable psionic potential.
- +2 Int, +2 Wis, -2 Con, -2 Cha. Ego are very intelligent, and the Song lets them gain Wisdom from others, but they are feeble and have some difficulty interacting with other races.
- Aberration (Psionic)
- Medium
- Base Land Speed: 25 feet
- Ego get a +4 on all sense motive, persuasion, and gather information checks. Passive telepathy comes in useful when doing these things.
- Naturally Psionic: Ego get 3 bonus powerpoints at first level. They can't manifest powers without levels in a manifesting class.
- Ego get a +1 bonus to the saving throw DCs of powers from the Telepathy discipline manifested by them.
- Ego get a +2 bonus to saves against mind affecting effects.
- Ego have a small 2nd brain on a cord coming out of their mouth. They must be holding their second brain to manifest any psionic power.
- Telepathic Communication: Ego can communicate with any sentient with a language within 60ft. automatically.
- Song of the Ego: All Ego are telepathically connected to all other Ego all the time. They can use this "Song" to do a variety of things:
- Ego gain a +4 on any knowledge check of any kind, unless the DM can reasonably say no live Ego has ever known what they are trying to find out. Ego can also make knowledge checks untrained.
- If an Ego is in grave danger, defined as going below 10% of their max HP, other Ego can lend them psychic power through the song. They gain 5+ their manifester level powerpoints, a +1 to the DCs of all powers they manifest, and a +1 to their manifester level for 5 rounds. If this ability is invoked because the Ego falls unconscious, the bonuses apply after the Ego regains consciousness. Occasionally, an Ego character may be asked to lend 1 powerpoint to another Ego through the Song. They don't have to do this, but not doing so is a minor evil act unless the Ego is in dire straights itself, or has a low powerpoint reserve.
- Psi Like abilities: Far Hand, at will.
- Tentacles: An Ego's tentacles can function somewhat like a hand. They can't hold a weapon or shield, but they can carry most other Items, such as a torch or length of rope. Exceptions can be managed at the DMs discretion.
Kobolds
Kobolds
Small humanoids related to dragons, Kobolds are determined individuals. They make great use of power sources not reliant on physical strength, such as Arcane Magic and Psionics.
+2 Dex, +2 Wis, -2 Str. Kobolds are swift and aware, but slim.
Humanoid(Draconic)
Small
30ft base land speed
Psionic predisposal: Kobolds get 1 powerpoint at their 1st level of a manifester class.
+1 natural armor.
Darkvision 60ft
Stonecunning.
+2 to Craft(Traps), Stealth and Perception checks.
Auto Languages: Tallandine, Draconic. Bonus: Sidhe, Qordic, Imperial, Gith, Vapari, Trelterni,
Thri-Kreen
Thri-Kreen
Derived from mantises, Thri-Kreen are sentient Insects with four arms.
+2 Strength,+2 Dex, -2 Wisdom, -2 Cha. Kreen are strong and deft, but can be impulsive and have a psychology that is rather alien to other sentients.
Monstrous humanoid, not affected by hold person, etc.
Immune to Sleep Effects
+2 natural armor.
+4 to athletics checks
Can choose between 2 exoskeletons:
Grey: +4 to hide checks in rocky areas or cities.
Tan: +4 to hide in sandy or arid areas.
Has 4 arms. The 2 smaller bottom arms cannot make unarmed attacks, but can use light and ranged weapons. They can wield a 1-handed weapon with both of their lower arms, but they don't get the half again bonus. They also do not add their strength modifier to melee attacks with weapons in their lower arms.
Weapon Familiarity: Thri-Kreen treat Gythka and chitka as martial weapons.
Auto Languages: Tallandine, Nikilk. Bonus: Qordic, Imperial, Draconic, Sidhe, Gith
Hobgoblins
Hobgoblins
Hobgoblins come from a militaristic, Honor-bound society.
+2 Con, +2 Str, -2 Cha. Hobgoblins are strong, and have multiple copies of their organs, but their strictness makes social interacion difficult.
Humanoid(Goblinoid)
Medium
Base land speed 30ft
+1 on all attack rolls.
Honor:
-4 on all checks of any kind that would involve doing something dishonorable. What is "Dishonorable" is judged and must be justified by the DM.
+ 2 on all checks that would involve doing something honorable.
+1 bonus on attack rolls against dishonorable opponents.
Treat Bat'leths as martial weapons.
A Hobgoblin who is proficient with a Bat'leth is treated as having the Two Weapon Fighting Feat when using that weapon even if he wouldn't normally qualify.
All Hobgoblins are proficient with all simple weapons.
Auto Languages: Tallandine, Imperial. Bonus: Draconic, Qordic, Tribal Common, Sidhe, Trelterni
Goblins
Goblins
Goblins are natural born traders and tradesman, but they can develop talents that makes them useful adventurers.
+2 Cha. Goblins are famous for their silver tongues.
Humanoid (Goblinoid)
Small
Base Land Speed 20 ft
+2 to Appraise, and Persuasion Checks.
+1 to Perception checks.
Gain 1 bonus skill point per level.
Goblins start with 1.5 times as much starting money at first level, and get 500 additional gp if created at later levels per level.
Goblins can resell equipment for 3/4 starting price.
Goblins can find items in a market as if it was 1 size larger.
Auto Languages: Tallandine. Bonus: Qordic, Imperial, Draconic, Tribal Common, Gith, Sidhe, Trelterni
Gith
Gith
Gith are a species that, following their rebellion against the Illithids, split into 2 factions.
+2 Dex, Gith are swift and dextrous.
Medium
Humanoid (Psionic)
Gith base land speed is 35 ft.
+2 racial attack and damage bonus versus Illithids and Ego.
