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Xuldarinar
2013-12-18, 10:51 PM
HYBRID RACE COMPENDIUM
At another's suggestion, I am creating this thread for the sole purpose of developing and sharing racial hybrids, via the following template:(*) (http://www.giantitp.com/forums/showpost.php?p=16195789&postcount=1).

Everyone is welcome to share their personal combinations, and while not necessary, I encourage people to use the table below to help create their hybrids and show their work.

-|(Race A)|(Race B)|(Hybrid Race AB)
Size|
Type|
Subtypes|
RHD|
Ability Modifiers|
Speed|
Vision|
Immunities/Resistances|
Other Racial Traits|
Skill Bonuses|
Languages|
Favored Class|
Level Adjustment|

Code:

-|(Race A)|(Race B)|(Hybrid Race AB)
Size|
Type|
Subtypes|
RHD|
Ability Modifiers|
Speed|
Vision|
Immunities/Resistances|
Other Racial Traits|
Skill Bonuses|
Languages|
Favored Class|
Level Adjustment| [/table ]



Sample Creation: Shadow-Scarred Elf


Generation 1
[Table=head]-|Shadar-Kai|High Elf|"Shadar-Elf"
Size|Medium|Medium|Medium
Type|Fey|Humanoid|Fey
Subtypes|Extraplanar|Elf|-
RHD|3|0|2
Modifiers|+6 Dex, -2 Cha|+2 Dex, -2 Con|+4 Dex, -2 Cha
Speed|30ft|30ft|30ft
Vision|S. Low-Light|Low-Light|S. Low-Light
Immunities/Resistances|-|Immunity Magic Sleep, +2 saving throws vs Enchantment|Immunity Magic Sleep, +2 saving throws vs Enchantment
Other Racial Traits|Sneak Attack, Hide in Plain Sight, Shadow Curse|Search Secret Doors 5ft|Hide in Plain Sight, Shadow Curse, Elf Blood, Shadar-Kai Blood
Skill Bonuses|+10 Hide|+2 Listen, +2 Search, +2 Spot|+5 Hide, +1 Listen, +1 Search, +1 Spot
Languages|Common, Elven, Sylvan|Common, Elven|Common, Elven, Sylvan
Favored Class|Rogue|Wizard|Rogue or Wizard
LA|+1|+0|+1


Generation 2
-|"Shadar-Elf"|High Elf|"Lesser Shadar-Elf"
Size|Medium|Medium|Medium
Type|Fey|Humanoid|Fey
Subtypes|-|Elf|-
RHD|2|0|1
Modifiers|+4 Dex, -2 Cha|+2 Dex, -2 Con|+2 Dex, -2 Cha
Speed|30ft|30ft|30ft
Vision|S. Low-Light|Low-Light|S. Low-Light
Immunities/Resistances|Immunity Magic Sleep, +2 saving throws vs Enchantment|Immunity Magic Sleep, +2 saving throws vs Enchantment|Immunity Magic Sleep, +2 saving throws vs Enchantment
Other Racial Traits|Hide in Plain Sight, Shadow Curse, Elf Blood, Shadar-Kai Blood|Search Secret Doors 5ft|Hide in Plain Sight, Shadow Curse, Elf Blood, Shadar-Kai Blood
Skill Bonuses|+5 Hide, +1 Listen, +1 Search, +1 Spot|+2 Listen, +2 Search, +2 Spot|+3 Hide, +2 Listen, +2 Search, +2 Spot
Languages|Common, Elven, Sylvan|Common, Elven|Common, Elven, Sylvan
Favored Class|Rogue or Wizard|Wizard|Rogue or Wizard
LA|+1|+0|+1


