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Edge
2015-03-29, 05:56 AM
Contents
Post 1: Introduction (http://www.giantitp.com/forums/showsinglepost.php?p=19030890&postcount=1)
Post 2: Player's Handbook Races (http://www.giantitp.com/forums/showsinglepost.php?p=19030891&postcount=2)
Post 3: Monstrous Races (http://www.giantitp.com/forums/showsinglepost.php?p=19030893&postcount=3)
Post 4: Races of Eberron (http://www.giantitp.com/forums/showsinglepost.php?p=19030894&postcount=4)
Post 5: Planetouched Races (http://www.giantitp.com/forums/showsinglepost.php?p=19030899&postcount=5)
Post 6: Other Races (http://www.giantitp.com/forums/showsinglepost.php?p=19030902&postcount=6)
Post 7: Psionic Races (http://www.giantitp.com/forums/showsinglepost.php?p=19030981&postcount=7)

What is this?
Quite simply, this my attempt to revise various races to a point where they lend a bit more power to your character, are better-balanced against each other and have at least one racial trait that will scale with level so that race continues to have some impact beyond ability score adjustments. Basically, to a point where I like them better.

"Lend a bit more power to your character?" Does that mean these race revisions are overpowered?
Yes and no. These race revisions subscribe to the Pathfinder philosophy that all ability scores are (roughly) equal, and that a LA +0 race will have net ability score modifiers totalling +2. Between this and the extra or enhanced features some races have received, they will be noticeably better than races of equal LA from official D&D 3.5 material. If you wish to use a race from this compendium as written alongside official 3.5 races, I recommend you increase their LA by 1.

29th March 2015
Added revised Psionic Races: the dromite, duergar, elan, githyanki, githzerai, half-giant, maenad, thri-kreen and xeph.
Void genasi added to list of Planetouched Races
Kalashtar Race of Eberron reworked to fit the new psionic race paradigm.
Water genasi's Tidefury ability reworked.

2nd April 2015
Gnolls and kobolds added to the list of revised Monstrous Races

4th April 2015
Fey'ri added to the list of Planetouched races

7th April 2015
Feral garguns and goliaths added to the list of Other Races.
Lesser illithids added to the list of Monstrous Races

18th May 2015
The half-elf's Dilettante ability has been replaced with Dabbler, and they now also gain their choice of the Arcane Dilettante or Martial Dilettante traits.
Raptoran and Killoren added to the list of Other Races.

18th December 2015
Illumian and Karsite added to the list of Other Races.

21st December 2015
Chaond and zenythri added to the list of Planetouched Races.
The aasimar and tiefling now gain scaling energy resistances for investing essentia in any of their racial essentia receptacles, to match their new chaotic and lawful cousins.
The illumians' Hoonfaur, Vauluur and Vaulfaur Power Sigils have been updated as per thread suggestions.

7th January 2016
Tibbits added to the list of Other Races.

Edge
2015-03-29, 05:58 AM
Player's Handbook Races

Humans
As per the Player’s Handbook, but add the following racial trait:
+2 to any one ability score of your choice: humans are adaptable and varied in their talents.

Dwarves
As per the Player’s Handbook, but modify the racial ability score modifier trait to:
+2 Constitution, +2 Strength OR Wisdom, -2 Charisma: dwarves are hardy, hearty and stubborn, but gruff.
Also add the following racial trait:
Resilient (Ex): Dwarves gain damage reduction 1/- thanks to their hardy nature. This damage reduction increases by 1 at 5th level and every 5 levels thereafter.
Also modify the Favoured Class racial feature to:
Favoured Class: Artificer, Crusader or Fighter.

Elves
As per the Player’s Handbook, but modify the racial ability score modifier trait to:
+2 Dexterity, +2 Intelligence OR Charisma, -2 Constitution: elves are agile, brilliant and charming, but frail.
Also add the following racial trait:
Grace (Ex): Elves gain a +1 dodge bonus to AC thanks to their natural alacrity. This dodge bonus increases by 1 at 5th level and every 5 levels thereafter.
Also modify the Favoured Class racial feature to:
Favoured Class: Rogue, Swordsage or Wizard.

Gnomes
As per the Player’s Handbook, but modify the racial ability score modifier trait to:
+2 Constitution, +2 Intelligence OR Charisma, -2 Strength: Gnomes are durable, brilliant and gregarious, but their size impedes their physical strength.
Also add the following racial trait:
Arcane Knack (Sp): Gnomes are born with an innate knack for minor magical tricks. Gnomes select one cantrip from the 0th level sorcerer/wizard spell list, and gain the ability to cast it at-will as a spell-like ability. The saving throw DC for this spell-like ability, if any, is Charisma-based.
Also modify the Favoured Class racial feature to:
Favoured Class: Artificer, Sorcerer or Wizard.

Half-Elves
As per the Player’s Handbook, but add the following racial trait:
+2 to any one ability score of your choice: half-elves are just as adaptable as their human parents.
Also modify the following racial trait:
Replace the +2 racial bonus to Diplomacy and Gather Information checks with a +2 racial bonus on all Charisma checks and Charisma-based skill checks.
Also add the following racial trait:
Dabbler (Ex): Half-elves possess a natural flair for learning skills outside their usual roles. A 1st level, a half-elf selects two skills. These two skills are considered class skills for all their levels thereafter.
Also add the following racial trait:
Half-elves choose one of the Arcane Dilettante or Martial Dilettante traits at 1st level. This choice cannot be changed later.
Arcane Dilettante (Sp): The half-elf selects one cantrip or orison from any 0th level spell list, and gains the ability to cast it at-will as a spell-like ability. The half-elf cannot select a cantrip or orison that appears as a higher level spell on any spell list. The saving throw DC for this spell-like ability, if any, is Charisma-based.
Martial Dilettante (Ex): The half-elf selects begins with with knowledge of a single martial maneuver they meet the prerequisites for, which they may utilise once per encounter. The half-elf may choose this maneuver from any discipline common in the campaign setting. If they begin play as a martial adept, they instead begin play with one additional maneuver known. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the same discipline.
Also modify the Favoured Class racial feature to:
Favoured Class: Bard, Factotum or Warlock.

Half-Orcs
As per the Player’s Handbook, but modify the racial ability score modifier trait to:
+2 Strength, +2 to any one ability score of your choice, -2 Intelligence OR Charisma: Half-orcs inherit brutishness and adaptability from their parent races. A half-orc may choose to use their variable ability score bonus to further improve their Strength bonus, or negate their Intelligence or Charisma penalty.
Also add the following racial traits:
Brutal Intimidation (Ex): Half-orcs may freely use their Strength modifier in place of their Charisma modifier on Intimidation checks.
Born Ready (Ex): Half-orcs gain a +1 racial bonus on Initiative checks. This racial bonus improves by +1 at 5th level, and every 5 levels thereafter.
Also modify the Favoured Class racial feature to:
Favoured Class: Barbarian, Ranger or Warblade.

Halflings
As per the Player’s Handbook, but modify the racial ability score modifier trait to:
+2 Dexterity, +2 Intelligence OR Charisma, -2 Strength: halflings are agile, quick-witted and likeable, but like gnomes their size impedes their physical might.
Also modify the halfling’s racial bonus to saving throws to:
Luck of Yondalla (Ex): Halflings are notoriously lucky, and gain a +1 racial bonus on all saving throws. This racial bonus improves by +1 at 5th level, and every 5 levels thereafter.
Also modify the Favoured Class racial feature to:
Favoured Class: Bard, Factotum or Rogue.

Edge
2015-03-29, 05:59 AM
Monstrous Races
The following racial traits were designed with the Eberron Campaign Setting in mind, but can be easily adapted for use in other settings.

Goblins
Replace the racial traits from the Monster Manual with the following:
+2 Dexterity, +2 Constitution OR Intelligence, -2 Strength.
Small size: +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 size bonus on Hide checks, -4 size penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
Humanoid (goblinoid) type.
Base Land Speed: 30ft.
Darkvision 60ft.
Skulkers (Ex): Goblins gain a +4 racial bonus on Move Silently checks.
Dirty Fighter (Ex): Goblins gain the ability to sneak attack for +1d6 damage, as per the rogue ability of the same name. If the goblin gains sneak attack from another source (such as rogue levels), the damage dice stack for determining the potency of their sneak attack.
Goblins choose one of the City Slicker or Darguunite Tribesman traits at 1st level. This choice cannot be changed later.
City Slicker (Ex): Born and raised in the rougher areas of the Five Nations, you know how to find your way round town. You gain Urban Tracking as a bonus feat, and gain a +1 racial bonus on Disguise, Forgery, Gather Information and Profession checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
Darguunite Tribesman (Ex): Raised among the traditional goblinoid tribes of Darguun or Droaam, you know how to get by in a more brutal society. You gain Improved Toughness as a bonus feat, and gain a +1 racial bonus on Handle Animal, Intimidate, Profession and Survival checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Orc.
Favoured Class: Artificer, Ranger or Rogue.

Hobgoblins
Replace the racial traits from the Monster Manual with the following:
+2 Dexterity, +2 Strength OR Constitution, -2 Wisdom.
Medium size.
Humanoid (goblinoid) type.
Base Land Speed: 30ft.
Darkvision 60ft.
Iron Heart of the First Empire (Ex): A 1st level hobgoblin begins play with knowledge of a single maneuver of the Iron Heart discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Iron Heart discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Iron Heart discipline.
Legacy of Dhakhaan (Ex): Hobgoblins have a long history with much to be proud of, and they refuse to forget it. They gain a +1 racial bonus on Knowledge (history), Knowledge (nobility and royalty) and Perform checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
Skulkers (Ex): Hobgoblins gain a +2 racial bonus on Hide and Move Silently checks.
Martial Heritage: Hobgoblins treat the bastard sword as a martial weapon.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Gnoll, Orc.
Favoured Class: Bard, Fighter or Warblade
Level Adjustment: +0

Bugbears
Replace the racial traits from the Monster Manual with the following:
+4 Strength, +2 Dexterity OR Constitution, -2 Charisma.
Humanoid (goblinoid) type.
Base Land Speed: 30ft.
Darkvision 60ft.
Scent.
Tough Hide (Ex): Bugbears have a natural armour bonus of +3.
Ferocity of the Marguul (Ex): A 1st level bugbear begins play with knowledge of a single maneuver of the Tiger Claw discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Tiger Claw discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Tiger Claw discipline.
Darguunite Tribesman (Ex): Raised among the traditional goblinoid tribes of Darguun or Droaam, you know how to get by in a more brutal society. You gain Improved Toughness as a bonus feat, and gain a +1 racial bonus on Handle Animal, Intimidate, Profession and Survival checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
Skulkers (Ex): Bugbears gain a +2 racial bonus on Hide and Move Silently checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favoured Class: Barbarian, Fighter or Rogue.
Unlike in the Monster Manual, these revised bugbears possess no racial hit dice.
Level Adjustment: +1

Orcs
Replace the racial traits from the Monster Manual with the following:
+4 Strength, +2 Constitution OR Wisdom, -2 Intelligence, -2 Charisma.
Medium size.
Humanoid (orc) type.
Base Land Speed: 30ft.
Darkvision 60ft.
Martial Heritage (Ex): Orcs are proficient with the greataxe and falchion, and treat the orc double-axe as a martial weapon.
Brutal Intimidation (Ex): Orcs may freely use their Strength modifier instead of their Charisma modifier on Intimidate checks.
Legacy of the Gatekeepers (Ex): The orcish tribes have a long history defending the world from the dangers of Khyber and Xoriat. Orcs receive a +1 racial bonus on attack rolls against aberrations, and a +1 racial bonus on Will saves against the mind-affecting spells, spell-like abilities, psionics, psi-like abilities and supernatural abilities of aberrations. These racial bonuses improve by +1 each at 5th level, and every 5 levels thereafter.
Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
Favoured Class: Barbarian, Druid and Warblade.
Obviously, the Legacy of the Gatekeepers racial trait is heavily tied into the orcish race's history in the Eberron campaign setting. Orcs in other settings do not have this racial trait, instead possessing the Racial Enmity trait.
Racial Enmity (Ex): Orcs receive a +1 racial bonus on attack rolls against humanoids of the dwarf or elf subtypes, and a +1 racial bonus on Will saves against the mind-affecting spells, spell-like abilities, psionics, psi-like abilities and supernatural abilities of humanoids of the dwarf or elf subtypes. These racial bonuses improve by +1 each at 5th level, and every 5 levels thereafter.