Naturally Psionic: Gith get 1 bonus powerpoint at 1st level. This doesn't give them the ability to manifst powers without levels in a manifester class.
Psionic power resistance equal to 5+ HD.
Psi like abilities, 2 per day: Daze, Psionic, manifester level 1/2 HD, min 1.
Auto Languages: Gith, Tallandine. Bonus Languages: Draconic, Abolethe, Vapari, Imperial, Umber Common
If Githzerai:
+2 Wis, -2 Int Githzerai favor intuition over logic.
+1 to Athletics and Acrobatics checks.
Psi-Like Abilities, 1 per day: Precognition,Defensive
If Githyanki:
+2 Con, -2 Wis Githyanki are tough but impulsive.
Proficiency with all simple weapons, regardless of class.
Psi like abilities, 1 per day: Precognition, Offensive
Myconids
Myconids
A species of Sentient Mushrooms, Myconids are notable for their reclusive mannerisms and society.
+2 Con, -2 Dex, +2 Int, -2 Cha, Myconids are well built and logical, but clumsy and withdrawn.
Medium or small, player chooses at character creation. Smalls take an additional -2 to strength.
Base land speed 20 ft, but are immune to incumberance.
Burrow Speed of 10ft.
Plant: Immune to spells such as hold person.
+4 to hide checks in forests.
+2 to Sense Motive, Gather Information, and Persuasion checks.
Psionic predisposal: 2 Bonus power points at the 1st level of a Myconid's manifester class.
Low Light Vision
Acid resistance 5
Wild empathy applying only to plants and fungus.
Immune to disease, sleep and paralysis.
Spores: Myconids can cause a variety of spell-like abilities with their spores. They choose 2 from this list at first level, then learn one new one at 5th level and every 5 levels afterward. 3 uses per day total, not per spore ability.
•Calm: Functions as calm animals, but also applies to other creatures.*
•Obscuring Mist
•Neutralize Poison
•Neutralize Disease
•Daze Monster
•Sleep
•Hypnotism*
•Cause Fear*.
•Remove Fear*
•Confusion, Lesser*
• * Does not affect mindless creatures.
Automatic Languages: Mycon, Tallandine. Bonus: Any
Gorians
Gorians
Gorians are a Bizarre Race that are born dead, meaning they aren't inherently evil.
+2 Int, +2 Dex, -2 Cha. Gorians are smart, and they have 2 thumbs on each hand, but they are intimidating due to their Undeath.
Undead(DeathBorn) Does not have a Constitution score, receives a +1 Bonus to Fort Saves and Con based checks in place of their con modifier. For purposes of HP, treat the Con bonus as +2.
Medium
A Gorian's HD is one step higher than normal for it's class, ex. d4 becomes d6. Gorians who take levels in a d12 HD class instead treat their constitution Modifier as +3 for purposes of calculating HP.
Base land Speed is 30ft
Psionic predisposal: 2 bonus powerpoints at the 1st level of a Gorian's manifester class.
Healed by death energy, such as inflict wounds spells; harmed by life energy, healing spells.
Immunity to poison, disease and sleep effects, as well as non-lethal damage.
25% fortification against critical hits and sneak attacks
+4 to Sense Motive, Persuasion, and Gather Information Checks.
Picking something up off the ground is a free action rather than a move action for a Gorian.
Does not need to eat, sleep, or breathe, but must rest for 6 hours to prepare spells, and can benefit from consumable items such as potions.
Telepathy: Can communicate with all sentient creatures within 60ft.
Treltern
Treltern
Hundreds of floating Islands appeared in the ethereal plane one day. Inhabiting the islands were the Treltern, a semi-insectoid species with 2 sub races.
Medium
Aberration
Base land speed: 30 ft.
Gain 1 or more mutations at first level. May affect LA.
Darkvision 120ft, staggered for 5 rounds after exposure to sunlight.
+1 natural armor.
Hazy Alignment : Treltern have a very strange, apathetic morality. Their alignments are undetectable, unless they wish it to be. Furthermore, magical or psionic effects that involve alignment do not affect Treltern unless doing so is beneficial to the Treltern.
Proficient with all simple weapons, regardless of class.
Auto Languages: Tallandine, Trelterni. Bonus: Imperial, Draconic, Umber Common, Sylvan, Qordic
Lowblooded:
-2 Str, +2 Int. Lowbloods are strong mentally, but weak physically.
Aberration(Psionic)
Naturally Psionic: 2 bonus powerpoints at 1st level. They don't get the ability to manifest powers without levels in a manifesting class.
Psi-Like Abilities: Far Hand, at will
Highblooded:
+2 Str, +2 Con, -2 Wis, -2 Cha. Highbloods are strong and tough, but impulsive and abrasive.
May Rage once per day as a Barbarian.
TRELTERN MUTATIONS
*: Lowblood only
**: Highblood only.
-1 LA:
-2 to any ability score.
+-0 LA
Daywalker: Lose darkvision, not staggered in sunlight.
Versatile: Instead of gaining racial Weapon Proficiency, gain an extra skill point at each level.
Slightly favorable: +1 LA for 2, +2 for 4, +3 for 5, +5 for 6.
Aquatic**:+8 to swim checks, can always take 10 on a swim check. Can survive underwater or on land.
Smell Color: Blindsense 30ft under lit conditions.
Extra Psionic*: 2d4 additional racial powerpoints.
Dangerous Horns: Natural Gore attack, 1d8, and proficiency with this attack.
Bonus Feat
+1 LA
Additional Power*: Gain 1 power to use with your racial powerpoints. Stacks with powers gained from levels in a manifesting class.
Psionic predisposition**: 1 bonus powerpoint at the Treltern's 1st level in a manifesting class.
Don't feel compelled to critique all of them, critique on any would be deeply appreciated.
Thank you for your time.