Generation 3
-|"Lesser Shadar-Elf"|High Elf|"Least Shadar-Elf"
Size|Medium|Medium|Medium
Type|Fey|Humanoid|Fey
Subtypes|-|Elf|-
RHD|1|0|0
Modifiers|+2 Dex, -2 Cha|+2 Dex, -2 Con|+2 Dex, -2 Cha
Speed|30ft|30ft|30ft
Vision|S. Low-Light|Low-Light|S. Low-Light
Immunities/Resistances|Immunity Magic Sleep, +2 saving throws vs Enchantment|Immunity Magic Sleep, +2 saving throws vs Enchantment|Immunity Magic Sleep, +2 saving throws vs Enchantment
Other Racial Traits|Hide in Plain Sight, Shadow Curse, Elf Blood, Shadar-Kai Blood|Search Secret Doors 5ft|Hide in Plain Sight, Shadow Curse, Elf Blood, Shadar-Kai Blood
Skill Bonuses|+3 Hide, +2 Listen, +2 Search, +2 Spot|+2 Listen, +2 Search, +2 Spot|+2 Hide, +2 Listen, +2 Search, +2 Spot
Languages|Common, Elven, Sylvan|Common, Elven|Common, Elven, Sylvan
Favored Class|Rogue or Wizard|Wizard|Rogue or Wizard
LA|+1|+0|+0


Shadow-Scarred Elf [(Shadar-kai/Elf)/Elf]/Elf
Lithe and bearing countless self-inflicted wounds, shadow-scarred elves are the cursed decedents of shader-kai and elves.


+2 Dex, -2 Cha: Shadow-Scarred elves are as nimble as their mundane counterparts, but like their cursed ancestors find themselves distant and much of their world is muted to them.
Medium: As Medium creatures, shadow-scarred elves have no special bonuses or penalties due to their size
Fey: As fey, dilute as they are, shadow-scarred elves are immune to effects that specifically target humanoids, such as the charm person spell.
Shadow-scarred elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Superior Low-Light Vision: A shadow-scarred elf have extraordinary vision in low-light conditions. They Can see four times as far as a human in low-light conditions.
Hide in Plain Sight (Ex): Shadow-scarred elves can use the Hide skill even wile being observed. As long as they are not illuminated by natural daylight, the daylight spell, or a similar magical effect, shadow-scarred elves can hide themselves from view in the open without having anything to actually hide behind.
Shadow Curse (Su): Cursed like their ancestors, the plane of shadow extorts a tremendous pull on a shadow-scarred elf's soul, which is only tenuously connected to their mortal body. Any time a shadow-scarred elf is stunned, dazed, staggered, or unconscious (other than from natural sleep), the shadow-scarred elf must make a Will save (DC 15) or lose a portion of their soul to the Plane of Shadow. The shadow-scarred elf must also attempt a save any time they remove a gal-ralan, if they have one.
A shadow-scarred elf with a damaged soul gains one negative level that cannot be removed until they restore their soul completely. If exposed to another event that requires a save against the shadow curse, a shadow-scarred elf may gain additional negative levels. A shadow-scarred elf on the Plane of Shadow can transfix their soul to their body again with a greater restoration spell. A shadow-scarred elf on any other plane must use a wish or miracle spell to restore their soul.
A shadow-scarred elf afflicted with the shadow curse cannot be raised from the dead or resurrected and cannot gain experience. The touch of the shadow curse galls a shadow-scarred elf, filling their heart with an icy emptiness that eventually drives all but the most determined individuals to capitulate and leave the Material Plane altogether.
A shadow-scarred elf who goes to the Plane of Shadow and remains there ameliorates the effects of the shadow curse and suffers no ill effects. However, if they leave the Plane of Shadow without restoring their soul, they suffer the effects of the shadow curse until they return to the Plane of Shadow or restore their soul.
+2 racial bonus on hide checks made in dark or shadowy conditions. Shadow-scarred elves, while not as stealthy as their ancestors, shadows are still drawn to them, helping to conceal them.
+2 racial bonus on Listen, Search, and Spot checks. Unlike full-blooded elves, shadow-scarred elves does not have the ability to notice secret doors simply by passing near them.
Shadar-Kai Blood
Elven Blood
Automatic Languages: Common, Elven, and Sylvan. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, and Orc.
Favored Class(es): Rogue or Wizard. A multiclass shadow-scarred elf's may choose for their rogue or wizard class, but not both, to not count when determining whether they take an experience point penalty for multiclassing. Both wizardry and stealth come naturally to shadow-scarred elves. Many follow either of these paths, the path of shadow magic (Shadowcaster), or choose to combine their favored disciplines (Beguiler or Spellthief).

Xuldarinar
2013-12-19, 05:38 AM
Hybrid Planetouched
The following are 1 generation mixes of Aasimar, Alloprax (http://www.giantitp.com/forums/showthread.php?t=308829), Chaond, Tiefling, and Zenythri.


Aasimar/Alloprax
{table=head]-|Aasimar|Alloprax|Far-Touched Aasimar
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|Native|Native
RHD|0|0|0
Ability Modifiers|+2 Wis, +2 Cha|+2 Con, +2 Wis, -2 Cha|+2 Wis
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Blindsight 60ft|Darkvision 30ft, Blindsight 30ft
Immunities/Resistances|Resistance to Acid 5, Cold 5, and Electricity 5|Resistance to Acid 5 and Electricity 5|Resistance to Acid 5, Cold 5, and Electricity 5
Other Racial Traits|Daylight 1/day|Blur 1/day|(Blur or Daylight) 1/day
Skill Bonuses|+2 Listen, +2 Spot|+2 Sense Motive, +2 Spot|+1 Listen, +1 Sense Motive, +2 Spot
Languages|Common and Celestial|Common and Undercommon|Common, Celestial, and Undercommon
Favored Class|Paladin|Cleric/Ardent|Cleric
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

+2 Wisdom
Outsider (native): Far-Touched Aasimar are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Far-Touched Aasimar have no special bonuses or penalties due to size.
Far-touched Aasimar base land speed is 30 feet
Blindsight out to 30 feet
Darkvision out to 30 feet
+1 racial bonus on Listen and Sense Motive checks
+2 racial bonus on Spot checks
Blur or Daylight (Sp): A Far-Touched Aasimar can use either Blur or Daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5 and electricity 5
Aasimar Blood
Alloprax Blood
Common, Celestial, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
Favored Class: Cleric
Level Adjustment: +1


Aasimar/Chaond
{table=head]-|Aasimar|Chaond|Elanimar
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|-|Native
RHD|0|0|0
Ability Modifiers|+2 Wis, +2 Cha|+4 Dex, +2 Con, -2 Cha|+2 Dex
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to acid 5, cold 5, and electricity 5|Resistance to acid 5, cold 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, and sonic 5
Other Racial Traits|Daylight 1/day|Shatter 1/day|(Daylight or Shatter) 1/day
Skill Bonuses|+2 Listen, +2 Spot|+2 Escape Artist, +2 Tumble|+1 Escape Artist, +1 Listen, +1 Spot, +1 Tumble
Languages|Common, and Celestial|Common|Celestial and Common
Favored Class|Paladin|Any|Any
Level Adjustment|+1|+1|+1 [/table]

Racial Traits

+2 Dexterity
Outsider (native): Elanimar are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Elanimar have no special bonuses or penalties due to size.
Elanimar base land speed is 30 feet
Darkvision out to 60 feet
+1 racial bonus on Escape artist, Listen, Spot and Tumble checks
Daylight or Shatter (Sp): A Elanimar can use either Daylight or Shatter once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5 and sonic 5
Aasimar Blood
Chaond Blood
Common, and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
Favored Class: Any
Level Adjustment: +1



Aasimar/Tiefling
{table=head]-|Aasimar|Tiefling|Concordant-Born
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|Native|Native
RHD|0|0|0
Ability Modifiers|+2 Wis, +2 Cha|+2 Dex, +2 Int, -2 Cha|-
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to acid 5, cold 5, and electricity 5|Resistance to cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, and fire 5
Other Racial Traits|Daylight 1/day|Darkness 1/day|(Darkness or Daylight) 1/day
Skill Bonuses|+2 Listen, +2 Spot|+2 Bluff, +2 Hide|+1 Bluff, +1 Hide, +1 Listen, +1 Spot
Languages|Common, Celestial|Common, Infernal|Common, Celestial, Infernal
Favored Class|Paladin|Rogue|Rogue
Level Adjustment|+1|+1|+1 [/table]

Racial Traits

Outsider (native): Concordant-Born are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Concordant-Born have no special bonuses or penalties due to size.
Concordant-Born base land speed is 30 feet
Darkvision out to 60 feet
+1 racial bonus on Bluff, Hide, Listen and Sense Motive checks
Darkness or Daylight (Sp): A Concordant-Born can use either Darkness or Daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, and fire 5
Aasimar Blood
Tiefling Blood
Common, Celestial, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
Favored Class: Rogue
Level Adjustment: +1


Aasimar/Zenythri
{table=head]-|Aasimar|Zenythri|Archimar
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|-|Native
RHD|0|0|0
Ability Modifiers|+2 Wis, +2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|+2 Wis
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to acid 5, cold 5, and electricity 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5
Other Racial Traits|Daylight 1/day|True Strike 1/day|(Daylight or True Strike) 1/day
Skill Bonuses|+2 Listen, +2 Spot|+2 Balance, +2 Survival|+1 Balance, +1 Listen, +1 Spot, +1 Survival
Languages|Common, and Celestial|Common|Common, and Celestial
Favored Class|Paladin|Monk|Monk
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

+2 Wisdom
Outsider (native): Archimar are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Archimar have no special bonuses or penalties due to size.
Archimar base land speed is 30 feet
Darkvision out to 60 feet
+1 racial bonus on Balance, Listen, Spot and Survival checks
Daylight or True Strike (Sp): An Archimar can use either Daylight or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
Aasimar Blood
Zenythri Blood
Common, and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
Favored Class: Monk
Level Adjustment: +1


Alloprax/Chaond
{table=head]-|Alloprax|Chaond|Llymician
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|-|Native
RHD|0|0|0
Ability Modifiers|+2 Con, +2 Wis, -2 Cha|+4 Dex, +2 Con, -2 Cha|+2 Dex, +2 Con, -2 Cha
Speed|30ft|30ft|30ft
Vision|Blindsight 60ft|Darkvision 60ft|Blindsight 30ft, Darkvision 30ft
Immunities/Resistances|Resistance to acid 5 and electricity 5|Resistance to acid 5, cold 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, and sonic 5
Other Racial Traits|Blur 1/day|Shatter 1/day|(Blur or Shatter) 1/day
Skill Bonuses|+2 Sense Motive, +2 Spot|+2 Escape Artist, +2 Tumble|+1 Escape Artist, +1 Sense Motive, +1 Spot, +1 Tumble
Languages|Common and Undercommon|Common|Common and Undercommon
Favored Class|Cleric/Ardent|Any|Any
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

+2 Dexterity, +2 Constitution, -2 Charisma
Outsider (native): Llymicians are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Llymicians have no special bonuses or penalties due to size.
Llymician base land speed is 30 feet
Blindsight out to 30 feet
Darkvision out to 30 feet
+1 racial bonus on Escape Artist, Listen, Sense Motive and Tumble checks
Blur or Shatter (Sp): A Llymician can use either Blur or Shatter once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, and sonic 5
Alloprax Blood
Chaond Blood
Common, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Any
Level Adjustment: +1


Alloprax/Tiefling
{table=head]-|Alloprax|Tiefling|Far-Touched Tiefling
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|Native|Native
RHD|0|0|0
Ability Modifiers|+2 Con, +2 Wis, -2 Cha|+2 Dex, +2 Int, -2 Cha|-2 Cha
Speed|30ft|30ft|30ft
Vision|Blindsight 60ft|Darkvision 60ft|Darkvision 30ft, Blindsight 30ft
Immunities/Resistances|Resistance to acid 5 and electricity 5|Resistance to cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, and fire 5
Other Racial Traits|Blur 1/day|Darkness 1/day|(Blur or Darkness) 1/day
Skill Bonuses|+2 Sense Motive, +2 Spot|+2 Bluff, +2 Hide|+1 Bluff, +1 Hide, +1 Sense Motive, +1 Spot
Languages|Common and Undercommon|Common and Infernal|Common, Infernal, and Undercommon
Favored Class|Cleric/Ardent|Rogue|Rogue/Lurk
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