Lizardfolk, Cold Sun
Replace the lizardfolk racial traits from the Monster Manual with the following:
+2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma.
Medium size.
Humanoid (reptilian) type.
Base Land Speed: 30ft.
Crocodilian Hide (Ex): Cold Sun lizardfolk have a natural armour bonus of +5.
Natural Armoury (Ex): Cold Sun lizardfolk have two primary natural claw attacks that deal 1d4 points of damage each, and a secondary natural bite attack that deals 1d4 points of damage.
Non-Prehensile Tail (Ex): Lizardfolk possess a rigid tail that aids in balancing and swimming. They gain a +2 racial bonus to Balance and Swim checks. This racial bonus improves by +2 at 5th level and every 5 levels thereafter. A lizardfolk with a +8 or better racial bonus to Swim checks also gains a 30ft swim speed.
Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 5 x their Constitution score before they risk drowning.
Surging Crocodile Style (Ex): A 1st level Cold Sun lizardfolk begins play with knowledge of a single maneuver of the Ocean Tempest (http://www.giantitp.com/forums/showthread.php?101214-ToB-Discipline-Ocean-Tempest) discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Ocean Tempest discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Ocean Tempest discipline.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favoured Classes: Druid, Ranger or Warblade.
Level Adjustment: +1

Lizardfolk, Blackscale
Replace the blackscale lizardfolk racial traits from the Monster Manual 3 with the following:
+8 Strength, +4 Constitution, -2 Intelligence, -4 Charisma.
Medium size.
Humanoid (dragonblood, reptilian) type.
Base Land Speed: 30ft.
Racial Hit Dice: A blackscale lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Racial Skills: A blackscale lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Spot and Swim.
Powerful Build (Ex): The physical stature of Blackscale lizardfolk lets them function in many ways as if they were one size category larger. Whenever a Blackscale lizardfolk 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 Blackscale lizardfolk is treated as one size larger if doing so is advantageous to them.

A Blackscale lizardfolk 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 Blackscale lizardfolk can use weapons designed for a creature one size larger without penalty. However, their space and reach 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.
Crocodilian Hide (Ex): Blackscale lizardfolk have a natural armour bonus of +7 and possess acid resistance 5.
Natural Armoury (Ex): Blackscale lizardfolk have two primary natural claw attacks that deal 1d6 points of damage each, and a secondary natural bite attack that deals 1d6 points of damage.
Non-Prehensile Tail (Ex): Lizardfolk possess a rigid tail that aids in balancing and swimming. They gain a +2 racial bonus to Balance and Swim checks. This racial bonus improves by +2 at 5 total hit dice and every 5 hit dice thereafter. A lizardfolk with a +8 or better racial bonus to Swim checks also gains a 30ft swim speed.
Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 5 x their Constitution score before they risk drowning.
Wrathful Dragon Style (Ex): A Blackscale lizardfolk begins play with knowledge of a single maneuver of the Raging Dragon (http://www.giantitp.com/forums/showthread.php?203858-Raging-Dragon-ToB-Martial-Discipline-Draconic-Barbarian&p=11242121) discipline that they meet the prerequisites for, which they may utilise once per encounter. Upon gaining a level of a martial adept class, they gain their selected maneuver as an additional maneuver known instead. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Raging Dragon discipline.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favoured Classes: Barbarian, Crusader or Ranger.
Level Adjustment: +2

Lizardfolk, Poison Dusk
Replace the Poison Dusk lizardfolk racial traits from the Monster Manual 3 with the following:
+2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma.
Medium size.
Humanoid (reptilian) type
Base Land Speed: 30ft.
Slight Build (Ex): The physical stature of Poison Dusk lizardfolk lets them function in many ways as if they were one size category smaller. Whenever a is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Poison Dusk lizardfolk is treated as one size smaller if doing so is advantageous to the character. A Poison Dusk lizardfolk is also considered to be one size smaller when "squeezing" through a restrictive space. A Poison Dusk lizardfolk can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Poison Dusk lizardfolk 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.
Crocodilian Hide (Ex): Poison Dusk lizardfolk have a natural armour bonus of +3.
Natural Armoury (Ex): Cold Sun lizardfolk have two primary natural claw attacks that deal 1d3 points of damage each, and a secondary natural bite attack that deals 1d3 points of damage.
Non-Prehensile Tail (Ex): Lizardfolk possess a rigid tail that aids in balancing and swimming. They gain a +2 racial bonus to Balance and Swim checks. This racial bonus improves by +2 at 5th level and every 5 levels thereafter. A lizardfolk with a +8 or better racial bonus to Swim checks also gains a 30ft swim speed.
Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 5 x their Constitution score before they risk drowning.
Chameleon Skin (Ex): Once per day, Poison Dusk lizardfolk can duplicate the effects of the chameleon psionic power as an extraordinary ability as a move action. They can use this ability an additional time per day at 5th level, and every 5 levels thereafter.
Skulkers (Ex): Poison Dusk lizardfolk have a +4 racial bonus on Move Silently checks.
Lurking Viper Style (Ex): A 1st level Poison Dusk lizardfolk begins play with knowledge of a single maneuver of the Shadow Hand discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Shadow Hand discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Shadow Hand discipline.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc, Sylvan.
Favoured Classes: Druid, Ranger or Swordsage.
Level Adjustment: +1

Gnoll
+2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma: Gnolls possess a bounty of feral power, but their demeanours are just as bestial.
Medium size
Humanoid (gnoll) type
Base Land Speed: 30ft.
Darkvision 60ft
Carrion Eater (Ex): Gnolls gain a +1 racial bonus on saves against disease and ingested poisons. This bonus increases by 1 at 5th level and every 5 levels thereafter.
Ferocious Assault (Ex): Gnolls gain Powerful Charge (Eberron Campaign Setting and Monster Manual 3) as a bonus feat, even if they do not meet the prerequisites.
Hyena's Mantle (Ex): Gnolls possess a +1 natural armour bonus, and a secondary natural bite attack that deals 1d6 damage.
Keen Nose (Ex): Gnolls possess the scent ability, and gain a +2 racial bonus on Survival checks.
Pack Tactics (Ex): When flanking an enemy, gnolls provide and receive double the usual benefit, gaining a +4 to hit the flanked creature.
Gnolls choose one of the Feral Combatant or Mantle of Yeenoghu traits at 1st level. This choice cannot be changed later.
Feral Combatant (Ex): The gnoll begins play with knowledge of a single maneuver of the Tiger Claw discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Tiger Claw discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Tiger Claw discipline.
Mantle of Yeenoghu (Ex): The gnoll begins play with knowledge of a single maneuver of the White Raven discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the White Raven discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the White Raven discipline.
Unlike in the Monster Manual, these revised gnolls possess no racial Hit Dice.
Automatic Languages: Common, Gnoll. Bonus Languages: Abyssal, Draconic, Elven, Goblin, Orc.
Favoured Class: Cleric, Ranger or Warblade.
Level Adjustment: +1

Kobold
+2 Dexterity, +2 Constitution OR Charisma, -2 Strength: Kobolds are naturally agile, and gain a degree of toughness or forcefulness from their draconic heritage, but their size impacts their physical strength.
Small size
Humanoid (dragonblooded, reptilian) type
Base Land Speed: 30ft.
Darkvision 60ft
Industrious (Ex): Kobolds gain a +1 racial bonus on Craft (trapmaking), Profession (miner) and Search checks. These bonuses increase by 1 at 5th level and every 5 levels thereafter.
Scalehide (Ex): Kobolds gain a +1 natural armour bonus.
Shifty Maneuver (Ex): Kobolds may make a second 5ft step every round as a swift action, even if they take other movement on their turn.
Weapon Familiarity: Kobolds receive the Martial Weapon Proficiency feats for the light pick and heavy pick as bonus feats, and treat double crossbows and greatpicks (http://archive.wizards.com/default.asp?x=dnd/we/20060420a) as martial weapons rather than exotic.
Kobolds choose one of the Draconic Cunning, Draconic Puissance and Draconic Warrior traits at 1st level. This choice cannot be changed later.
Draconic Cunning (Ex): The kobold begins play with knowledge of a single maneuver of the White Raven discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the White Raven discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the White Raven discipline.
Draconic Puissance (Sp): The kobold selects one cantrip from the 0th level sorcerer/wizard spell list, and gains the ability to cast it at-will as a spell-like ability. The saving throw DC for this spell-like ability, if any, is Charisma-based.
Draconic Warrior (Ex): The kobold may use their Dexterity modifier on melee attack and damage rolls with the light pick, heavy pick and greatpick instead of their Strength modifier. In addition, they may use light picks, heavy picks, greatpicks and double crossbows sized for Medium creatures as though they were Medium.
Automatic Languages: Common, Draconic. Bonus Languages: Dwarven, Goblin, Undercommon, Terran.
Favoured Class: Crusader, Ranger or Sorcerer.

Illithid, Lesser
+4 Intelligence, +4 Charisma, -2 Strength: The illithids possess dangerously potent minds, though their reliance on their psionic mastery has let their physical might wither.
Medium size
Base Land Speed: 30ft.
Aberration type
Mental Mastery (Su): Illithid gain a +1 racial bonus to their manifester level for Telepathy discipline powers whilst psionically focused.
Mind Blast (Su): Once every 1d4 rounds, an illithid can unleash a blast of psionic energy in a 30ft cone. Creatures must make a Will save (DC 10 + half the illithid's level + the illithid's Charisma modifier) or be dazed for 1 round. At 5th level and every 5 levels thereafter, the duration of the daze increases by 1 round. At 10th level, the illithid stuns its victims rather than dazing them.
Natural Armoury (Ex): Illithids possess four primary natural tentacle attacks that deal 1d4 damage.
Naturally Psionic: Illithids gain 2 bonus power points per level. This benefit does not allow them to manifest powers unless they gain that ability from another source, such as levels in a psionic class.
Psionic Inurement (Ex): Illithids possess a +1 racial bonus on Will saves against psionic powers, and all other mind-affecting effects. This racial bonus increases by 1 at 5th level and every 5 levels thereafter.
Psionic Knack (Psi): An illithid may spend 1 power point to use mind thrust as a psi-like ability. A 3rd level illithid may spend 3 power points to use psionic levitate as a psi-like ability, or 1 power point to use psionic charm as a psi-like ability.
Telepathy (Su): Illithids may communicate telepathically with any other creature within 30ft that has a language.
Automatic Languages: Common, Qualith (written only), Undercommon. Bonus Languages: Any.
Favoured Class: Artificer (psionic variant), Factotum or Psion.
Level Adjustment: +2

Edge
2015-03-29, 06:00 AM
Races of Eberron

Changelings
As per the Eberron Campaign Setting, but add the following racial trait:
+2 to any one ability score of your choice: changelings inherit flexibility in nature from both sides of their ancestry.
Also add the following racial trait:
Unified Fluidity of Body and Mind (Ex): Changelings are uniquely slippery, both in body and mind, and gain a +1 racial bonus to all Escape Artist, Open Lock, Perform and Tumble checks. This racial bonus improves by +1 at 5th level, and every 5 levels thereafter.
Also modify the Favoured Class racial feature to:
Favoured Class: Bard, Beguiler or Rogue.

Kalashtar
As per the Eberron Campaign Setting, but add the following racial trait:
+2 to any one ability score of your choice: kalashtar lose none of a human's adaptability due to hosting a quori shard.
Also replace the racial bonus on Bluff, Diplomacy and Intimidate checks with the following:
Subtle Subpsionics (Ex): Kalashtar possess a +1 racial bonus on Bluff, Diplomacy and Intimidate checks. These racial bonuses increase by 1 at 5th level and every 5 levels thereafter.
Also replace the Psi-Like Abilities racial trait with the following:
Psionic Knack: A kalashtar may spend 1 power point to use mindlink as a psi-like ability. Manifester level is equal to half the kalashtar's Hit Dice, unless the kalashtar possess levels in a manifesting class that has mindlink on its power list naturally. In such a case, their manifester level is equal to their Hit Dice.
Also modify the Favoured Class racial feature to:
Favoured Class: Psion, Soulknife or Swordsage.

Shifters
As per the Eberron Campaign Setting, but modify the racial ability score modifier trait to:
+2 Dexterity, -2 Intelligence OR Charisma: shifters inherit a feral agility and mindset from their lycanthropic forebears.
Also modify the shifting racial trait to:
Shifting (Ex): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Starting at first level, a shifter can shift for a number of rounds per day equal to 4 + her Constitution modifier. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a shifter can shift per day. A shifter can begin shifting as a free action. The total number of rounds of shifting per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While shifting, one of the shifter’s ability scores (usually Strength, Dexterity or Constitution) improves, and they gain an additional bonus based on their Shifter Trait.

Every shifter feat a character takes increases the number of rounds per day they can shift by 2. A character with 5 or more shifter feats gains access to an improved version of their Shifter Trait that further enhances their potency while shifting.

