View Full Version : D&D 3.x Other The Race of Fractured Souls: The Aurae (3.5, please PEACH)

2014-09-29, 02:51 PM
I'm working on these races for a friend. Tell me what you think of their balance and power level, along with any issues.

The Aurae:

Known as the race of Fractured Souls, the Aurae vary much depending on what they do and who they serve. Those that choose to dedicate themselves to nature become closer to it, their very bodies better adapting to it. Those that invite dark shadows of necromancy into their souls too face the destruction it will do to them.

Appearance: Aurae appear vaguely elfin, with slightly pointed ears and slender bodies. Their appearance changes with the aspect they take.

Alignment: Usually neutral. This varies with aspect.

General Racial Traits (These are the traits of an Aurae without an aspect and are common between them all)

Humanoid: All Aurae are humanoid. Their fractured souls have not so far bled into their form that they changed type.
Base Land Speed is 30 ft.
Medium Size

Aspect: What I reference as "Aspects" are more accurately described as subraces. At level one, an Aurae chooses an Aspect from one of the posts below, gains the traits described in it, and often changes appearance. This is reflective of a time in an Aurae's life known as the "Becoming", when they gain an aspect based off of their personality. After character creation this aspect cannot be changed, except through things such as Wish or Miracle, which completely change its race. This is not to say Aurae do not have a choice in the matter; their personal will plays as much a part as their personality, and most are happy with the aspect they receive.

2014-09-29, 02:58 PM
Aspect of the Earth

Appearance: Earth Aurae become stouter and darker of skin and hair, and as they grow in power they look more and more like the earth itself, eventually skin appearing as stone or dirt blended smoothly with flesh.

Alignment: Earth Aurae are generally neutral. They have little tendency one way or another when it comes to alignment.

Racial Traits:

+2 Con, -2 Dex: Earth Aurae are imposing and steadfast, but they have slow reflexes.
Earth Aurae gain Great Fortitude as a bonus feat at first level.
Immunity to Earth (Ex): Earth Aurae choose whether or not to allow a spell with the [Earth] descriptor can affect them.
Weakness to Force (Ex): Spells and abilities that deal force damage deal 1 1/2 times as much damage as they normally would to an Earth Aurae.
Favored Class: Fighter.

Backstory: Earth Aurae might form from an Aurae who was steadfast and strong throughout childhood, or perhaps maybe one who yearned to be strong and hard as stone in adulthood.

2014-09-29, 03:04 PM
Light Aurae

Appearance: Light Aurae are paler and seem to have a sort of internal glow about them. They are fair of hair and features, and as they grow stronger the strange, internal light from them grows brighter and brighter.

Alignment: Light Aurae are inclined towards lawful alignments, and often are unswerving in their ideals, no matter what they may be.

Racial Traits:

+2 Cha, -2 Str: Light Aurae are beautiful, but slender and weaker beings.
+1 Caster Level on Spells with the [Light] descriptor: Light Aurae are naturals when it comes to creating light.
+2 Racial Bonus on Spot checks: Light Aurae possess keen eyes.
Weakness to Darkness (Ex): In darkness, a Light Aurae takes a -1 penalty on saving throws and skill checks. In magical darkness, this penalty increases by 1 for every four caster levels the creator of the darkness has past the fourth.
Favored Class: Cleric.

Backstory: Light Aurae were often charismatic youths, bright in the hyperbolic sense before becoming bright in the physical sense.

2014-09-29, 03:12 PM
Air Aurae

Appearance: Air Aurae look vaguely wispish, often with flyaway hair of a pale blue color. They often look vaguely hypothermic, as though they had been exposed to the elements for some time, with pale skin with a bluish tinge to it.

Alignment: Air Aurae are often of a Chaotic alignment, often acting on whims.

Racial Traits:

+2 Dex, -2 Con: Air Aurae possess quick reflexes but are physically frail.
Spell Like Abilities: 3/day: Fly (Self only) (Sp). caster level equal to character level.
+2 Racial bonus on Balance and Jump Checks
Weakness to Fire (Ex)
Air Aurae gain Lightning Reflexes as a bonus feat at 1st level.
Favored Class: Rogue.

Backstory: Air Aurae come from Aurae youths who wish to fly or be free.

2014-09-30, 07:09 AM
Fire Aurae

Appearance: Fire aurae are often tanned, with bronze skin and eyes. They are often also relatively beautiful. As they grow in power, their skin grows darker and their eyes grow brighter and often take on hints of red.

Alignment: Fire Aurae are often chaotic, with little preference for good or evil.

Fire Aurae racial traits:

+2 Cha, -2 Wis: Fire Aurae are witty and handsome, but often short-sighted.
Fire in the Blood (Ex): Fire Aurae are naturally potent flame-based spellcasters. Whenever they cast a fire spell, it's Caster Level increases by one.
Fire Resistance (Ex): Fire Aurae have fire resistance equal to their character level +3.
Weakness to Cold (Ex): Fire Aurae take half again as much damage from a cold spell.
Favored Class: Sorcerer.