-2 Charisma
Outsider (native): Far-Touched Tieflings are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Far-Touched Tieflings have no special bonuses or penalties due to size.
Far-touched Tiefling base land speed is 30 feet
Blindsight out to 30 feet
Darkvision out to 30 feet
+1 racial bonus on Bluff, Hide, Sense Motive and Spot checks
Blur or Darkness (Sp): A Far-Touched Tiefling can use either Blur or Darkness once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, and fire
Alloprax Blood
Tiefling Blood
Common, Infernal, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Rogue or Lurk
Level Adjustment: +1


Alloprax/Zenythri
{table=head]-|Alloprax|Zenythri|Parathri
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|-|Native
RHD|0|0|0
Ability Modifiers|+2 Con, +2 Wis, -2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|+2 Wis, -2 Cha
Speed|30ft|30ft|30ft
Vision|Blindsight 60ft|Darkvision 60ft|Blindsight 30ft, Darkvision 30ft
Immunities/Resistances|Resistance to acid 5 and electricity 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to acid 5, electricity 5, fire 5, and sonic 5
Other Racial Traits|Blur 1/day|True Strike 1/day|(Blur or True Strike) 1/day
Skill Bonuses|+2 Sense Motive, +2 Spot|+2 Balance, +2 Survival|+1 Balance, +1 Sense Motive, +1 Spot, +1 Survival
Languages|Common and Undercommon|Common|Common and Undercommon
Favored Class|Cleric/Ardent|Monk|Monk
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

+2 Wisdom, -2 Charisma
Outsider (native): Parathri are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Parathri have no special bonuses or penalties due to size.
Parathri base land speed is 30 feet
Blindsight out to 30 feet
Darkvision out to 30 feet
+1 racial bonus on Balance, Sense Motive, Spot, and Survival checks
Blur or True Strike (Sp): A Parathri can use either Blur or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, electricity 5, fire 5, and sonic 5
Alloprax Blood
Zenythri Blood
Common, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Any
Level Adjustment: +1


Chaond/Tiefling
{table=head]-|Chaond|Tiefling|Tanarling
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|-|native|native
RHD|0|0|0
Ability Modifiers|+4 Dex, +2 Con, -2 Cha|+2 Dex, +2 Int, -2 Cha|+2 Dex, -2 Cha
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to acid 5, cold 5, and sonic 5|Resistance to cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
Other Racial Traits|Shatter 1/day|Darkness 1/day|(Darkness or Shatter) 1/day
Skill Bonuses|+2 Escape Artist, +2 Tumble|+2 Bluff, +2 Hide|+1 Bluff, +1 Escape Artist, +1 Hide, +1 Tumble
Languages|Common|Common, and Infernal|Common, and Infernal
Favored Class|Any|Rogue|Any
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

+2 Dex, -2 Cha
Outsider (native): Tanarlings are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Tanarlings have no special bonuses or penalties due to size.
Tanarling base land speed is 30 feet
Darkvision out to 60 feet
+1 racial bonus on bluff, escape artist, hide and tumble checks
Darkness or Shatter (Sp): A Tanarling can use either Darkness or Shatter once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
Chaond Blood
Tiefling Blood
Common, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Any
Level Adjustment: +1


Chaond/Zenythri
{table=head]-|Chaond|Zenythri|Dynthri
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|-|-|-
RHD|0|0|0
Ability Modifiers|+4 Dex, +2 Con, -2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|+2 Dex, -2 Cha
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to acid 5, cold 5, and sonic 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5
Other Racial Traits|Shatter 1/day|True Strike 1/day|(Shatter or True Strike) 1/day
Skill Bonuses|+2 Escape Artist, +2 Tumble|+2 Balance, +2 Survival|+1 Balance, +1 Escape Artist, +1 Survival, +1 Tumble
Languages|Common|Common|Common
Favored Class|Any|Monk|Any
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

+2 Dexterity, -2 Charimsa
Outsider: Dynthri are Outsiders considered native to the Outlands.
Medium: As Medium creatures, Dynthri have no special bonuses or penalties due to size.
Dynthri base land speed is 30 feet
Darkvision out to 60 feet
+1 racial bonus on Balance, Escape Artist, Survival and Tumble checks.
Shatter or True Strike (Sp): A Dynthri can use either Shatter or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
Chaond Blood
Zenythri Blood
Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Any
Level Adjustment: +1


Tiefling/Zenythri
{table=head]-|Tiefling|Zenythri|Baatzri
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|Native|-|Native
RHD|0|0|0
Ability Modifiers|+2 Dex, +2 Int, -2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|-2 Cha
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to cold 5, electricity 5, and fire 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to cold 5, electricity 5, fire 5 and sonic 5
Other Racial Traits|Darkness 1/day|True Strike 1/day|(Darkness or True Strike) 1/day
Skill Bonuses|+2 Bluff, +2 Hide|+2 Balance, +2 Survival|+1 Balance, +1 Bluff, +1 Hide, +1 Survival
Languages|Common, and Infernal|Common|Common, and Infernal
Favored Class|Rogue|Monk|Rogue
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

-2 Charimsa
Outsider (native): Baatzri are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Baatzri have no special bonuses or penalties due to size.
Baatzri base land speed is 30 feet
Darkvision out to 60 feet
+1 racial bonus on Balance, Bluff, Hide and Survival checks.
Darkness or True Strike (Sp): A Baatzri can use either Darkness or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to cold 5, electricity 5, fire 5 and sonic 5
Tiefling Blood
Zenythri Blood
Common, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
Favored Class: Rogue
Level Adjustment: +1



Also, as a Bonus. Here is a mix of Aasimar, Chaond, Tiefling, and Zenythri. I shall call them, Outlanders.

{table=head]-|Concordant-Born|Dynthri|Outlander
Size|Medium|Medium|Medium
Type|Outsider|Outsider|Outsider
Subtypes|native|-|native
RHD|0|0|0
Ability Modifiers|-|+2 Dex, -2 Cha|-
Speed|30ft|30ft|30ft
Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
Immunities/Resistances|Resistance to acid 5, cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, and sonic 5
Other Racial Traits|(Darkness or Daylight) 1/day|(Shatter or True Strike) 1/day|(Darkness, Daylight, Shatter, or True Strike) 1/day
Skill Bonuses|+1 Bluff, +1 Hide, +1 Listen, +1 Spot|+1 Balance, +1 Escape Artist, +1 Survival, +1 Tumble|-
Languages|Common, Celestial, and Infernal|Common|Common, Celestial, and Infernal
Favored Class|Rogue|Any|Any
Level Adjustment|+1|+1|+1 [/table]

Racial Traits:

Outsider (native): Outlanders are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
Medium: As Medium creatures, Outlanders have no special bonuses or penalties due to size.
Outlander base land speed is 30 feet
Darkvision out to 60 feet
Spell-Like Abilities: An Outlander can use either Darkness, Daylight, Shatter or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Resistance to acid 5, cold 5, electricity 5, and sonic 5
Aasimar Blood
Chaond Blood
Tiefling Blood
Zenythri Blood
Common, Celestial, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc and Sylvan.
Favored Class: Any
Level Adjustment: +1

inuyasha
2013-12-19, 08:56 AM
Have a hobgnolblin


The hobgoblin, the head of the goblin types, the smartest one, the leader, and the most ignored, and the gnoll, the lowly (but still strong) hyena headed brute, when they reproduced together it created an abomination, as tough as an orc, and as smart and social as a man. These horrid things now rule many goblin and gnoll tribes, as they are smarter than the rest. Hobgnolblins are almost exclusively male, but the ones that are female are usually rangers instead of fighters


-
Gnoll
Hobgoblin
Hobgnolblin


Size
medium
medium
medium


Type
humanoid
humanoid
humanoid


Subtypes
gnoll
goblinoid
-


RHD
2
-
1


Modifiers
+2 con +4 str -2 int -2 cha
+2 con +2 dex
+2 str +2 con


Speed
30
30
30


Vision
darkvision 60
darkvision 60
darkvision 60


Immunities/Resistances
-
-
-


Other racial traits
-
-
gnoll blood, hobgoblin blood


Skill Bonuses
-
+4 move silently
+2 move silently


Languages
gnoll
common, goblin
gnoll, goblin, common


Favored Class
ranger
fighter
fighter


LA
1
1
1


And the Wild goblin


While the hobgoblins were having their fun, the goblins were running low on archers, and hated elves, and well...there was a wild elf camp nearby, now these strangely pretty elves are running around and taking everything for their camps, but remind the other goblins of their elven ancestry, and make sure they fear that.