Shifting, though related to and developed from lycanthropy is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured - shifting is a natural ability for the race.
Also modify the Shifter Traits racial trait to:
Shifter Traits (Ex): Every shifter has one of the following traits that provides an additional racial ability score modifier and a further benefit whilst shifting.
Beasthide: You gain a +2 racial bonus to Constitution. While shifting, you gain a +2 perfection bonus to Constitution, and a +2 natural armour bonus to AC.
Enhanced: Your perfection bonus to Constitution whilst shifting increases by 2. Your natural armour bonus becomes equal to your (newly improved) Constitution bonus.
Cliffwalk: You improve your racial bonus to Dexterity by 2. While shifting, you gain a +2 perfection bonus to Dexterity, and gain a climb speed of 20ft. Gaining a climb speed provides a +8 racial bonus on Climb checks.
Enhanced: Your perfection bonus to Dexterity whilst shifting increases by 2. Your climb speed becomes equal to your land speed.
Dreamsight: You gain a +2 racial bonus to Wisdom. While shifting, you gain a +2 perfection bonus to Wisdom, and the benefits of a see invisibility spell.
Enhanced: Your perfection bonus Wisdom whilst shifting increases by 2. You gain the benefits of a true seeing spell while shifting, rather than see invisibility.
Gorebrute: You gain a +2 racial bonus to Strength. While shifting, you gain a +2 perfection bonus to Strength, and gain a pair of horns or tusks that can be used to make powerful charge attacks. The horns or tusks are too awkward to be used without charging, but if the gorebrute uses them in a charge, they function as a natural weapon that deals 2d6 points of damage.
Enhanced: Your perfection bonus to Strength while shifting increases by 2. You may now use your horns or tusks as a natural weapon without charging, but suffer a -2 circumstance penalty to AC on any round you attack with them.
Longstride: You improve your racial bonus to Dexterity by 2. While shifting, you gain a +2 perfection bonus to Dexterity, and increase your land speed by 10ft.
Enhanced: Your perfection bonus to Dexterity while shifting increases by 2. You now increase your land speed by 30ft whilst shifting.
Longtooth: You gain a +2 racial bonus to Strength. Whilst shifting, you gain a +2 perfection bonus to Strength, and gain a natural bite attack that deals 1d6 damage.
Enhanced: Your perfection bonus to Strength while shifting increases by 2. The damage of your bite attack improves by one die step (such as from 1d6 to 1d8), and now deals +1 damage per four character levels.
Razorclaw: You gain a +2 racial bonus to Strength. While shifting, you gain a +2 perfection bonus to Strength, and two natural claw attacks that each deal 1d4 points of damage.
Enhanced: Your perfection bonus to Strength while shifting increases by 2. The damage of your claw attacks improves by one die step (such as from 1d4 to 1d6), and now deal +1 damage per four character levels.
Swiftwing: You increase your racial bonus to Dexterity by 2. While shifting, you gain a +2 perfection bonus to Dexterity and a fly speed of 20ft (average maneuverability).
Enhanced: Your perfection bonus to Dexterity while shifting increases by 2. Your fly speed increases to twice your base land speed (60ft for most shifters), and its maneuverability improves to good.
Truedive: You gain a +2 racial bonus to Constitution. While shifting, you gain a +2 perfection bonus to Constitution, and gain a swim speed equal to your land speed. Gaining a swim speed provides a +8 racial bonus on Swim checks. You also gain the ability to hold your breath for a number of rounds equal to 5 x your Constitution score.
Enhanced: Your perfection bonus to Constitution while shifting increases by 2. Furthermore, you may now hold your breath for a number of rounds equal to 5 x your Constitution score even when not shifting. When you do shift, you may breathe air and water with equal ease.
Wildhunt: You gain a +2 racial bonus to Constitution. While shifting, you gain a +2 perfection bonus to Constitution and gain the scent ability, with a range of 30ft.
Enhanced: Your perfection bonus to Constitution while shifting increases by 2. The range of your scent doubles to 60ft, and you may now pinpoint creatures within 10ft with it, rather than just adjacent ones.
Also add the following racial trait:
Wild Senses (Ex): Shifters possess the keen senses of their animalistic forebears, granting a +1 racial bonus on all Spot and Listen checks. This racial bonus improves by +1 at 5th level, and every 5 levels thereafter.
Also modify the Favoured Class racial feature to:
Favoured Class (Ex): Druid, Ranger or Swordsage.

Warforged
As per the Eberron Campaign Setting, but modify the racial ability score modifier trait to:
+2 Constitution, +2 Strength OR Intelligence, -2 Wisdom OR Charisma: warforged are durable, and were designed for front-line combat and tactical brilliance. However, introspection and affability were not design goals.
Also add the following racial trait:
Warforged choose one of the Constructed Tranquility or Unwavering Sentinel traits at 1st level. This choice cannot be changed later.
Constructed Tranquility: Emotion is a complicated matter for most warforged, and some find that it had little to no purchase on them. They gain a +1 racial bonus on saving throws against fear and any effect that would impose morale penalties on them. At 5th level, and every 5 levels thereafter, this racial bonus increases by 1.
Unwavering Sentinel (Ex): Nothing slips past the battle-hardened gaze of the warforged, granting them a +1 racial bonus on attacks of opportunity. At 5th level, and every 5 levels thereafter, the warforged can choose to increase this racial bonus by 1, or gain an additional attack of opportunity each round.
Also modify the Favoured Class racial feature to:
Favoured Class: Artificer, Fighter or Warblade.

Edge
2015-03-29, 06:01 AM
Planetouched Races

Aasimar Racial Traits
+2 Wisdom, +2 Charisma: An aasimar's celestial heritage grants innate insight and magnetism.
Medium size.
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft
Legacy of the Upper Planes: An aasimar's very soul is aflame with divine power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one. Each point of essentia invested in one of an aasimar's racial essentia receptacles also grants her 1 point of energy resistance against acid, cold and electricity.
Zeal of the Archon (Su): This racial ability is an essentia receptacle with the usual capacity for the aasimar's level. As long as the aasimar has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength and a +1d4 divine damage bonus on weapon damage rolls against evil creatures. Each point of essentia invested in this ability increases the bonus divine damage by 1d4.
Illumination of the Deva (Su): This racial ability is an essentia receptacle with the usual capacity for the aasimar's level. As long as the aasimar has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Intelligence, and emits light as per a sunrod. In addition, each point of essentia invested in the ability allows her to use daylight as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Fervour of the Eladrin (Su): This racial ability is an essentia receptacle with the usual capacity for the aasimar's level. As long as the aasimar has at least one point of essentia invested in this ability, she increases her racial bonus to Charisma by 2 and increases the save DCs of her spells and spell-like abilities for evil creatures by 1. Every two points of essentia invested in this ability increases the save DC bonus by 1.
Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favoured Class: Cleric, Crusader or Paladin.
Level Adjustment: +1

Chaond
+2 Dexterity, +2 Constitution: A chaond inherits the agility and fortitude of their slaad ancestor.
Medium size.
Base Land Speed: 30ft
Humanoid (planetouched, incarnum) type
Darkvision 60ft.
Boundless Potential of Limbo: A chaond's soul is filled with the vast power of unlimited potential. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one. Each point of essentia invested in one of a chaond's racial essentia receptacles also grants her 1 point of energy resistance against acid, cold and sonic.
Barbarity of the Blue (Su): This racial ability is an essentia receptacle with the usual capacity for the chaond's level. As long as the chaond has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength and two natural claw attacks that deal 1d4 points of damage. Each additional point of essentia invested in this ability increases the size of the claws' damage die by one step.
Gift of the Green (Su): This racial ability is an essentia receptacle with the usual capacity for the chaond's level. As long as the chaond has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Charisma. In addition, each point of essentia invested in the ability allows her to use enlarged shatter as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Genius of the Grey (Su): This racial ability is an essentia receptacle with the usual capacity for the chaond's level. As long as the chaond has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Charisma. In addition, each point of essentia invested in the ability allows her to use chaotic bolt as a spell-like ability once per day, with a caster level equal to her character level. Chaotic bolt is identical to lightning bolt, except that the type of damage it deals is randomly determined on usage by rolling 1d6. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
d6 ResultDamage Type
1Acid
2Cold]
3Electricity
4Fire
5Sonic
6Force
Rapidity of the Red (Su): This racial ability is an essentia receptacle with the usual capacity for the chaond's level. As long as the chaond has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Dexterity, and a +2 racial bonus on Escape Artist and Tumble checks. Each additional point of essentia invested in this ability increases the racial bonus to Escape Artist and Tumble by 2.
Automatic Languages: Common, Slaad. Bonus Languages: Abyssal, Auran, Aquan, Celestial, Draconic, Elven, Gnome, Ignan, Sylvan, Terran.
Favoured Class: Barbarian, Bard, Sorcerer
Level Adjustment: +1

Fey'ri
+ 2 Dexterity, +2 Intelligence, +2 Charisma: A fey'ri's blending of elven and succubus blood gifts them with agility and force of will.
Medium size
Base Land Speed: 30ft.
Humanoid (elf, planetouched, incarnum) type
Darkvision 60ft
Low-Light Vision (Ex): Fey’ri can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Embrace of the Succubus: A fey'ri's soul writhes with Abyssal power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Blessing of the Darkest Kiss (Su): This racial ability is an essentia receptacle with the usual capacity for the fey'ri's level. As long as the fey'ri has at least one point of essentia invested in this ability, she increases her racial bonus to Charisma by 2 and gains a +2 racial bonus on Bluff, Diplomacy and Sense Motive checks. In addition, each point of essentia invested in the ability allows her to use enervation and suggestion as spell-like abilities once per day, with a caster level equal to her character level. The save DCs are Charisma-based. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Face of Sweetest Damnation (Su): This racial ability is an essentia receptacle with the usual capacity for the fey'ri's level. As long as the fey'ri has at least one point of essentia invested in this ability, she increases her racial bonus to Intelligence by 2 and gains a +2 racial bonus on Bluff, Disguise and Sense Motive checks. In addition, each point of essentia invested in the ability allows her to use alter self and detect thoughts as spell-like abilities once per day, with a caster level equal to her character level. The save DCs are Intelligence-based. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Grace (Ex): Fey'ri gain a +1 dodge bonus to AC thanks to their natural alacrity. This bonus increases by 1 at 5th level and every 5 levels thereafter.
Grace of the Lowest Depths (Su): This racial ability is an essentia receptacle with the usual capacity for the fey'ri's level. As long as the fey'ri has at least one point of essentia invested in this ability, she increases her racial bonus to Dexterity by 2 and grows wings that bestow a flight speed of 30ft with average maneuverability. Each additional point of essentia invested in the ability increases the fey'ri's fly speed by 10ft. Investing a full 5 essentia into the ability increases their fly speed by a further 10ft, and improves their maneuverability to good.
Keen Senses (Ex): Fey'ri gain a +2 racial bonus on Listen, Search and Spot checks. A fey'ri who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Trance (Ex): Fey'ri are immune to magic sleep spells and effects.
Automatic Languages: Common, Abyssal, Elven. Bonus Languages: Any.
Favoured Class: Fighter, Sorcerer or Warlock.
Level Adjustment: +2

Air Genasi Racial Traits
+2 Dexterity, +2 Intelligence: Air genasi are quick in both mind and body.
Medium size
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft.
Blessing of the Endless Sky (Ex): Air genasi do not need to breathe, and possess electricity resistance 5.
Primal Soul: A genasi's soul roils with primordial power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Cloudstep (Su): This racial ability is an essentia receptacle with the usual capacity for the air genasi's level. As long as the air genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Intelligence by 2. In addition, she gains the ability to use air walk as a spell-like ability once per day per point of essentia invested in this ability with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Stormsoul (Su): This racial ability is an essentia receptacle with the usual capacity for the air genasi's level. As long as the air genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Charisma and improves her racial electricity resistance by 5. Each additional point of essentia invested in this ability increases her electricity resistance by an additional 5 points.
Windshear (Su): This racial ability is an essentia receptacle with the usual capacity for the air genasi's level. As long as the air genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Dexterity by 2 and improves her base land speed by 10ft. In addition, each point of essentia invested in this ability grants the air genasi a +1 dodge bonus to AC against ranged attacks.
Automatic Languages: Common, Auran. Bonus Languages: Any.
Favoured Class: Fighter, Rogue or Swordsage.
Level Adjustment: +1

Earth Genasi Racial Traits
+2 Strength, +2 Constitution: Earth genasi and both powerful and resilient in body.
Medium size
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft
Blessing of the Stalwart Peak (Ex): Earth genasi are not slowed by medium armour, or by medium loads, and possess damage reduction 1/-.
Primal Soul: A genasi's soul roils with primordial power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Cliffhide (Su): This racial ability is an essentia receptacle with the usual capacity for the earth genasi's level. As long as the earth genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Constitution by 2 and improves her racial damage reduction by 1. Each additional point of essentia invested in this ability further increases the damage reduction by 1 point.
Earthsoul (Su): This racial ability is an essentia receptacle with the usual capacity for the earth genasi's level. As long as the earth genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Wisdom and gains tremorsense with a range of 10ft. Each additional point of essentia invested in this ability increases the range of the tremorsense by 5ft.
Mountainhew (Su): This racial ability is an essentia receptacle with the usual capacity for the earth genasi's level. As long as the earth genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Strength by 2 and gains the powerful build ability, letting her function in many ways as if she were one size category larger.

Whenever the earth genasi 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), she is treated as one size larger if doing so is advantageous to her.

