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View Full Version : D&D 3.x Other New PC races, blue hippo human, flying skull and rabbit human please PEACH / suggest



tsj
2016-02-18, 11:54 AM
Here are 3 PC races that could be fun to use in a 3.x game :)

Dire Rabbit Humanoid (Rabbit Humie)

"So busy so busy"

Inspired by the rabbits from alice in wonderland and monty python

http://www.dandwiki.com/wiki/Dire_Rabbit_%283.5e_Creature%29

You race becomes Rabbit Humie.

HD D12

Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)
Escape Artist (Dex), Jump (Dex),
Spot (Con), Listen (Con), Hide (Dex),
Move Silently (Dex), Survival (Wis).

Racial class, to be a rabbit humie, you need to take all 3 levels.

You are proficient with all simple weapons.

Level, Base Attack Bonus, Fortitude Save, Reflex Save, Will Save, Special
1, +1, 2, 3, 1, Strength +1, Dexterity +2, Alertness, Scent (Ex), Bonus feat, Medium Size, Speed 30
2, +2, 4, 6, 3, Strength +1, Dexterity +2, Sneaky, Natural Bite and 2 claw attacks, Bonus feat, Speed 40
3, +3, 6, 9, 7, Strength +1, Dexterity +2, Pounce, Weapon Focus (bite), Speed 60

Species Traits

Pounce: On a successful Bite attempt, a Rabbit Humie can attempt a grapple as a free action.
If it succeeds in pinning the foe, it will continued to hop up and down, dealing crushing damage.

Sneaky: Hide and Move Silently checks always succeeds.

1 Bite Melee 1d8+Strength modifier
2 Claws Melee 1d6+Strength modifier

Favored class: Noble

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Flying Skull (or Demonic Skull or Lost Soul)

"I am MURRAY, the DEMONIC SKULL!"

Inspired by the legendary Murray from Monkey Island et.al.

http://www.d20srd.org/srd/monsters/skeleton.htm

Bite Melee 1d8+Strength modifier+1D6 fire damage

Flying 30ft, Clumsy
When flying you emit a small trail of fire.

Size is Tiny

No land speed, no swim speed, no burrow speed, no climb speed

Magehand at will, but the amount of gear that may be
carried and used with magehand is determined by
your intelligence bonus (your mental powers).

The amount of gear
is equal to the carrying capacity that regular
humans and other races can carry, based
on their strength score.

Since a flying
skull has no limbs, it can not use its strength
score to carry anything.

Therefore the carrying capacity is based on
your intelligence score rather than your
strength score.

Hit Dice
Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s.

Immunities (Ex)

Flying Skulls are not affected by disarm, trip, fire, acid, poison, electricity, cold or sneak attack damage.

Damage Reduction (Ex)

A Flying Skull has damage deduction 5/bludgeoning. Flying Skulls lack flesh or internal organs.

Abilities

A Flying Skull’s Dexterity increases by +2, it has no Constitution score and
if playing with a seperate Apparence score then its Apperance changes to 1.

All ability scores must all be minimum 8 before selecting this race.

Strength score is used only to determine the bite attack.

Items must be carried in a bag of some kind, that is being
carried using the magehand at will spell-like ability.

LA +0

Favored class: Pirate

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Blue Hippopotamusian Humanoid (Blue Hippo Human)

"DIE BY CLUB! Quiet like a NINJA!"

Inspired by a danish celeb in a big blue hippo custume

http://www.d20pfsrd.com/bestiary/monster-listings/animals/hippopotamus/hippopotamus-behemoth

Your race automatically becomes Blue Hippo Human,
your skin turns blue and you become fascinated
by ninjas and human celebs that are related to millitary forces.

You develop a dislike for animals, nature and hippies.

Your favored weapon is a club.

HD D12

Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)
Knowledge (ninja) (Int), Knowledge (warfare) (Int), Intimidate (Cha),
Bluff (Cha), Move Silently (Dex), Survival (Wis).

Racial class, to be a hippo human, you need to take all 5 levels.

You are proficient with all simple weapons such as clubs and similar.

Level, Base Attack Bonus, Fortitude Save, Reflex Save, Will Save, Special
1, +2, 4, 2, 1, Strength +3, Scent (Ex), Hold Breath, