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LoyalPaladin
2015-12-29, 06:27 PM
Salutations, friends!

I'm looking for a little help balancing and putting together some custom races. Please tear into them and let me know what you think!

I'm looking for all the races without level adjustment to get a net gain of two ability points (Example: +2 Str, +2 Con, -2 Int).

For races with level adjustment, their ability gains/losses and racial features should justify their level adjustment, but I'm definitely not against raising or lowering any of the level adjustments. For some of the basic races (dwarves, elves, humans, etc.), however, I won't budge on LA +0. Can you imagine having an LA +3 human?

I've still got some descriptions to clean up, such as the Push ability.

Standard Races

Background:
Changelings are one of the few races that call the great desert home. While the Minos and Lupine decided on a peaceful lifestyle centered on caravanning, the Changelings decided to hole up in impenetrable fortresses made of anything they could find. They are not without reason though, Changelings often trade with the roaming clans and offer refuge for spare coin or gizmos.

Target:
The changelings are a very Borderlands/Mad Max sort of race, mostly relying on physical combat and using their shifting ability to be able to endure the intense heat. They should be physically beefy, cunning, but not entirely open to reason.

Racial Traits:
+2 Int, +2 Con, and -2 Wis.
Size: Medium
Land speed 30
Changelings have Disguise Self as an at-will ability.
Natural Linguist: Changelings add Speak Language and Disguise to their list of class skills for any class they adopt. Changelings also begin speaking an extra language of their choice.
+2 racial bonus on Bluff, Disguise, and Sense Motive checks.
+2 racial bonus on fortitude saves.
Automatic Languages: Common
Favored Class: Any



Background:
Dwarves are the masters of mining and the essence of true brotherhood. While the other races pandered about and delayed during the time of the rising cities, the dwarves spearheaded the movement to raise the cities into the sky. While they are natural miners, dwarves have also become the leading race in terms of techno-magical development.

Target:
These are dwarves. There isn't a lot to add to that sentence. Consider them your bearded Scottish companion with an axe that likes to drink a little bit too much.

Racial Traits:
+2 Con, +2 Wis, -2 Cha.
Medium: As Medium creatures, Dwarves have no special bonuses or penalties due to size.
Land speed 20.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common & Dwarven.
Favored Class: Fighter



Background:
High Elves are refined and highly intelligent creatures. They exclusively live on the floating cities and are closely related to the Wood Elves on the surface below, originating from the same race known as the Alph in the beginning days of Salvus.

Target:
High Elves are refined and highly intelligent creatures. They are the refined cousin of the wood elf and are primarily city dwellers.

Racial Traits:
+2 Dex, -2 Con, +2 Int..
Medium: As Medium creatures, Wood Elves have no special bonuses or penalties due to size.
Land speed 30.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Low-Light Vision
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks.
An elf 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.
Automatic Languages: Common & Elven.
Favored Class: Wizard



Background:
Wood Elves are a resourceful surface dwelling relative of the High Elf. What they lack in intellect when stacked against their city dwelling relative, they make up for in strength. Wood Elves live in the southern forest alongside Ellis, Orcs, and Humans. Surprisingly, all these races tend to get along perfectly.

Target:
Wood Elves are a resourceful surface dwelling relative of the High Elf. What they lack in intellect when stacked against their city dwelling relative, they make up for in strength.

Racial Traits:
+2 Str, +2 Dex, and -2 Int.
Medium: As Medium creatures, Wood Elves have no special bonuses or penalties due to size.
Land speed 30.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Low-Light Vision
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks.
An elf 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.
Automatic Languages: Common & Elven.
Favored Class: Ranger



Background:
The original natives to the southern forest, Ellis are small humanoids that are nimble and crafty. Despite their natural talent for being sneaky, most Ellis are good natured and leave travellers be. Get on their bad side, however, and you’ll find yourself picked clean of gold, food, and the very shirt of your back.

Target:
These are like a more tolerable kender. They're scaled down humans that can't help but play pranks on unsuspecting travelers!

Racial Traits:
+4 Dexterity and -2 Strength.
Size: Small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.)
Land speed 20.
Racial Feats: Improved Initiative
Skills: Ellis have a +2 racial bonus on Survival, Hide, and Move Silently checks.
Racial Features: Scent
Automatic Languages: Common
Favored Class: Rogue



Background:
Humans are resourceful and versatile, finding their place in almost any community. When they coined the term “to each their own”, they were probably talking about humans.

Target:
Humans are resourceful and versatile, finding their place in almost any community. When they coined the term “to each their own”, they were probably talking about humans.

Racial Traits:
+2 to any one ability score. Humans are versatile creatures that will not be weighed down by stereotypes.
Medium: As Medium creatures, Humans have no special bonuses or penalties due to size.
Land speed 30.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Gain proficiency with any one weapon at level 1.
Automatic Languages: Common.
Favored Class: Any



Background:
Lupine are the nomadic trader race of the great desert. They have a love of the extra-ordinary and make excellent traveling companions. Great at foraging and tracking, the Lupine are also born adventurers with no fear of the abnormal.

Target:
Lupine are the nomadic trader race of the great desert. These are the opposite of the silvestris. They're a nomadic tripe of wolf people.

Racial Traits:
+2 Constitution, -2 Intelligence, +2 Charisma. Durable and likeable, the Lupine can sometimes be a bit uneducated due to their environment.
Medium: As Medium creatures, Lupine have no special bonuses or penalties due to size.
Land speed 30.
Low-Light Vision
Racial Feats: Improved Heat Endurance
Natural Attacks: Bite (1d6 + 1.5x Str Mod)
Skills: Lupine have a +2 racial bonus on Listen, Search, and Spot checks.
Hardy Survivor: Lupine always have Survival as a class skill.
Racial Features: Scent
Automatic Languages: Common and Sylvan.
Favored Class: Ranger



Background:
Orc-Kin are the descendants of primordial orcs. Once an evil barbaric race, the orc-kin have adopted kinder ways. Living among the Wood Elves and Humans of the southern forest, they have integrated into society and left behind their destructive ways.

Target:
These are more like the Goliath race in 3.5. By lore, they matured and moved past the hostile ways of their ancestor, the orc.

Racial Traits:
+4 Str, +2 Con, -2 Int, and -2 Cha.
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to size.
Land speed 30.
Darkvision
Racial Features: Orcish Ancestry, Orc-Kin can wield large weapons with no penalty.
Automatic Languages: Common and Orc.
Favored Class: Barbarian



Background:
Silvestris are the cunning and agile cousins of the Lupine. They make their home in the northern forest alongside its other denizens. Usually trained with a rapier or other light weapons, they have been known to favor diamondwood weapons above all else.

Target:
Silvestris are the cunning and agile cousins of the Lupine. These are cat people and there isn't much more to say than that. They'd make a decent swashbuckler or rogue!

Racial Traits:
+2 Dex, +2 Int, -2 Wis. Silvestris are agile and intelligent, however they are brash and tend to rush in.
Medium: As Medium creatures, Silvestris have no special bonuses or penalties due to size.
Land speed 30.
Darkvision
Racial Feats: Weapon Finesse
Natural Attacks: 2 Claws (1d4 + Str Mod)
Skills: Silvestris have a +2 racial bonus on Listen, Search, and Spot checks.
Racial Features: Slow Fall 20ft
Automatic Languages: Common and Sylvan. Bonus Languages: Elven
Favored Class: Rogue


Expanded Races

Background:
WIP

Target:
The Aasimar re-imagined. Somewhere between an Aasimar and Eladrin, the Lucem are fairly new to the setting, but have been around a long time. There has been a general theme of racial evolution in Salvus and Alf are no different. Maybe someday I'll make it all the way up their tree and create an LA +3 Alv. I'm also considering naming them "Alph" instead of "Alf", thoughts?

Racial Traits:
+2 Str, +2 Con, +2 Cha
Size: Medium
Skills: +2 Diplomacy, +2 Sense Motive
Racial Feats:
Automatic Languages: Common, Celestial
Favored Class: Paladin
Level Adjustment: +2



Background:
[WIP]

Target:
This special gem is the 17th race to enter the fray. They're an enigmatic race of evil gnomes. You could say they are to gnomes as drow are to elves. They're little melee fighters with a cunning intelligence and a cruel sense of humor.