The earth genasi 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 her. The earth genasi can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Each additional essentia invested in this ability increases the special size modifier for opposed checks by 1 point.
Automatic Languages: Common, Terran. Bonus Languages: Any.
Favoured Class: Druid, Fighter or Warblade.
Level Adjustment: +1

Fire Genasi Racial Traits
+2 Intelligence, +2 Charisma: Fire genasi possess bright and forceful minds.
Medium size
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft
Blessing of the Flame Imperishable (Ex): Fire genasi never take nonlethal damage from heat exposure in very hot or extreme heat conditions, and possess fire resistance 5.
Primal Soul: A genasi's soul roils with primordial power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Blazefury (Su): This racial ability is an essentia receptacle with the usual capacity for the fire genasi's level. As long as the fire genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength and deals an additional 1d4 points of fire damage with metal weapons she wields. Each additional point of essentia invested in this ability increases the bonus fire damage by 1d4 points.
Cinderfoot (Su): This racial ability is an essentia receptacle with the usual capacity for the fire genasi's level. As long as the fire genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Dexterity and improves her racial fire resistance by 5. Each additional point of essentia invested in the ability improves her fire resistance by an additional 5 points.
Pyresoul (Su): This racial ability is an essentia receptacle with the usual capacity for the fire genasi's level. As long as the fire genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Charisma by 2, and gains the ability to cast produce flame at-will as a spell-like ability, with a caster level equal to her character level. Each additional point of essentia invested in the ability increases the fire damage her produce flame spell-like ability deals by 1d6 + caster level (maximum 5). Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Automatic Languages: Common, Ignan. Bonus Languages: Any.
Favoured Class: Sorcerer, Warblade or Wizard.
Level Adjustment: +1

Water Genasi Racial Traits
+2 Dexterity, +2 Constitution: Water genasi are as nimble and untiring as the waves.
Medium size
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft.
Blessing of the Endless Tide (Ex): Water genasi can breathe water as easily as they do air, and possess cold resistance 5.
Primal Soul: A genasi's soul roils with primordial power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Frostsoul (Su): This racial ability is an essentia receptacle with the usual capacity for the water genasi's level. As long as the water genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Wisdom and increases her racial cold resistance by 5. Each additional point of essentia invested in this ability further increases her cold resistance by 5 points.
Riversurge (Su): This racial ability is an essentia receptacle with the usual capacity for the water genasi's level. As long as the water genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Dexterity by 2, and gains a swim speed equal to her land speed, along with the concomitant +8 racial bonus to Swim checks. Each additional point of essentia invested in this ability increases her swim speed by 10ft.
Tidefury (Su): This racial ability is an essentia receptacle with the usual capacity for the water genasi's level. As long as the water genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength, and gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. Each additional point of essentia invested in this ability grants the water genasi a +2 racial bonus on Strength checks made to trip her opponents.
Automatic Languages: Common, Aquan. Bonus Languages: Any.
Favoured Class: Fighter, Ranger or Swordsage.
Level Adjustment: +1

Void Genasi
+2 Constitution, +2 Charisma: Void genasi possess an unnatural resilience and forceful, unstable minds.
Medium size
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft.
Blessing of the Furthest Reaches (Ex): Void genasi are immune to confusion spells and similar effects (such as insanity) and to the effects of vacuum. They also possess negative energy resistance 5.
Infinite Soul: A void genasi’s soul gapes with the potential of impossibility. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Farcaller (Su): This racial ability is an essentia receptacle with the usual capacity for the void genasi's level. As long as the void genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Constitution by 2 and adds her Constitution bonus (if any) as a competence bonus to vestige binding checks. Each additional point of essentia invested in this ability reduces by 1 the number of rounds she must wait between uses of vestige-granted abilities that require her to wait 5 rounds between uses.
Nilweaver (Su): This racial ability is an essentia receptacle with the usual capacity for the void genasi's level. As long as the void genasi has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Intelligence and increases her negative energy resistance by 5. In addition, each point of essentia invested in the ability allows her to use darkbolt (Spell Compendium page 58) as a spell-like ability once per day, with a caster level equal to her character level. The saving throw for this spell-like ability is Intelligence based. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Voidsoul (Su): This racial ability is an essentia receptacle with the usual capacity for the void genasi's level. As long as the void genasi has at least one point of essentia invested in this ability, she increases her racial bonus to Charisma by 2 and gains blindsense with a range of 10ft. In addition, each point of essentia invested in the ability allows her to use shadow well (Spell Compendium page 186) as a spell-like ability once per day, with a caster level equal to her character level. The saving throw for this spell-like ability is Charisma based. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Automatic Languages: Common, Undercommon. Bonus Languages: Any.
Favoured Class: Binder, Shadowcaster or Warlock.
Level Adjustment: +1

Tiefling Racial Traits
+2 Intelligence, +2 Charisma: A tiefling's fiendish heritage grants her a sharp mind and silver tongue.
Medium size.
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft
Legacy of the Lower Planes: A tiefling's soul seethes with fiendish power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one. Each point of essentia invested in one of a tiefling's racial essentia receptacles also grants her 1 point of energy resistance against cold, electricity and fire.
Cunning of the Baatezu (Su): This racial ability is an essentia receptacle with the usual capacity for the tiefling's level. As long as the tiefling has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Dexterity and can see through even magical darkness with her darkvision. In addition, each point of essentia invested in this ability allows her to use deeper darkness as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Spite of the Yugoloth (Su): This racial ability is an essentia receptacle with the usual capacity for the tiefling's level. As long as the tiefling has at least one point of essentia invested in this ability, she increases her racial bonus to Charisma by 2 and deals an additional point of damage per die to non-evil creatures with her spells and spell-like abilities. Every two points of essentia invested in this ability increases the additional damage per die by 1 point.
Wrath of the Tanar'ri (Su): This racial ability is an essentia receptacle with the usual capacity for the tiefling's level. As long as the tiefling has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength and improves the critical range of any weapon she wields by 1 after all other modifiers. In addition, every point of essentia invested in this ability also grants the tiefling a cumulative +1 perfection bonus on rolls to confirm critical hits.
Automatic Languages: Common plus Abyssal or Infernal. Bonus Languages: Abyssal or Infernal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
Favoured Class: Crusader, Rogue or Warlock.
Level Adjustment: +1

Zenythri
+2 Dexterity, +2 Wisdom: Zenythri inherit the precision and insight of their lawful-aligned ancestors.
Medium size
Base Land Speed: 30ft.
Humanoid (planetouched, incarnum) type
Darkvision 60ft
Ineffable Prowess of Mechanus: A zenythri's soul surges with precisely calculated power. They increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one. Each point of essentia invested in one of a zenythri's racial essentia receptacles also grants her 1 point of energy resistance against electricity, fire and sonic.
Efficacy of the Inevitable (Su): This racial ability is an essentia receptacle with the usual capacity for the zenythri's level. As long as the zenythri has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength. In addition, each point of essentia invested in this ability allows her to use quickened true strike as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Precision of the Formian (Su): This racial ability is an essentia receptacle with the usual capacity for the zenythri's level. As long as the zenythri has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Dexterity and a +2 racial bonus on Balance and Concentration checks. Each additional point of essentia invested in this ability increases the racial bonus to Balance and Concentration by 2.
Unity of the Modron (Su): This racial ability is an essentia receptacle with the usual capacity for the zenythri's level. As long as the zenythri has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Intelligence. In addition, each point of essentia invested in this ability allows her to use suggestion as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Automatic Languages: Common, and one of Celestial and Infernal. Bonus Languages: Auran, Aquan, Celestial, Draconic, Dwarven, Halfling, Ignan, Illumian, Infernal, Terran.
Favoured Class: Crusader, Incarnate, Swordsage
Level Adjustment: +1

Edge
2015-03-29, 06:02 AM
Other Races

From 4e to 3.x: The Dragonborn
+2 Charisma, +2 Strength OR Constitution, -2 Wisdom: Dragonborn are powerful in both body and personality, but can suffer from arrogance and foolhardiness.
Medium size.
Base Land Speed: 30ft.
Humanoid (dragonblooded) type.
Draconic Heritage (Ex): The scions of Arkhosia have come too far to fall now. Any time a dragonborn recovers hit points, they recover additional hit points equal to their Constitution bonus (to a minimum of +1).
Dragonborn Fury (Ex): Dragonborn possess a +1 racial bonus on attack rolls whilst at or below half hit points.
Dragon Breath (Su): Dragonborn possess a breath weapon that can be used once per encounter. This breath weapon is a 15ft cone that deals 2d6 + Constitution modifier damage. The damage type is either acid, cold, electricity or fire, chosen at character creation. Targets within the cone can make a Reflex save (DC 10 + half the dragonborn's Hit Dice + Constitution modifier) for half damage. The damage the breath weapon deals increases by 1d6 at 5th level and every 5 levels thereafter.
Legacy of Arkhosia (Ex): Dragonborn possess a +2 racial bonus on Intimidate and Knowledge (history) checks.
Automatic Languages: Common, Draconic. Bonus Languages: Any.
Favoured Class: Crusader, Fighter or Sorcerer.

Feral Gargun
+4 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma: Feral garguns are blessed with primal physicality, but their insular culture puts little stock in formal learning.
Medium size
Base Land Speed: 30ft.
Humanoid (goliath) type
Acclimated (Ex): Feral garguns are automatically acclimated to high altitudes as described in the Dungeon Master's Guide, and never lose their acclimation after spending time at lower altitude.
Mountain Movement (Ex): Feral garguns gain a +2 racial bonus on Climb and Jump checks, and treat standing jumps as though they had a running start. These bonuses increase by 2 at 5th level and every 5 levels thereafter. A goliath with a +8 or higher racial bonus to Climb checks also gains a climb speed equal to half their land speed.
Natural Armoury (Ex): Feral garguns possess two primary natural claw attacks that deal 1d6 damage and a secondary natural bite attack that deals 1d6 damage. They also possess a +3 natural armour bonus.
Powerful Build (Ex): Feral garguns are massively built, letting them function in many ways as if they were one size category larger.

Whenever the feral gargun 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), she is treated as one size larger if doing so is advantageous to her.

The feral gargun 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 her. The feral gargun can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
The Mountain Still Stands (Ex): Once per encounter, the feral gargun can reduce the incoming damage of an attack by an amount equal to 1d10 + her Constitution bonus (if any). At 5th level and every 5 levels thereafter, the goliath increases the amount of damage they can reduce with this ability by 1d10.
Snowstrider (Ex): Feral garguns gain Cold Endurance (Frostburn) as a bonus feat. In addition, they treat all snow and ice-based difficult terrain as though it were open ground.
Automatic Languages: Common, Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnome, Goblin, Halfling, Orc, Terran.
Favoured Class: Barbarian, Druid or Ranger.
Level Adjustment: +2

Goliath
+4 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity: Goliaths are physically mighty and insightful, but their bulk hinders their agility somewhat.
Medium size
Base Land Speed: 30ft.
Humanoid (goliath) type
Acclimated (Ex): Goliaths are automatically acclimated to high altitudes as described in the Dungeon Master's Guide, and never lose their acclimation after spending time at lower altitude.
Body Language Reader (Ex): Goliaths gain a +2 racial bonus on Sense Motive checks.
Mountain Movement (Ex): Goliaths gain a +2 racial bonus on Climb and Jump checks, and treat standing jumps as though they had a running start. These bonuses increase by 2 at 5th level and every 5 levels thereafter. A goliath with a +8 or higher racial bonus to Climb checks also gains a climb speed equal to half their land speed.
Powerful Build (Ex): Goliaths are massively built, letting them function in many ways as if they were one size category larger.

Whenever the goliath 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), she is treated as one size larger if doing so is advantageous to her.

The goliath 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 her. The goliath can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
The Mountain Still Stands (Ex): Once per encounter, the goliath can reduce the incoming damage of an attack by an amount equal to 1d10 + her Constitution bonus (if any). At 5th level and every 5 levels thereafter, the goliath increases the amount of damage they can reduce with this ability by 1d10.
Automatic Languages: Common, Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnome, Goblin, Halfling, Orc, Terran.
Favoured Class: Druid, Ranger or Warblade.
Level Adjustment: +1

Illumian
+2 to any one ability score of your choice: illumians share the flexibility and varied nature of their human cousins.
Medium size
Base Land Speed: 30ft
Humanoid (human) type
Final Utterance (Ex): When an illumian dies, her body releases the stored Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables – usually gibberish, but occasionally a prophetic phrase or final curse on the illumian's enemies. The illumian's body need not be intact for the final utterance to occur.
Glyphic Resonance (Ex): Illumians possess a -4 racial penalty on saving throws against all spells with the words “glyph”, “rune”, “sigil” or “symbol” in their name if the spell's caster level is higher than the illumian's character level. Illumians with a character level equal to or greater than the caster level of such spells are instead immune to their effects.
Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing light equal to that of a candle. An illumian can make their sigils disappear with a moment's concentration (a standard action), but whilst their sigils are suppressed, the illumian loses the benefits provided by their Power Sigils and Power Word racial traits. Restoring the sigils to visibility and functionality is a swift action.