Goblin
Wild elf
Wild goblin



Size
Small
Medium
Medium


Type
Humanoid
Humanoid
Humanoid


Subtypes
Goblin
Elf
-


RHD
-
-
-


Modifiers
-2 Str +2 Dex -2 cha
+4 dex -2 con -2 int
+2 dex


Speed
30
30
30


Vision
darkvision 60ft.
lowlight vision
darkvision 30ft, lowlight vision


Immunities/Resistances
-
immune to sleep spells, +2 vs. enchantment
Immune to sleep spells, +2 vs. enchantment


Other racial traits
-
Detect secret doors 5ft.
-


Skill Bonuses
+4 ride, +4 move silently
+2 search, +2 listen, +2 spot
+2 ride, +2 move silently, +1 listen, +1 spot, +1 search


Languages
Goblin, common
elven, common
goblin, elven, common


Favored Class
rogue
sorcerer
rogue


LA
-
-
-

Xuldarinar
2013-12-23, 05:13 AM
Vrow of the Underdark

Born of curiosity or brutality far more often than not, vrow are the offspring of drow and vril, a race of goblinoids created through dark elven experiments.


{table=head]-|Drow|Vril|Vrow
Size|Medium|Small|Medium or Small
Type|Humanoid|Humanoid|Humanoid
Subtypes|Elf|Goblinoid|-
RHD|0|0|0
Ability Modifiers|+2 Dex, +2 Int, +2 Cha, -2 Con|+2 Con, -2 Int, -2 Cha|-
Speed|30ft|30ft|30ft
Vision|Darkvision 120ft|Darkvision 60ft|Darkvision 90ft
Immunities/Resistances|Immunity magic sleep, +2 vs enchantment spells, +2 will saves vs spells, SR 11 + class levels|resistance to sonic 5|Immunity magic sleep, +2 vs enchantment spells, +2 will saves vs spells, SR 11 + class levels, Resistance to sonic 5
Other Racial Traits|dancing lights 1/day, darkness 1/day, faerie fire 1/day, Weapon proficiencies, light blindness|light blindness, skinshift, shriek, vulnerability to poison|Light Blindness, (+)
Skill Bonuses|+2 Listen, +2 Search, +2 Spot|+4 Climb, +2 Balance, +2 Jump|+1 Balance, +2 Climb, +1 Jump, +1 Listen, +1 Search, +1 Spot
Languages|Common, Elven, Undercommon|Goblin, Undercommon|Common, Elven, Goblin, Undercommon
Favored Class|Wizard (male), Cleric (female)|Barbarian|Barbarian
Level Adjustment|+2|-|+1 [/table]


Racial Traits:

Humanoid
Medium or Small: Vrow can be either small or medium humanoid, varying from vrow to vrow. As Medium creatures, grow have no special bonuses or penalties due to their size. As Small creatures, vrow gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use and their lifting and caring limits are three-quarters of those of a Medium character.
Vrow base land speed is 30 feet.
Darkvision out to 90 feet.
Immunity to magic sleep effects, a +2 racial saving throw bonus against enchantment spells or effects, and +2 racial bonus on Will saves against spells and spell-like abilities.
Resistance to sonic 5.
Vulnerability to Poison.
+2 bonus on Climb checks.
+1 bonus on Balance, Jump, Listen, Search, and Spot checks.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vrow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Drow Blood
Vril Blood
In addition to the racial traits listed above, vrow possess one of the following racial traits: Spell-Like Abilities (as Drow), Skinshift, Shriek,
Favored Class: Barbarian
Level adjustment: +1



For information on Vulnerability to Poison, Skinshift, and Shriek: (*) (http://www.wizards.com/default.asp?x=dnd/dnd/20070504a)