Racial Traits:
+2 Str, +2 Int, -2 Cha.
Size: Small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.)
A Dark Gnome's base land speed is 20 feet.
Darkvision (60ft)
Skills: +2 on diplomacy checks when dealing with creatures who have the shadow/darkness or earth subtype.
Racial Feats: Iron Will
Shadow Affinity: Gnomes cast spells with the earth or shadow/darkness subtype at +1 caster level.
Weapon familiarity: Gnomes treat a Gnomish Macuahuitl as a martial weapon rather than as an exotic weapon. All gnomes are proficient with spears.
Break the big ones: Gnomes get +2 on rolls to confirm critical hits against creatures larger than they are.
Armor training: Gnomes can move their full movement speed even when wearing medium armor.
Automatic Languages: Gnome
Favored Class: Wizard
Level Adjustment: +0



Background:
The Djinn-Born are revered as blessings unto the land and are often treated as royalty. Those born with the Auran type are often driven towards high flying adventures, either aboard a sky ship or as one of their parentage’s Skyborn Enforcers (http://www.giantitp.com/forums/showthread.php?422586-Skyborn-Enforcer-(Prestige-Class)-(PEACH)).

Target:
One of the four Djinn-Born races. The Djinn-Born are meant to be a suped-up genasi, this particular form is the cold and calculated model.

Racial Traits:
+2 Dex, +2 Int, and -2 Con.
Subtype: Outsider (Native)
Size: Medium
Land speed 30
Spell-Like Abilities: Wind Walk 3/day (as 10th level cleric)
Breathless: Air Djinn-Born do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).
Automatic Languages: Common & Auran
Favored Class: Ranger
Level Adjustment: +1



Background:
The Djinn-Born are revered as blessings unto the land and are often treated as royalty. Those born of the Terran type, are known to be stalwart defenders of the law or to hold close ties to the planet itself, living in the wilderness.

Target:
One of the four Djinn-Born races. The Djinn-Born are meant to be a suped-up genasi, this particular form is meant to be the tanky melee fighter that excels in the front line and suffers in the reflex department.

Racial Traits:
+2 Str, +2 Con, and -2 Dex.
Subtype: Outsider (Native)
Size: Medium
Land speed 30 / Burrow Speed 10
Spell-Like Abilities: Pass Without a Trace
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Automatic Languages: Common & Terran
Favored Class: Paladin
Level Adjustment: +1



Background:
The Djinn-Born are revered as blessings unto the land and are often treated as royalty. Those of the Ignan type are known to live by the sword, often becoming adventurers or warlords.

Target:
One of the four Djinn-Born races. The Djinn-Born are meant to be a suped-up genasi, this particular form is meant to be charismatic and powerful. Possibly leaning towards a gish type of build or just a charismatic fighter.

Racial Traits:
+2 Str, +2 Cha, and -2 Wis.
Subtype: Outsider (Native)
Size: Medium
Land speed 30
Spell-Like Abilities: Produce Flame 1day, Flare 1/day, Control Flame
Racial Features: Fire Immunity
Automatic Languages: Common & Ignan
Favored Class: Sorcerer
Level Adjustment: +1



Background:
The Djinn-Born are revered as blessings unto the land and are often treated as royalty. Those of the Aquan type are often healers or sometimes they become wise sages.

Target:
One of the four Djinn-Born races. The Djinn-Born are meant to be a suped-up genasi, this particular form is supposed to be a solid pick for healers or possibly a well rounded druid.

Racial Traits:
+2 Dexterity, +2 Wis, and -2 Con.
Subtype: Outsider (Native)
Size: Medium
Land speed 30 / Swim Speed 30ft
Spell-Like Abilities: Create Water 1/day (As a 5th level druid)
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Racial Features: Water Breathing
Automatic Languages: Common & Aquan
Favored Class: Cleric
Level Adjustment: +1



Background:
Originally a subterranean race, the minos have adapted to life in the desert as an escape from the evils below. They travel in caravans with tribes of Lupine as their friends. To account for the lack of food and water, their bodies have evolved into smaller more streamlined forms over the generations.

Target:
Originally a subterranean race, the minos have adapted to life in the desert as an escape from the evils below. They travel in caravans with tribes of Lupine as their friends. To account for the lack of food and water, their bodies have evolved into smaller more streamlined forms over the generations.

Racial Traits:
+8 Strength, +2 Constitution, -4 Intelligence, -2 Charisma.
Large (-1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.)
Land speed 30.
Darkvision
Skills: Minos have a +4 racial bonus on Listen, Search, and Spot checks.
Natural Armor Bonus: +2
Natural Weapons: Gore (1d8)
Special Attacks: Powerful Charge
Special Qualities: Natural Cunning
Automatic Languages: Common and Giant.
Favored Class: Barbarian
Level Adjustment: +2



Background:
Sylphs, the cute almost-human natives of the northern forest, are one of the many fey creatures that roams Salvus’ surface. They are small cunning creatures known to engage you in a bright and interesting conversation, while their friends pick your pockets clean. While most are trouble makers, some take to a life of adventuring and escapade. With agile insect-like wings and quick wits, they make an excellent companion for any type of party.