Luminous Sigils, Power Sigils and Power Words are insubstantial and disappear into any matter they touch. An illumian's Sigils and Words remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change.
Power Sigils (Su): Illumians choose one of the following benefits at 1st level, and a second upon taking their 2nd level in any one class. The bonuses provided by an illumian's Power Sigils increase to 2 when she learns her second sigil. Furthermore, the combination of sigils an illumian selects grants them additional benefits based on the Power Word they form (see Power Words, below).
Aesh (Vigour): The illumian gains a +1 racial bonus on Strength checks and Strength-based skill checks.
Faur (Insight): The illumian gains a +1 racial bonus on Wisdom checks and Wisdom-based skill checks.
Hoon (Life): The illumian gains a +1 racial bonus on Constitution checks, Constitution-based skill checks and gains 1 additional hit point per Hit Die.
Naen (Mind): The illumian gains a +1 racial bonus on Intelligence checks and Intelligence-based skill checks.
Uur (Grace): The illumian gains a +1 racial bonus on Dexterity checks and Dexterity-based skill checks.
Vaul (Soul): The illumian gains a +1 racial bonus on Charisma checks and Charisma-based skill checks.
Power Words (Su): Upon learning her second Power Sigil, an illumian gains one of the following benefits based on which two sigils she knows.
Aeshoon: As a swift action, the illumian can add her Fortitude save bonus to weapon damage rolls as a competence bonus. This benefit lasts until the start of her next turn.
Aeshuur: As a swift action, the illumian can improve the critical threat range of her weapons by an amount equal to her Dexterity bonus. This benefit lasts until the start of her next turn, and is applied after Improved Critical, the keen weapon property, and similar bonuses.
Fauraesh: The illumian can use her Strength score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Strength score in place of any or all of the ability scores used by those classes for this purpose.
Fauruur: The illumian can use her Dexterity score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Dexterity score in place of any or all of the ability scores used by those classes for this purpose.
Hoonfaur: Any time the illumian is healed of hit point damage, or heals another creature of hit point damage, she adds her Constitution bonus to each die roll when determining the total number of hit points healed.
Hoonvaul: When the illumian makes a turn undead attempt, rebuke undead attempt, or uses the lay on hands class feature, every 2 points of turning damage or healing are instead worth a number of points equal to her Constitution bonus (minimum 2).
Naenaesh: The illumian can expend a spell slot or prepared spell of any level as a swift action to gain an insight bonus on weapon attack rolls and damage rolls, and on the save DCs of her martial maneuvers equal to the level of the spell expended until the start of her next turn.
Naenhoon: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Fortitude saving throws equal to the level of the spell expended until the start of her next turn.
Naenfaur: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Will saving throws equal to the level of the spell expended until the start of her next turn.
Uurhoon: As an immediate action, the illumian can add her Fortitude save bonus as a dodge bonus to her AC until the start of her next turn.
Uurnaen: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Reflex saving throws equal to the level of the spell expended until the start of her next turn.
Vaulaesh: As a swift action, the illumian can add her Charisma bonus to weapon attack rolls as an insight bonus, in addition to her Strength or Dexterity bonus. This benefit lasts until the start of her next turn.
Vauluur: As a swift action, the illumian can expend a bardic music or turn undead use to cause her attacks to open up vulnerabilities in creatures until the start of her next turn. Any creature she successfully damages in this time must make a Fortitude save (DC 10 + half the illumian's Hit Dice + the illumian's Cha modifier) or lose the immunity to critical hits and precision damage (such as sneak attacks) provided by their creature type until the start of the illumian's next turn. This ability only suppress immunities granted by creature type – a creature with immunity to critical hits or precision damage from another source retains that immunity.
Vaulnaen: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Charisma-based skill checks equal to the level of the spell expended for 1 minute.
Vaulfaur: As a swift action, the illumian can expend a bardic music or turn undead use to empower the next spell she casts. As a free action, the illumian expends 2 uses of bardic music or turn undead per level of the spell she intends to cast in order to increase the spell's save DC by her Charisma bonus.
Shadow Heritage (Ex): Illumians have a +2 racial bonus on saving throws against shadow effects.
Superior Literacy (Ex): Illumians are always literate, regardless of their class. Speak Language is always considered a class skill for illumians, regardless of class. Furthermore, illumians have a +1 racial bonus on Decipher Script and Truespeak checks. This bonus increases by 1 at 5th level and every 5 levels thereafter.
Automatic Languages: Common, Illumian. Bonus Languages: Any non-secret.
Favoured Class: Bard, Factotum or Wizard.

Karsite
+2 Constitution, +2 Charisma, +2 to any one ability score: karsites are hardier and more compelling than normal humans, and just as adaptable. A karsite can use their variable ability score bonus to further improve her racial bonus to Constitution or Charisma.
Medium size
Base Land Speed: 30ft.
Humanoid (human) type
Adaptable (Ex): Karsites select one extra feat at 1st level.
Magical Void (Ex): Karsites possess damage reduction 5/magic, and spell resistance equal to 10 + their character level. However, they are utterly incapable of casting arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use spell-like abilities, supernatural abilities, martial maneuvers, psionic powers, soulmelds and magic items normally.
Mastered Secrets (Ex): At 1st level, a karsite chooses whether to gain a +1 bonus to their effective binder level, initiator level, manifester level or meldshaper level.
Skilled (Ex): Karsites gain 4 bonus skill points at 1st level, and an additional bonus skill point each level thereafter.
Spellfuel (Su): When a spell fails to overcome a karsite's spell resistance, they may choose to recover 2 hit points per level of the spell, or reduce the recharge time of a vestige-granted ability that requires 5 rounds between uses by 1 round per 4 levels of the spell.
Automatic Languages: Common. Bonus Languages: Any non-secret.
Favoured Class: Binder, Crusader or Incarnate.
Level Adjustment: +2

Killoren
+2 to any one ability score of your choice: killoren are nature's answer to the rising tide of civilisation, and it demands that they adapt and survive.
Medium size
Base Land Speed: 30ft.
Fey type
Low-Light Vision (Ex): Killoren can see twice as far as a human in areas of poor illumination.
Fey Puissance (Ex): Killoren are filled with the fey power of nature. They are immune to magic sleep effects, and gain a +2 racial bonus on saves against enchantment spells or effects. In addition, they increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
Aspect of the Ancient (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Intelligence. In addition, each point of essentia invested in the ability allows her to use entangle as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
Aspect of the Destroyer (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength. In addition, each point of essentia invested in the ability allows her to smite an enemy of nature once per encounter. When making a such a smite attack, the killoren adds her Wisdom bonus to her attack roll, and deals an extra point of damage per Hit Die. This smite only functions against aberrations, constructs, humanoids, oozes, outsiders and undead. If the killoren smites a creature that is not of one of the listed types, the smite is still used up, though she gains no benefit from it.
Aspect of the Hunter (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Dexterity and the scent ability. In addition, each point of essentia invested in this ability grants the killoren a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.
Aspect of the Warden (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Constitution and Stand Still as a bonus feat. In addition, each point of essentia invested in this ability increase the number of attacks of opportunity the killoren can make per round by 1.
Natural Talent (Ex): Killoren receive a +1 racial bonus on Knowledge (nature) and Survival checks, and can make Knowledge (nature) checks untrained. These racial bonuses improve by +1 at 5th level and every 5 levels thereafter.
Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Dwarven, Elven, Gnome, Gol-Kaa, Halfling, Ignan, Terran, Tuilvilanuue.
Favoured Class: Barbarian, Druid or Ranger.
Raptoran
+2 Dexterity, +2 Wisdom, -2 Constitution: raptarons are agile, insightful and perceptive, though a hollow-boned body designed for flight leaves them frailer than other races.
Medium size
Base Land Speed: 30ft.
Humanoid (raptoran) type
Gliding (Ex): A raptoran can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40ft (average maneuverability). Even if a raptoran's maneuverability improves, they can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load.

If a raptoran becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. They descend in a tight corkscrew and only take 1d6 points of falling damage, regardless of the actual fall distance.
Flight (Ex): When a raptoran reaches 5 Hit Dice, they gain a flight speed of 40ft (average maneuverability). They cannot fly while carrying a medium or heavy load, or while fatigued or exhausted. At this stage, they can safely fly for a number of consecutive rounds equal to their Constitution modifier (minumum 1). They can fly for up to twice this duration, but become immediately fatigued after doing so, or upon spending 10 minutes total flying in a single day.

Upon reaching 10 Hit Dice, the raptoran's flight becomes as easy as walking or running, and there is no limit to the amount of time they can spend airborne.
Low-Light Vision (Ex): A raptoran can see twice as far as a human in areas of poor illumination.
Masters of Debate (Ex): Raptorans gain a +1 racial bonus on Diplomacy and Sense Motive checks. These racial bonuses increase by +1 at 5th level, and every 5 levels thereafter.
Pact with the Wind-Lords (Ex): Because of ancient pacts with powerful air elementals, raptorans cast spells with the air descriptor at +1 caster level.
Flock (Ex): Each raptoran chooses two of the following flocks to belong to, denoting socio-ethnic groups within raptoran culture.
Hawk: You halve all range penalties on Spot checks and ranged attack rolls. You treat the footbow as a martial weapon rather than an exotic weapon.
Owl: You gain darkvision with a range of 60ft, and gain Greater Low-Light Vision, allowing you to see four times further than a human in areas of poor illumination.
Peregrine: Your base land speed, glide speed and flight speed all increase by 10ft.
Raven: When casting spells with the shadow descriptor, or casting fundamentals or mysteries, you gain a +1 bonus to your caster level and save DCs.
Rock Dove: Whilst on the Material Plane, you can always intuit which direction is North as a free action. In addition, you are immune to the maze spell and any similar effects.
Automatic Languages: Common and Tuilvilanuue. Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc and Sylvan.
Favoured Class: Cleric, Ranger or Swordsage.
Tibbits
Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Strength.
Small size
Base Land Speed: 20ft.
Humanoid (shapeshifter) type
Catwere (Su): A tibbit can adopt the shape of a common house cat at-will as a standard action. This ability functions similarly to adopting an alternate form, save that the tibbit does not adopt the physical ability scores of her alternate form. Instead, whilst in her cat shape, her racial Dexterity bonus increases to +4 and her racial penalty to Strength increases to -8. The tibbit can return to her natural shape with another standard action.
Shape of the Cait Sith (Su): At 5th level, the tibbit gains the ability to adopt the shape of a monstrously large house cat, known as a cait sith, once per day as a standard action. This functions similarly to using alternate form to adopt the shape of a cait sith (see below for statistics), save that the tibbit does not adopt the physical ability scores of her alternate form. Instead, whilst in her Cait Sith shape, her racial Dexterity bonus increases to +8, her racial Strength penalty instead becomes a +4 racial bonus, and she gains a +2 racial bonus to Constitution.

The tibbit can remain in her cait sith shape for up to 1 minute, and can return to her natural or house cat shapes with a standard action. At 10th level, the tibbit can adopt her cait sith shape at-will, and remain in it as long as she desires.
Keen Senses (Ex): Tibbits possess a +2 racial bonus on Listen and Spot checks.
Low-light Vision (Ex): A tibbit can see twice as far as a human in areas of poor illumination.
Automatic Languages: Common, Feline. The Feline language allows tibbits to converse with feline creatures as though using a speak with animals spell. Bonus Languages: Any.
Favoured Class: Bard, Beguiler, Rogue.
Cait Sith
Small Magical Beast
HD 3d10+3 (24 hp)
Speed 40 ft (8 squares); climb 20ft.
Init: +4
AC 16 (+4 Dex, +1 natural, +1 size); touch 15; flat-footed 12
BAB +3; Grp +5
Attack Bite +7 melee (1d4+2)
Full-Attack Bite +7 melee (1d4+2) and 2 claws +5 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Devilcat ferocity, improved grab, pounce, rake 1d4+1
Special Qualities Low-light vision, scent
Saves Fort +4 Ref +7 Will +2
Abilities Str 14, Dex 18, Con 13, Int 3, Wis 12, Cha 15
Skills Balance +12, Bluff +9, Climb +10, Hide +8*, Jump +10, Listen +6, Move Silently +8, Spot +6
Feats Multiattack, Weapon Finesse
Environment Temperate forests or plains.
Organization Solitary or pair.
Challenge Rating 2
Treasure None.
Alignment Chaotic Neutral
Advancement 4-5 HD (Medium)

Combat

Devilcat Ferocity (Ex): A cait sith fights with a shocking ferocity once they are face-to-face with their prey. Cait sith are considered one size category larger when determining their grapple bonus.

Improved Grab (Ex): To use this ability, a cait sith must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a cait sith charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +7 melee, damage 1d4+1.

Skills: Cait sith have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Cait sith have a +8 racial bonus on Balance and Climb checks. A cait sith can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the*Hide*bonus improves to +8.

Edge
2015-03-29, 07:10 AM
Psionic Races

Dromite
+2 Charisma, +2 Dexterity OR Constitution, -2 Strength: Dromites are gregarious, and surprisingly deft or hardy depending on their caste, though their size impedes their physical strength.
Small size
Base Land Speed: 20ft.
Humanoid (insectile, psionic) type
Chitinous Hide (Ex): Dromites possess a +2 natural armour bonus and energy resistance 5 against one of the following energy types: cold, electricity, fire or sonic. The type of energy resistance is chosen at 1st level and cannot be changed thereafter.
Compound Eyes (Ex): Dromites possess a +2 racial bonus on Spot checks. This racial bonus improves by +2 at 5th level, and every 5 levels thereafter.
Naturally Psionic: Dromites gain 1 bonus power point per three character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Knack (Psi): A dromite may spend 1 power point to use energy ray as a psi-like ability. The dromite always deals the kind of energy damage that its Chitinous Hide provides it with resistance to. Manifester level is equal to half the dromite's Hit Dice, unless the dromite possesses levels in a manifesting class that has energy ray on its power list naturally. In such a case, their manifester level for this psi-like ability is equal to their Hit Dice. The save DC is Charisma-based.
Sensitive Antennae (Ex): Dromites possess the scent ability.
Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran, Undercommon
Favoured Class: Crusader, Ranger or Wilder.
Level Adjustment: +0

Duergar
As per the Expanded Psionics Handbook, but modify the racial ability score modifier trait to:
+2 Strength, +2 Constitution, +2 Wisdom, -4 Charisma: Duergar were bred into natural psionic combatants, but their culture has become sullen and mean-spirited.