Backstory: Good or neutrally aligned Fire Aurae often were passionate and hot-tempered in their youth, which translated well to fire. Evil aligned ones are often pyromaniacs, burning things just to seem them burn.

2014-09-30, 07:14 AM
Life Aurae

Appearance: Life Aurae often appear more vital than normal Aurae. how this can be described is difficult, but they appear to have more life than things around them. As they grow in power, this grows more and more evident.

Alignment: Life Aurae are often good, with little preference for law or chaos. They love life to its very core.

Life Aurae Racial Traits:

+2 Wis, -2 Dex: Life Aurae are empathetic and wise, but are slower to action than a normal creature, with slower reflexes born of inborn long life.
Resistance to Death Effects (Ex): Life Aurae get a +2 bonus on saves against negative energy effects. If they gain negative levels, they also get a +2 bonus on fortitude saves to prevent them from becoming permanent.
+2 Racial Bonus on Heal checks.
Favored Class: Cleric.

Backstory: Most Life Aurae were fascinated by living when they were youths, planning for their own future and were longsighted.

2014-09-30, 07:22 AM
Death Aurae

Appearance: The negative energy which has filled the fractures in a Death Aurae's soul has hollowed his body. Their skin is often pallid gray and corpse-like, and their frame is gaunt and sparse. They often have watery gray eyes and as they grow in power, this appearance gets worse and worse, to the point of almost looking like a skeleton.

Alignment: Death Aurae are generally evil. None of them who practice necromancy are good; neutral in general is the best they can hope for.

Death Aurae Racial Traits:

+2 Int, +2 Wis, -2 Str, -2 Con: Death Aurae are intelligent and cunning, but the powerful necromantic energies reverberating through their bodies hollow them, making them weaker.
Deathbound (Ex): Death Aurae are closer than most to their inevitable death. This is not only true in appearance but in actual act; they are no longer harmed by negative energy, and are in fact healed by it. However, healing spells deal damage to them as if they were undead.
+2 Racial Bonus on Knowledge (Arcana) and Knowledge (Religion) checks: Death Aurae gather knowledge to them and often learn things almost instinctively.
-4 penalty on all Heal checks: Death Aurae's bodies are imbued with negative energy. Though this is not enough to harm a normal person, it makes them inept healers.
Favored Class: Unlike most races, Death Aurae have two favored classes: They favor Wizards (but only Necromancers, any other specialty or generality doesn't apply) and Clerics (but only clerics with the Death or Undeath domains).

Backstory: In their childhood, most Death Aurae have some awful tragedy. This, unfortunately, kickstarted some awful obsession with death, which led to them studying it and ultimately mastering it.

2014-09-30, 07:31 AM
Dark Aurae

Appearance: Dark Aurae usually have ebony skin. Shortly after their becoming, their skin begins to gray and darken, eventually (as they grow in power) becoming the dark color of midnight.

Alignment: Most Dark Aurae are chaotic. They have little preference for good or evil, though in either case it is not uncommon.

Dark Aurae Racial Traits:

+2 Dex, -2 Cha: Dark Aurae are quick-moving and dextrous of body, but most find their appearance offputting.
+2 Racial Bonus on Hide checks in shadowy areas.
Dark Passion (Ex): Dark Aurae are masters of darkness. It is only fitting, therefore, that they favor darkness in their spellcasting. Any spell with the [Darkness] descriptor has its Caster Level increased by 1.
2/Day: Darkness (CL equal to character level)
Light Weakness (Ex): For the first round spent in bright light, Dark Aurae are dazed.
Light Weakness (Ex): In brightly lit areas, Dark Aurae take a -1 penalty on all saves and skill checks. In magical light, this penalty increases by one for every third caster level past the third of the caster of the light spell.
Favored Class: Rogue

Backstory: Most Dark Aurae favored darkness in their youths, almost as much as they do now. Others, still, feared the dark and sought to harness it for themselves.

2014-09-30, 10:26 AM
Water Aurae

Appearance: Water Aurae often have pale skin, like someone who has been submerged in cold water for a time. They seem constantly covered in a thin sheen of water, so most forgo all but the basest clothing. Their eyes are often deep, cerulean blue, and their hair tends to be dark, brown or black.

Alignment: Water Aurae are often true neutral. They have little tendency for any alignment.