Target:
The pixies of the world. Sylphs are small little fairy like beings that are outwardly charming, but tricksters by heart.

Racial Traits:
-4 Strength, +4 Dex, -2 Con, +6 Cha.
Fey: Sylph have the fey subtype.
Size: Small (+1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.)
A Sylph’s base land speed is 20 feet. It also has a fly speed of 40 feet (good).
Low-Light Vision
Skills: Sylphs have a +2 racial bonus on Listen, Search, and Spot checks.
Racial Feats: A Sylph receives Dodge as a bonus feat.
Fey weakness: Sylphs take 50% extra damage from cold iron weapons.
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
Favored Class: Sorcerer
Level Adjustment: +3



Background:
WIP

Target:
The Umbra Alf probably sit squarely in the lap of "Dark Elf" or "Drow". Like their Lucem brether, the Umbra Alf are fairly new to the setting, but have been around a long time. There has been a general theme of racial evolution in Salvus and Alf are no different. Maybe someday I'll make it all the way up their tree and create an LA +3 Alv. I'm also considering naming them "Alph" instead of "Alf", thoughts?

Racial Traits:
+2 Dex, +2 Wis, +2 Cha
Size: Medium
Skills: +2 Bluff, +2 Intimidate
Racial Feats:
Automatic Languages: Common, "Undercommon"
Favored Class: Ranger
Level Adjustment: +2



Background:
Uhrman are the rarely seen labor force behind the inner workings of the the floating cities. Strong outer plating and magically granted sentience are some of the features that make these modern marvels so resilient.

Target:
Uhrman are sort of like clockwork warforged. They're incredibly sturdy and have a unique feature that makes it so they cannot take levels in a full casting class. It's sort of a TBD as to whether a half casting class like Paladin or Ranger would be fitting.

Racial Traits:
+2 Strength, +2 Constitution, -2 Dexterity: Uhrman are strong and resilient, but their bulky chassis limit their mobility.
Construct (Awakened): As an awakened construct, a Uhrman has the following features.
An Uhrman derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Unlike other constructs, Uhrman have a Constitution score.
Unlike other constructs, Uhrman are not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
An Uhrman cannot heal lethal damage naturally.
Unlike other constructs, Uhrman are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As awakened constructs, Uhrman can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a Uhrman can be healed by a cure light wounds spell or a repair light damage spell, for example, and a Uhrman is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a Uhrman.
The unusual physical construction of Uhrman makes them vulnerable to certain spells and effects that normally don't affect living creatures. An Uhrman takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a Uhrman is affected by repel metal or stone as if he were wearing metal armor. The iron in the body of an Uhrman makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). An Uhrman takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of an Uhrman.
An Uhrman responds slightly differently from other living creatures when reduced to 0 hit points. A Uhrman with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a Uhrman is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert Uhrman does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
As an awakened construct, a Uhrman can be raised or resurrected.
An Uhrman does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
Medium: As Medium creatures, Uhrman have no special bonuses or penalties due to size.
land speed is 30 feet.
Null Magic Body: Uhrman are unique, in that they cannot cast arcane or divine magic. They can, however, still benefit and use magic items.
Low Light Vision
Darkvision: Uhrman can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Uhrman can function just fine with no light at all.
Spell Resistance: 11 + level.
Armored Plating: +4 Natural Armor
Additional Plating: Uhrman are able to wear armor, however, it must be crafted specially for them. Uhrman craft armor must be masterwork.
Unencumberable: Uhrman do not suffer a movement speed penalty for wearing armor or carrying a medium load.
Favored Class: Fighter.
Level adjustment +2

Snowbluff
2015-12-30, 11:59 AM
I feel like Changelings would be Wis/Cha, since they focus on social interactions.

LoyalPaladin
2015-12-30, 12:04 PM
I feel like Changelings would be Wis/Cha, since they focus on social interactions.
Normally I'd die for a Wis/Cha changeling, but in this world they're a little more barbaric and live in a desert.