Also modify the Naturally Psionic racial trait to the following:
Naturally Psionic: Duergar gain 1 bonus power point per two character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Also replace the Psi-Like Abilities racial trait with the Psionic Knack racial trait:
Psionic Knack (Psi): A duergar may spend 1 power point to use expansion or invisibility as a psi-like ability. Manifester level is equal to half the duergar's Hit Dice, unless the duergar possess levels in a manifesting class that has the power in question on its power list naturally. In such a case, their manifester level for that psi-like ability is equal to their Hit Dice.

Also add the following racial trait:
Resilient (Ex): Duergar gain damage reduction 1/- thanks to their hardy nature. This damage reduction increases by 1 at 5th level and every 5 levels thereafter.

Also modify the Favoured Class racial feature to:
Favoured Class: Crusader, Fighter or Psychic Warrior.

Elan
As per the Expanded Psionics Handbook, but modify the the racial ability score modifier trait to:
+2 Constitution, +2 Intelligence OR Wisdom, -2 Charisma: Elans possess hardy bodies and insightful minds, but their new, alien perspectives can be off-putting.

Also modify the the Naturally Psionic racial trait to:
Naturally Psionic: Elans gain 1 bonus power points per two character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Also modify the Favoured Class racial feature to:
Favoured Class: Ardent, Factotum or Psion.

Githyanki
+2 Constitution, +2 Intelligence: Githyanki are hardy, and possess keen minds.
Medium size
Base Land Speed: 30ft.
Humanoid (gith, psionic) type
Darkvision 60ft.
Astral Learning: Githyanki possess a +2 racial bonus on Knowledge (arcana), Knowledge (psionics) and Knowledge (the planes) checks, and may make checks with those skills untrained.
Force of Mind (Su): Every time a githyanki gains psionic focus, they may gain a +2 racial bonus to Strength or Charisma. This bonus lasts until they expend their psionic focus.
Limited Precognition (Su): Githyanki gain a +2 racial bonus on initiative checks.
Naturally Psionic: Githyanki gain 1 bonus power points per two character levels plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Knack (Psi): A githyanki may spend 1 power point to use far hand or psionic daze as a psi-like ability. A githyanki of 3rd level or higher may spend 3 power points to use concealing amorpha as a psi-like ability. Manifester level is equal to half the githyanki's Hit Dice, unless the githyanki possesses levels in a manifesting class that has the power in question on its power list naturally. In such a case, their manifester level for that psi-like ability is equal to their Hit Dice. The save DC is Intelligence-based.
Psionic Inurement (Ex): Githyanki possess a +1 racial bonus on Will saves against psionic powers, and all other mind-affecting effects. This racial bonus increases by 1 at 5th level and every 5 levels thereafter.
Red Dragon Pact (Ex): Githyanki possess a +2 racial bonus on Diplomacy checks against red dragons. Red dragons always possess a starting attitude of indifferent or better in regards to githyanki, unless a given githyanki has given them cause to feel otherwise.
Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Infernal, Undercommon.
Favoured Class: Fighter, Psion or Warblade.
Level Adjustment: +1

Githzerai
+2 Dexterity, +2 Wisdom: Githzerai are agile and centered.
Medium size
Base Land Speed: 30ft.
Humanoid (gith, psionic) type
Darkvision 60ft.
Balance of Zerthimon (Su): Every time a githzerai gains psionic focus, they may gain a +2 racial bonus to Intelligence or Wisdom. This bonus lasts until they expend their psionic focus.
Cloistered in Limbo (Ex) Githzerai possess a +2 racial bonus on Concentration, Knowledge (psionics) and Knowledge (the planes) checks, and may make checks with those Knowledge skills untrained.
Limited Precognition (Su): Githzerai gain a +2 racial bonus on initiative checks.
Naturally Psionic: Githzerai gain 1 bonus power points per two character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Knack (Psi): A githzerai may spend 1 power point to use catfall or psionic daze as a psi-like ability. A githzerai of 3rd level or higher may spend 1 power point to use inertial armour as a psi-like ability. Manifester level is equal to half the githzerai's Hit Dice, unless the githzerai possesses levels in a manifesting class that has the power in question on its power list naturally. In such a case, their manifester level for that psi-like ability is equal to their Hit Dice. The save DC is Wisdom-based.
Psionic Inurement (Ex): Githzerai possess a +1 racial bonus on Will saves against psionic powers, and all other mind-affecting effects. This racial bonus increases by 1 at 5th level and every 5 levels thereafter.
Shifting Steps (Ex): Githzerai may expend their psionic focus once per encounter as a free action to use this ability. If they do so, the first 15ft they move this turn does not provoke attacks of opportunity.
Automatic Languages: Common, Gith. Bonus Languages: Abyssal, Celestial, Draconic, Slaad, Undercommon.
Favoured Class: Ardent, Monk or Swordsage.
Level Adjustment: +1

Half-Giant
As per the Expanded Psionics Handbook, but modify the racial ability score modifiers trait to:
+2 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity: Half-giants are strong, tough and insightful, but their great size hinders their agility.
Also modify the Fire Acclimated racial trait to:
Fire Acclimated (Ex): Half-giants gain Heat Endurance (Sandstorm) as a bonus feat, even if they do not meet the prerequisites. They also gain a +1 racial bonus on saving throws against all fire spells and effects. This racial bonus improves by 1 at 5th level, and every 5 levels thereafter.

Also modify the Naturally Psionic racial trait to:
Naturally Psionic: Half-giants gain 1 bonus power points per two character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Also replace the Psi-Like Ability racial trait with:
Psionic Knack (Psi): A half-giant may spend 1 power point to use stomp as a psi-like ability. Manifester level is equal to half the half-giant's Hit Dice, unless the half-giant possesses levels in a manifesting class that has stomp on its power list naturally. In such a case, their manifester level for this psi-like ability is equal to their Hit Dice. The save DC is Strength-based.

Maenads
+2 to any one ability score: Maenads are flexible and varied in their talents.
Medium size
Base Land Speed: 30ft.
Humanoid (maenad, psionic) type
Absolute Self-Control (Ex): Maenads may expend their psionic focus to re-roll a failed save against any effect that attempts to incite or manipulate their emotions. They also gain a +1 racial bonus on Will saves against mind-affecting spells and effects. This bonus improves by 1 at 5th level and every five levels thereafter.
Born Sailor (Ex): Maenads have a +2 racial bonus on Profession (sailor) and Swim checks.
Naturally Psionic: Maenads gain 1 bonus power point per three character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Knack (Psi): A maenad may spend 1 power point to use energy ray as a psi-like ability. The maenad always deals sonic damage when using this psi-like ability. Manifester level is equal to half the maenad's Hit Dice, unless the maenad possesses levels in a manifesting class that has energy ray on its power list naturally. In such a case, their manifester level for this psi-like ability is equal to their Hit Dice. The save DC is Charisma-based.
Outburst (Ex): Every time a maenad gains psionic focus, they may gain a +2 racial bonus to Strength and Charisma and a -2 racial penalty to Intelligence and Wisdom. These bonuses and penalties last until she expends her psionic focus.
Ordered Emotion (Ex): Maenads may be barbarians even if they are of lawful alignment.
Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin.
Favoured Class: Barbarian, Warblade or Wilder.

Thri-Kreen
+2 Strength, +4 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma: Thri-kreen are in many ways physically superior to humans, but their clutch-based culture results in alien thinking that can make it hard for them to relate to other races.
Medium size
Base Land Speed: 35ft.
Humanoid (insectile, psionic) type
Darkvision 60ft
Chitinous Hide (Ex): Thri-kreen have a +3 natural armour bonus.
Desert Adaptation (Ex): Thri-kreen gain Heat Endurance (Sandstorm) as a bonus feat, even if they do not meet the prerequisites.
Leaping (Ex): Thri-kreen have a +2 racial bonus on Jump checks. This bonus increases by 2 at 5th level and every 5 levels thereafter.
Multiple Limbs: Thri-kreen possess four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.
Natural Armoury (Ex): Thri-kreen possess four primary natural claw attacks that deal 1d4 points of damage and a secondary bite attack that also deals 1d4 points of damage.
Naturally Psionic: Thri-kreen gain 1 bonus power point per three character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Poisonous Bite (Ex): A thri-kreen may expend their psionic focus once per day to add a poison to their natural bite attack. The poison has the following statistics:

Bite, initial damage 1d6 Dex, secondary damage paralysis.

The save DC is equal to 10 + half the thri-kreen's Hit Dice + the thri-kreen's Constitution modifier.
Psionic Knack (Psi): A thri-kreen may spend 1 power point to use chameleon or know direction and location as a psi-like ability. A thri-kreen of 3rd level or higher may spend 1 power point to use metaphysical claw as a psi-like ability, or 3 power points to use concealing amorpha as a psi-like ability. Manifester level is equal to half the thri-kreen's Hit Dice, unless the thri-kreen possesses levels in a manifesting class that has the power in question on its power list naturally. In such a case, their manifester level for that psi-like ability is equal to their Hit Dice.
Weapon Familiarity (Ex): Thri-kreen treat gythkas and chatkchas as martial weapons rather than exotic weapons.
Torpor (Ex): Thri-kreen are immune to magic sleep effects.
Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
Favoured Class: Psychic Warrior, Ranger or Swordsage.
Unlike in the Expanded Psionics Handbook, these revised thri-kreen possess no racial Hit Dice.
Level Adjustment: +2

Xeph
+2 Dexterity, +2 Charisma, -2 Strength: Xephs are quick and gregarious, but physically weaker than humans.
Medium size
Base Land Speed: 30ft.
Humanoid (psionic, xeph) type
Darkvision 60ft
Adoration for Art (Ex): Xephs gain a +2 racial bonus on any one Craft skill and any one Performance skill. These racial bonuses increase by 2 at level 5 and every 5 levels thereafter. A xeph may also reduce the crafting time of wondrous magic items and universal psionic items by one-sixth.
Burst (Su): A xeph can spend 1 power point to put on a burst of speed to increase their speed by 10ft, plus 10ft per four character levels, to a maximum increase of 30ft at 9th level and higher. These bursts of speed are considered a competence bonus to the xeph's base speed. A burst of speed lasts for 4 rounds, plus 1 round per three character levels.
Innate Resistance (Ex): Xephs have a +1 racial bonus on saving throws against powers, psi-like abilities, spells and spell-like effects.
Naturally Psionic: Xephs gain 1 bonus power point per three character levels, plus an additional power point at level 1. This benefit does not allow them to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Hafling, Sylvan.
Favoured Class: Bard, Ranger or Soulknife.

Edge
2015-04-02, 07:25 AM
And a bump for an update.

Changelog:
The water genasi's Tidefury ability has been reworked.
New planetouched race added: the void genasi, inspired by 4e's abyssal-corrupted genasi.
Kalashtar have been reworked to better fit with the psionic race revisions.
Psionic races revised! The dromite, duergar, elan, githyanki, githzerai, half-giant, maenad, thri-kreen and xeph have all received an overhaul to bring them in-line with my other race revisions.

Any thoughts on the internal balance of these races is greatly appreciated.

Amechra
2015-04-02, 10:21 AM
The Planetouched are some of my new favorite things. Now I want to run a game where they and some of the monstrous races are the primary races.

Edge
2015-04-02, 12:04 PM
The Planetouched are some of my new favorite things. Now I want to run a game where they and some of the monstrous races are the primary races.

Your comments warm the cockles of this cold, dead heart. :smallredface:

Amechra
2015-04-02, 01:46 PM
As a caveat to my love and esteem for the races, you shouldn't hand out abilities with uses-per-day based around invested Essentia unless you lock that Essentia into the receptacle. Otherwise, it gets weird and iffy.

Edge
2015-04-02, 02:05 PM
As a caveat to my love and esteem for the races, you shouldn't hand out abilities with uses-per-day based around invested Essentia unless you lock that Essentia into the receptacle. Otherwise, it gets weird and iffy.

In order to deal with this, I've added the following to all such abilities that grant spell-like abilities (even the the fire genasi's at-will produce flame, just for a level of consistency):


Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.

Almarck
2015-04-02, 03:20 PM
Awesome.
My favorite change is giving each race alternate sets of ability scores to pick from and listing 3 favored classes. Mind the,first is almost all important the second is mostly flavor as most gms I know do not follow favored class rules when running 3.5

My only complaint is that you listed out 3 different kinds of lizard folk, yet somehow left out kobolds and gnolls. And even then that's mostly just preference.

Still like the dragon born inclusion. Any chance you'll be adding other races from 4?