Water Aurae Racial Traits:

+2 Dex, -2 Str: Water Aurae are swift but not especially strong. Their attack tactics tend to be limited to "hit-and-run", and they absolutely hate being caught.
Amphibious (Ex): Water Aurae can breathe on land and in water.
Swim Speed (Ex): Water Aurae have thin, membraneous fins on the outer sides of their legs. These, along with natural ability, grant Water Aurae a natural swim speed of 30 feet. They may take 10 on any Swim check, even if threatened.
Swim is always a class skill for Water Aurae.
Favored Class: Rogue

Backstory: Water Aurae often had some affinity for the water even prior to their Becoming. Some loved it, some feared it, but all had some deep connection to it that led to the transformation.

2014-09-30, 10:35 AM
Arcana Aurae

Appearance: Arcana Aurae often look surprisingly normal. They don't have many distinctive features, looking like an untransformed Aurae (described above), albeit transitioned to adulthood. However, somewhere on their body (usually their back) they have developed a small symbol. This symbol is arcane in nature and can sometimes catch the light, but usually is only visible with Detect Magic.

Alignment: Arcana Aurae are usually Lawful. They have little preference for Good or Evil, and tend to be more focused on results as opposed to consequences. Evil Arcana Aurae are highly egocentric, risking the safety and lives of others for their own curiosity. Good Arcana Aurae have some idea of boundaries and will try to help others with their research, but sometimes the draw of results is too good for them to not risk their own or others lives. They at least put some value on other people's lives, however, and will try their hardest to get willing test subjects and to keep those subjects alive.

Arcana Aurae Racial Traits:

+2 Int, -2 Cha: Arcana Aurae are bookish and intelligent, but they have trouble relating to others. It is said only an Arcana Aurae can understand another Arcana Aurae.
+2 Racial Bonus on Knowledge (Arcana) and Spellcraft checks: Arcana Aurae are naturally attuned to magic and its effects.
Arcana Aurae gain a bonus Metamagic feat at first level.
Spell Like Abilities (Sp): 1/day: Detect Magic.
Favored Class: Wizard.

Backstory: Most Arcana Aurae were bookish and magically fascinated youths. Their love of the arcane shaped the change when they became Arcana Aurae.

2014-09-30, 10:48 AM
Soulbound Aurae

Appearance: Soulbound Aurae, like Arcana Aurae, appear for the most part like an Aurae prior to Becoming, except adult. However, on each section of their body is a rune. On good and lawful Aurae this rune is blue, on evil or chaotic Aurae it is red. Since it can be either evil or chaotic when an Aurae has a red rune, it has little to no stigma attached to it.

Alignment: Soulbound are natural Incarnates. As such, they are highly varied in alignment, but none has more than one neutral alignment component. They feel compelled to take a side in most arguments.

Soulbound Aurae Racial Traits:

+2 Wis, -2 Cha: Soulbound Aurae are wise but not very often diplomatic. Their beliefs are held close to their heart and they have little patience for those that challenge those beliefs.
Essentia Pool: Soulbound Aurae have their essentia pools permanently increased by one. If they do not possess an Essentia Pool, they now possess one with only one Essentia.
+2 racial bonus on Knowledge (The Planes) and Spellcraft checks.
Spell-like Abilities: 2/day: Detect Incarnum. Caster level equals character level.
Favored Class: Incarnate.

Backstory: Soulbound Aurae become from youths with strong and axiomatic beliefs. Be they anarchists or upholders of the law, virtuous heroes or vile villains, Soulbound Aurae all have the strength of their beliefs in common.

2014-09-30, 10:54 AM
Gaeabound Aurae

Appearance: Until they shape melds to alter their bodies, Aurae appear for the most part normal. However, they each have one or two wild traits that set them apart. Unnaturally green eyes, unusually pointed canines, elongated faces; they all have something that makes them different, unusual, and on a certain level terrifying. As they grow in power, these traits become more and more pronounced.

Alignment: Gaeabound are usually chaotic. They revere nature before any deity, before any cause, and refuse to allow anything to desecrate their land.

Gaeabound Aurae Racial Traits:

+2 Con, -2 Cha: Gaeabound Aurae are survivors. They are not, however, diplomats.
Essentia Pool: (See Above)
+2 Racial bonus on Knowledge (Nature) and Concentration checks: Gaeabound Aurae are single minded in their pursuit of nature.
Spell-Like Abilities: 2/day: Faerie Fire. CL is equal to character level. Save DCs are Constitution-based.
Favored Class: Totemist.

Backstory: Gaeabound were usually children that loved animals or were fascinated with them. Good ones may have kept pets; evil ones may have dissected them to figure out what made them tick. Either way, they are fascinated with nature.

2014-09-30, 08:47 PM
Nature's Protector Aurae

Appearance: Nature's Protector Aurae often have their skin become mottled brown, grey and green. They often have green or brown eyes.

Alignment: Most Nature's Protectors choose neutral alignments. Neutral good protectors may protect woodlands and the weak from predators. Neutral Evil often encourage predation. Lawful Neutral may neither encourage nor discourage it, preferring to view from afar, while Chaotic Neutral may choose to participate in the natural order in some way.