Edge
2015-04-02, 03:29 PM
Awesome.
My favorite change is giving each race alternate sets of ability scores to pick from and listing 3 favored classes. Mind the,first is almost all important the second is mostly flavor as most gms I know do not follow favored class rules when running 3.5
Thanks! And yeah, flexible ability scores was one of the later features of 4e that I liked.


My only complaint is that you listed out 3 different kinds of lizard folk, yet somehow left out kobolds and gnolls. And even then that's mostly just preference.
These began as houserules for an Eberron campaign, and the plot led things more to Q'barra than to Droaam. But you're right, these two are pretty common monster races. Consider the challenge accepted!


Still like the dragon born inclusion. Any chance you'll be adding other races from 4?
Can't really remember any more 4e-specific races other than the shardminds (bleh) and the wilden (likely to get folded into the killoren in a possible future Races of the Wild update).

Almarck
2015-04-02, 03:34 PM
Thanks! And yeah, flexible ability scores was one of the later features of 4e that I liked.


These began as houserules for an Eberron campaign, and the plot led things more to Q'barra than to Droaam. But you're right, these two are pretty common monster races. Consider the challenge accepted!


Can't really remember any more 4e-specific races other than the shardminds (bleh) and the wilden (likely to get folded into the killoren in a possible future Races of the Wild update).

Well, thanks for letting me know. It'd be cool if you eventually manage to get all of the "Races of..." races put in. As for 4e races, Eladrin were playable, but then again they are very elf like.

Edge
2015-04-02, 04:48 PM
Well, thanks for letting me know. It'd be cool if you eventually manage to get all of the "Races of..." races put in.
That is the eventual idea. Goliaths, feral garguns, raptorans and killoren, at least. The ones in Races of Destiny didn't excite me much.


As for 4e races, Eladrin were playable, but then again they are very elf like.
And in 3.5 eladrin are the Chaotic Good outsider race to boot. :smalltongue: I don't plan on throwing out the bralani, ghaele et al to shoehorn in the 4e eladrin when the standard elf covers them pretty much fine. Just without the Feywild flavour. Which I will admit, is a loss!

But anyway, enjoy your gnolls and kobolds!

Zireael
2015-04-03, 05:05 AM
Loving these, the only thing I'm not familiar with is the essentia - which book is it from?

Edge
2015-04-03, 05:19 AM
Loving these, the only thing I'm not familiar with is the essentia - which book is it from?

Magic of Incarnum. Soul fuel for your chakra-bound soulstuff constructs, essentially.

... That joke was not intentional, but it was so bad I'll see myself out.

Edge
2015-04-04, 09:32 AM
Bump for updates!

Changelog, 2nd April 2015
Gnolls and kobolds added to the list of revised Monstrous Races

Changelog, 4th April 2015
Fey'ri added to the list of Planetouched races
Added full changelog to opening post.

Zale
2015-04-05, 02:10 AM
I love the planetouched races so much.

Just so much. The use of essentia lets you capture some of the otherworldliness of them and also gives them neat racial abilities that offer variety without unbalancing them. I really really like that.

The Fey'ri did give me pause at first, simply because a seventh level spell is a pretty big racial perk. However, each ability is very tempting, and so it'd be hard to choose between flight and cool spell+skill boosts. 1d4 negative levels once or so a day isn't as overwhelmingly frightful as it could be.

Edge
2015-04-05, 02:28 AM
I love the planetouched races so much.

Just so much. The use of essentia lets you capture some of the otherworldliness of them and also gives them neat racial abilities that offer variety without unbalancing them. I really really like that.
Thanks. That was basically the realisation I had when the idea hit me as some ungodly hour at night. :smalltongue:


The Fey'ri did give me pause at first, simply because a seventh level spell is a pretty big racial perk. However, each ability is very tempting, and so it'd be hard to choose between flight and cool spell+skill boosts. 1d4 negative levels once or so a day isn't as overwhelmingly frightful as it could be.
Neither of the spell-like abilities the fey'ri have access to are 7th level. :smallconfused:

Alter self is a (very potent) 2nd level spell, and enervation is a 4th level spell. Maybe you were thinking of energy drain, which is 9th level?

Zale
2015-04-05, 03:13 AM
Neither of the spell-like abilities the fey'ri have access to are 7th level. :smallconfused:

Alter self is a (very potent) 2nd level spell, and enervation is a 4th level spell. Maybe you were thinking of energy drain, which is 9th level?

Oh I'm sorry, midnight memory lapse there. My brain mixed up the level wizards get the spell and the actual spell level. :smallredface:

Fizban
2015-04-05, 04:31 AM
Also dig the planetouched, I like both them and incarnum and these are good. As usual any homebrew using essentia is vastly more powerful than the existing soulmelds because you have to try to suck that hard (and they did try very hard, creating massively front-loaded system with no endgame). I don't think I could run an incarnum character without re-writing the soulmelds anyway though, I don't mind using 'brew with 'brew.

I was thinking Poison Dusk lizardfolk were behind, but after a couple rereads I guess the aren't really. The Dragonborn on the other hand disagree with me. Extra healing from any effect is cool (did you get that from the soulmeld?), and I wouldn't want to scale the attack bonus either, but with all the other races feeling properly 3.5, an encounter based racial breath weapon sticks out like a sore thumb. Dragons breathe every 1d4 rounds, and as much as I may hate the fluff and variable energy on the RoD dragonborn it did get that right. I think the reason most people like breath weapons is that even with a cooldown it still feels like a completely at-will ability, and putting a /encounter tag on it completely destroys that. I'd even prefer /hour since there are actually monsters with /hour breath weapons. That said, I'm also a 4e hater and recently watched a 5e game where the dragonborn's (1/encounter) breath weapon was hyped before proving useless, so anything that looks like either is going to look bad to me.

Moving back up, poor Half-Elves always get the shaft. That is to say, bonuses on skills you have no ranks in don't work. I tried the do-everything bard once (Bardic Knack+ Dilettante feat I think?) but even at low levels when it should have the best chance it wasn't very effective. I'd recommend allowing the bonus on any skill you simply don't have max ranks in, or skills with no more than 1/2 max. That way you can spread your skill points around and use the bonus to get much closer to good in multiple areas, rather than doing something worse than a 2nd level NPC would.

Positive ending: much good, very wow. Bookmarked. Seriously though, stuff like the dwarves' DR, elves' AC bonus, and half-orc's initiative bonus please me way more than they should. Those work a lot better at defining the races than +dex or con do since they're actual bonuses you can't get elsewhere, while still leaving room form other characters to match or exceed it if they're trying hard. Measurably better at stuff as a race while still requiring natural ability and effort to create masters is what fantasy races are supposed to do. It's funny since I'm normally mad that X race has a monopoly on maxing out a certain ability score and being the best at a class, and this just shifts the targets. But even if elves can get the best AC and dwarves can get the most DR, classes don't require those stats to function and most people don't try max AC build.

Okay dwarves now have a monopoly on DR builds (without essentia or cybernetics), but there's only one class I know of with DR to match the Dwarven Defender anyway and it's hidden in the faction chapters of Oriental Adventures so that's not really a change.

Dead_Jester
2015-04-05, 09:44 AM
Okay dwarves now have a monopoly on DR builds (without essentia or cybernetics), but there's only one class I know of with DR to match the Dwarven Defender anyway and it's hidden in the faction chapters of Oriental Adventures so that's not really a change.

Ah yes, the old Crab Clan Hida Defender :smalltongue:

But overall Edge, really good work on this, it really helps to define what the races are about, far more than any +2 to a stat could. It's also nice to see some love for the more minor races that never get developed!

I also found a little copy-paste mistake: in the Maenad's Psionic Knack, there is a mention of the Dromite (but it's not like we don't understand what you're referring to!)

Edge
2015-04-06, 08:15 AM
Oh I'm sorry, midnight memory lapse there. My brain mixed up the level wizards get the spell and the actual spell level. :smallredface:

It's cool, brainfarts happen to all of us. :smallcool:


The Dragonborn on the other hand disagree with me. Extra healing from any effect is cool (did you get that from the soulmeld?), and I wouldn't want to scale the attack bonus either, but with all the other races feeling properly 3.5, an encounter based racial breath weapon sticks out like a sore thumb. Dragons breathe every 1d4 rounds, and as much as I may hate the fluff and variable energy on the RoD dragonborn it did get that right. I think the reason most people like breath weapons is that even with a cooldown it still feels like a completely at-will ability, and putting a /encounter tag on it completely destroys that. I'd even prefer /hour since there are actually monsters with /hour breath weapons. That said, I'm also a 4e hater and recently watched a 5e game where the dragonborn's (1/encounter) breath weapon was hyped before proving useless, so anything that looks like either is going to look bad to me.
It's no different than the lizardfolk or goblinoids getting a maneuver 1/encounter if they don't go martial adept. Plus, I've already given them some prestige class support to help them get their breath on - check out the ormrbrud heir in my sig.


Moving back up, poor Half-Elves always get the shaft. That is to say, bonuses on skills you have no ranks in don't work. I tried the do-everything bard once (Bardic Knack+ Dilettante feat I think?) but even at low levels when it should have the best chance it wasn't very effective. I'd recommend allowing the bonus on any skill you simply don't have max ranks in, or skills with no more than 1/2 max. That way you can spread your skill points around and use the bonus to get much closer to good in multiple areas, rather than doing something worse than a 2nd level NPC would.
This has gotten me thinking. I'll tweak the numbers, and maybe also give the half-elc their choice of a maneuver 1/encounter or a can trip at-will, all disciplines and spell lists open.

Positive ending: much good, very wow. Bookmarked. Seriously though, stuff like the dwarves' DR, elves' AC bonus, and half-orc's initiative bonus please me way more than they should. Those work a lot better at defining the races than +dex or con do since they're actual bonuses you can't get elsewhere, while still leaving room form other characters to match or exceed it if they're trying hard. Measurably better at stuff as a race while still requiring natural ability and effort to create masters is what fantasy races are supposed to do.[/QUOTE]
That's the idea!


But overall Edge, really good work on this, it really helps to define what the races are about, far more than any +2 to a stat could. It's also nice to see some love for the more minor races that never get developed!

I also found a little copy-paste mistake: in the Maenad's Psionic Knack, there is a mention of the Dromite (but it's not like we don't understand what you're referring to!)
Thanks for the catch, I'll get it fixed.

Question for the thread: "lesser" illithid - Monstrous Race or Psionic Race?

Amechra
2015-04-06, 02:36 PM
Why not both? A choice between starting with Mind Thrust or a Sleeping Goddess maneuver might be interesting.

Edge
2015-04-07, 03:33 PM
Why not both? A choice between starting with Mind Thrust or a Sleeping Goddess maneuver might be interesting.

I meant purely which post to add them to. :smalltongue:

Changelog
Feral garguns and goliaths added to the list of Other Races.
Lesser illithids added to the list of Monstrous Races.

Fizban
2015-04-09, 05:28 AM
It's no different than the lizardfolk or goblinoids getting a maneuver 1/encounter if they don't go martial adept. Plus, I've already given them some prestige class support to help them get their breath on - check out the ormrbrud heir in my sig.
The difference is that martial maneuvers are already 1/encounter abilities, while breath weapons are (in all 3.x I'm aware of) always based on objective time. Weather it's a dragon's 1d4 rounds, a behir's 1/minute, a dragonfire adept's 1/round, or others at 1/hour and 1/day, breath weapons never use encounters. Encounter based abilities didn't show up until well after breath weapons had defined themselves. I'm not surprised they do in later editions, and I'll fully admit that you can make a better argument for bodily rhythm and short rest periods applying more to breath weapons than anything else, but for a hardcore 3.x'er like myself having one specific race who's most defining trait is fundamentally different than the same trait on dozens of monsters sticks out. It just doesn't look like a breath weapon to me*. I consider fidelity to breath weapons more important than mirroring the other races in this aspect, so unless you can find a solid mechanical balance reason for 1/encounter rather than 1/minute or even 1/5 minutes (ugh, nothing uses /5 minutes, so transparent, go to at least 10), you'll just have to accept that you're never convincing me :smallbiggrin:

(Haven't read the Ormbrund Heir in full yet but a quick search says the only breath weapon upgrades are a size increase, with incidental con bonuses. It looks like a good PrC but it doesn't fix the issue I have with the race itself.)

*I don't really like the damage expression either, but incorporating ability scores is a good way to allow damage bonuses, and frontloading it lets you match the other racial 1/5 level progressions so I can accept it for breaking the mold there. Damage doesn't define the nature of an ability nearly as much as frequency of use.

Edge
2015-04-09, 06:51 AM
I consider fidelity to breath weapons more important than mirroring the other races in this aspect, so unless you can find a solid mechanical balance reason for 1/encounter rather than 1/minute or even 1/5 minutes (ugh, nothing uses /5 minutes, so transparent, go to at least 10), you'll just have to accept that you're never convincing me :smallbiggrin:
Fair enough. I consider giving a race an ability that potent usable every 1d4 rounds or similar at LA +0 hilariously overpowered, but different strokes for different folks.


(Haven't read the Ormbrund Heir in full yet but a quick search says the only breath weapon upgrades are a size increase, with incidental con bonuses. It looks like a good PrC but it doesn't fix the issue I have with the race itself.)

The initial breath weapon upgrade available switches it to a 1d4 round recharge.

Edge
2015-05-18, 03:04 PM
Bump for an update!

Changelog
The half-elf's Dilettante ability has been replaced with Dabbler, and they now also gain their choice of the Arcane Dilettante or Martial Dilettante traits.
Raptoran and Killoren added to the list of Other Races.

If anyone following this thread has any ideas or requests for races they'd like to see revised, I'd love to hear them, as I'm a bit out of ideas at the moment.

Amechra
2015-05-18, 08:34 PM
Can you do the Synads from Complete Psionic? I think an approach like the Killoren would work better than approaching them as a Psionic race.

Off the top of my head:

The Overmind would boost Int.
The Oracle would boost Wis.
The Collective would boost Cha.



Other than that, I kinda want to see you do the Uldra (Frostburn), Asherati (Sandstorm), Darfellan (Stormwrack), and any of the Planetouched races (http://www.minmaxboards.com/index.php?topic=2659.0) you haven't done yet (more accurately, I want to see the Zenythri, Chaonds, and the Para-Genasi, but I'll be happy if you want to do the others.)

Edge
2015-12-18, 05:19 PM
Well, after having an ongoing health issue resolved through surgery (still recovering at the moment) and a reminder and request about this project via PM, I hereby bump this thread with an update!

Changelog
Illumian and Karsite added to the list of Other Races.


Can you do the Synads from Complete Psionic? I think an approach like the Killoren would work better than approaching them as a Psionic race.

Off the top of my head:

The Overmind would boost Int.
The Oracle would boost Wis.
The Collective would boost Cha.
These guys are going to be a challenge. Essentia doesn't feel quite right for them. Maybe floating ability score bonuses assigned when they gain psionic focus like the gith. Hmm. I'll have to think on it.


Other than that, I kinda want to see you do the Uldra (Frostburn), Asherati (Sandstorm), Darfellan (Stormwrack), and any of the Planetouched races (http://www.minmaxboards.com/index.php?topic=2659.0) you haven't done yet (more accurately, I want to see the Zenythri, Chaonds, and the Para-Genasi, but I'll be happy if you want to do the others.)
Whilst I have Frostburn, I'm going to have to beg, borrow or steal Sandstorm and Stormwrack from a friend. The asherati in particular will be a challenge, as I remember being particularly unexcited about them. Chaonds and Zenythri are eminently doable, though I'll admit to being wary about tackling the para-genasi: coming up with 3 unique essentia receptacles for that many races with such a narrow power focus would be difficult.

Valerem
2015-12-19, 06:17 AM
Whilst I do love the change and flexibility, why did you increase the LA of the Karsite? As far as I can see, you've never actually increased a race's LA before, so what made the Karsite special/powerful enough to do so?

Have to say tho, I LOVE the Illumian class, the flexibility in the signals now is even more amazing than before! Aeshoon is amazing on the standard full BAB type. Through I have to wonder if its the base save of your fortitude, or the entire save? If your playing a Paladin, that's basically letting you add Con & Charisma to damage as a swift action, that's rather insane ability...

Aeshuur is amazing for crit-seekers, which often use stuff like weapon finesse, so have high dex. Fauraesh lets you play the Almighty Muscle Wizard (http://41.media.tumblr.com/fdd663eb6a71d57210dc0a7048748521/tumblr_mk2u2wajSg1qj2nqso1_500.jpg), whilst Fauruur lets you play 'Can't Touch This'. Hoonvaul is fricking insane. You either become a Undead Killing Monster, or become an unkillable tank (it works with Touch of Vitality as well, right?), honestly I think its a bit OTT. Turn it into every 2 points turns into your con bonus - min 2 - and it'll still be a very powerful ability, but not quite as insane.

Hoonfaur lets you become a pretty good healer especially at low levels. It doesn't quite scale that well however (+10 HP is amazing low-level, not so much mid-high level), so maybe you should have it apply per dice of healing or something? That gives it a lot more scaling. Allows something like cure Critical Wounds to REALLY cure critical wounds.

The three Naen abilities are a bit eeeh. Okay, its not bad, and it lets you burn lower level spells for pretty useful bonuses, but they aren't THAT good. I can see why through, considering Naen gives you the highest bonuses to skills out there. Uurhoon is pretty damn neat, a very strong bonus to AC. People woild probably prefer Aeshoon, but I can see Uurhoon getting some use. Vaulaesh is just AMAZING for a Paladin. (No need to play a Bardadin and go Snowflake Wardance!), and for a Bard. Wonder if it stacks with Snowflake Wardance...

Vauluur... I'm mixed it. Allowing crits and sneak attack on undead and construct.... eh, that's the most campaign specific. Its a great ability, don't get me wrong, but I think its a bit too limited, as there is TONS of creatues immune to both from type alone. Oozes and Plants spring to mind. Vaulfaur is pretty insane through. Increase a DC by Cha? If your a bard, your gonna have high Cha already, so that really hurts! Not to mention turn undead is based on Cha, so burning one of them is likely going to get you a good +2/3 bonus, might be a bit too powerful honestly... but its not the worse ability you've had.

Edge
2015-12-19, 06:52 AM
Whilst I do love the change and flexibility, why did you increase the LA of the Karsite? As far as I can see, you've never actually increased a race's LA before, so what made the Karsite special/powerful enough to do so?
Uh... they're listed as +2 LA in my copy of Tome of Magic.


Have to say tho, I LOVE the Illumian class, the flexibility in the signals now is even more amazing than before! Aeshoon is amazing on the standard full BAB type. Through I have to wonder if its the base save of your fortitude, or the entire save? If your playing a Paladin, that's basically letting you add Con & Charisma to damage as a swift action, that's rather insane ability...
The intent was base Fort save plus Con modifier. I forgot about the niche case of the paladin's saves. I'll need to think how to reword it.


Hoonvaul is fricking insane. You either become a Undead Killing Monster, or become an unkillable tank (it works with Touch of Vitality as well, right?), honestly I think its a bit OTT. Turn it into every 2 points turns into your con bonus - min 2 - and it'll still be a very powerful ability, but not quite as insane.
Good call.


Hoonfaur lets you become a pretty good healer especially at low levels. It doesn't quite scale that well however (+10 HP is amazing low-level, not so much mid-high level), so maybe you should have it apply per dice of healing or something? That gives it a lot more scaling. Allows something like cure Critical Wounds to REALLY cure critical wounds.
My concern was having it scale up too well. I'll change it to one of the ability bonuses per die.


The three Naen abilities are a bit eeeh. Okay, its not bad, and it lets you burn lower level spells for pretty useful bonuses, but they aren't THAT good. I can see why through, considering Naen gives you the highest bonuses to skills out there.
Possibly an overreaction to the power of the in-book krau-based Power Words on my part.


Uurhoon is pretty damn neat, a very strong bonus to AC. People woild probably prefer Aeshoon, but I can see Uurhoon getting some use. Vaulaesh is just AMAZING for a Paladin. (No need to play a Bardadin and go Snowflake Wardance!), and for a Bard. Wonder if it stacks with Snowflake Wardance...
It does.


Vauluur... I'm mixed it. Allowing crits and sneak attack on undead and construct.... eh, that's the most campaign specific. Its a great ability, don't get me wrong, but I think its a bit too limited, as there is TONS of creatues immune to both from type alone. Oozes and Plants spring to mind.
I'll expand it to any creature with immunity from their type, then.


Vaulfaur is pretty insane through. Increase a DC by Cha? If your a bard, your gonna have high Cha already, so that really hurts! Not to mention turn undead is based on Cha, so burning one of them is likely going to get you a good +2/3 bonus, might be a bit too powerful honestly... but its not the worse ability you've had.
Could change it to 1 bardic music or turn undead use per level of the spell so you have to invest more to boost your really nasty save-or-sucks/save-or-dies.

Valerem
2015-12-19, 07:52 AM
Uh... they're listed as +2 LA in my copy of Tome of Magic.

... Ooops, it is LA +2. My bad. ^_^'


The intent was base Fort save plus Con modifier. I forgot about the niche case of the paladin's saves. I'll need to think how to reword it.

Not to mention stuff like Cloak of Resistance would upgrade your damage as well. 25k of +5 to all saves and +5 to damage is kinda OP. So limiting it to base Fort + Con works for me. Still rather strong, but I like it. Its meant to be strong


Good call.

My concern was having it scale up too well. I'll change it to one of the ability bonuses per die.

Thank you!

And yes, one of the ability bonuses per die make its scale still, but makes sure its not overly powerful. If its a flat amount (like Heal), then maybe you should do both still?



Possibly an overreaction to the power of the in-book krau-based Power Words on my part.

Fair enough!


I'll expand it to any creature with immunity from their type, then.

Yeah, that makes it a LOT more worth taking. Makes it a LOT easier for crit & sneak-attack builds. Admittedly, I don't think you'll be the one doing either of those, as neither turn-undead or bardic music really goes well with crit & sneak-attack, but it really helps your party-buffing.


Could change it to 1 bardic music or turn undead use per level of the spell so you have to invest more to boost your really nasty save-or-sucks/save-or-dies.

Hmmm... make it per 2 levels of the spell. Making it per 1 level of the spell makes it a bit hard for some pretty strong for level 4-5 spells, yet still makes you pay quite a few resources for the real powerful 6-9 spells.

Edge
2015-12-21, 05:03 PM
And another bump for another update.

Changelog
Chaond and zenythri added to the list of Planetouched Races.
The aasimar and tiefling now gain scaling energy resistances for investing essentia in any of their racial essentia receptacles, to match their new chaotic and lawful cousins.
The Illumian's Hoonfaur, Vauluur and Vaulfaur Power Sigils have been updated as per thread suggestions.

Valerem
2015-12-22, 05:42 AM
Why does the Chaond have two receptacle's that increase its Cha by 2? Each other class has a different increase. In fact, why do they have four receptacles? The other planetouched races only have 3.

The Zenythri says 'usual capacity for the tiefling'. But apart from that, their very nice.

Hoonfaur and Vauluur is good. Vaulfaur... I think you misunderstood what I meant. I was talking about 1 BM/TU per 2 spell levels, not the other way around. Its a bit too expensive currently, especially as you'll likely be using BM/Tu for other means.

tsj
2015-12-22, 05:42 AM
really nice.

My favorite race is the orcs so I am really liking that orcs and half orcs are no longer heavily nerfed compared to other races.

Until now I have been using the orc race from the warcraft d20 rpg that it also not nerfed and therefore balanced with humans and other races, in warcraft the orcs gain a racial ability to rage.

It seems the pathfinder SRD also balanced the orc and half orc races.

I have always felt that it was unfair that orcs in the SRD, standard 3.0 and 3.5 D&D rules got more stats decreases than increases.

Edge
2015-12-22, 08:34 AM
Why does the Chaond have two receptacle's that increase its Cha by 2? Each other class has a different increase. In fact, why do they have four receptacles? The other planetouched races only have 3.
To encourage chaonds to take the more chaos-leaning bard and sorcerer classes. Also, they get 4 receptacles because it A) let me cover all the "natural", non-death slaadi, and B) helps demonstrate their chaotic nature by breaking one of the rules I've established for the other planetouched.


The Zenythri says 'usual capacity for the tiefling'. But apart from that, their very nice.
Copying error, will fix.


Hoonfaur and Vauluur is good. Vaulfaur... I think you misunderstood what I meant. I was talking about 1 BM/TU per 2 spell levels, not the other way around. Its a bit too expensive currently, especially as you'll likely be using BM/Tu for other means.
That'd be far too low a cost, given how plentiful bardic music and turn undead can be (nightsticks anyone?).

Valerem
2015-12-23, 05:16 AM
Nightstick abuse is one of the oldest and most well-known tricks in the book. So much so that almost everyone in existence wields the ban-hammer against them with extreme prejudice. Honestly I think your going completely and utterly overkill with the cost. If you think what I'm suggest is too cheep, how about a compromise and simply make it a 1:1 relation? Bardic Music itself is a pretty damn powerful effect, and Turn Undead has a lot of competition already...

Edge
2016-01-07, 09:16 AM
Changelog
Tibbits (*sigh* :smalltongue:) added to the list of Other Races at the request of the DM of a PBP I'm in.

Valerem
2016-01-08, 07:49 AM
Of course the Tibbits get added, XD

Surprised at the loss of Darkvision, but I have to admit, I LOVE the alternative Cat-Sith transformation. Really fits the fact that your growing as a being and learning how to better harness your innate skill and ability.

EdroGrimshell
2016-03-11, 03:14 PM
Would you do requests for Homebrew races? Such as my Tsora (http://www.giantitp.com/forums/showthread.php?416339-Tsora-V-3-0), N'mak (http://www.giantitp.com/forums/showthread.php?312505-N-mak-a-Race-of-Heavy-Lifters), and Zshar (http://www.giantitp.com/forums/showthread.php?193627-When-mages-decide-to-make-alchemy-a-race-3-5-Race) races? Or the Taklobo (http://www.giantitp.com/forums/showthread.php?289947-Taklobo-3-5-race-Clam-Folk) made by Admiral Squish?

I'd love to see your take on them.

Valerem
2016-03-12, 05:53 AM
... I'm pretty sure homebrew races are up to the creators.