Nature's Protector Aurae Racial Traits:

+2 Str, -2 Cha: Nature's Protectors are often capable fighters, but they lack empathy for those without their wild spirit so common in nature.
+2 Racial Bonus on Knowledge (Nature) and Survival checks; Nature's Protectors are naturals at surviving in wild habitats.
Gaea's Ally (Su): The animal spirit that infuses Nature's Protectors makes them all the more likable to animals. All untrained animals (meaning those that are encountered in their natural setting with little to no outside interference) begin with a Friendly attitude towards Nature's Protectors for the purposes of Wild Empathy checks.
Favored Class: Ranger.

Backstory: Prior to Becoming, most Nature's Protectors are drawn to nature, often to a single part of it. Defending the helpless prey from predator, for example, would be a usual beginning for a Good Nature's Protector Aurae.

2014-09-30, 08:55 PM
Nature's Avenger Aurae

Appearance: Wild. Bestial. These traits are often used to describe Nature's Avenger Aurae. They often have some appearance that makes them bestial, and most have an elongated face allowing for a prominent nose, and sharp teeth.

Alignment: Almost all Nature's Avengers are chaotic. They, unlike the above protectors, do not defend nature. Rather, they avenge it, hunting down those that damage it with a manner akin to a wolf hunting prey. Groups of them are enemies to be feared.

Nature's Avenger Aurae Racial Traits:

+2 Str, -2 Int: Nature's Avengers are stronger, with an animal likeness to their mannerisms, but they are not as intelligent as others. Some describe them as stupid, but they prefer the term, 'single minded'.
+2 Racial Bonus on Survival checks; Nature's Avengers are potent hunters and trackers.
Scent (Ex): Nature's Avengers gain the Scent extraordinary ability, see Monster Manual for details.
Nature's Avengers gain Track as a bonus feat at first level.
Favored Class: Barbarian.

Backstory: Rage is a common element in the backstory of Nature's Avengers. Usually born to Protector Parents, they are expected to become Protectors like them. Unfortunately, whatever they were protecting was destroyed by some force, and when the young Aurae Becomes, he seeks revenge.

2014-10-01, 07:01 AM
Naturebound Aurae

Appearance: Naturebound Aurae have something plant-like about them. As they grow in power, their hair turns dark green, the color of seaweed, their skin turns a turquoise shade, and their eyes glow yellowish-green. Eventually, they seem to be composed almost of vines working in synchronicity, woven almost too fine to tell.

Alignment: Naturebound Aurae are naturally neutral. They defend nature from without, not within, preferring to not interfere, and dislike anyone who does. There is an age-long rivalry between them and the Protectors.

Naturebound Aurae Racial Traits:

+2 Wis, -2 Str: Naturebound Aurae are wise from their intunement to nature, but their bodies are comparitively frail.
+2 Racial bonus on Handle Animal and Knowledge (Nature) checks: Naturebound Aurae are in tune with nature, which grants them insight into Animal minds along with nature itself.
Gaea's Ally (Su): See Nature's Protector, above.
Favored Class: Druid.

Backstory: Naturebound Aurae are often youths fascinated by nature. Some admire predation, others beauty, others still marvel at ecosystems themselves.

2014-10-01, 07:10 AM
Dragonsoul Aurae

Appearance: Dragonsoul Aurae are often described as beautiful. They often have skin somewhere in between the Aurae's natural, pale skin and a dragon's scales, blended smoothly together. Many choose to shave their heads, but they still naturally grow hair on their head and face. However, the rest of their body has sparse hair at best.

Alignment: Dragonsouls have a wide variety of alignments, usually based off of the dragon that made such an impression on them that when they Became, they took a piece of its soul with them.

Dragonsoul Aurae Racial Traits:

+2 Cha, -2 Dex: Dragonsoul Aurae's appearance is described as mesmerizing, but they are slower than normal, a lethargy born of their dragonkin.
+2 Racial bonus on Listen and Spot; Dragonsoul Aurae are keen of ear and eye.
Darkvision 60 ft. (Ex): Dragonsoul Aurae can see in the dark up to sixty feet, but only in black and white.
Low-Light Vision (Ex): Dragonsoul Aurae see twice as far as a human in low-light conditions such as starlight.
Energy Resistance (Ex): Dragonsouls have energy resistance 5 to Acid, Cold, Electricity, or Fire. This also affects appearance, as it is usually the same resistance as their Dragonkin's immunity (IE one Dragonsoul favoring a Gold Dragon would have golden skin with Fire Resistance 5).
Favored Class: Sorcerer.

Backstory: Dragonsoul Aurae are a rare aspect. They were usually youths who saw a dragon during their formative years. At first they were fascinated with what they saw, and this fascination turned into a passion with which, when they Became, consumed their body and soul.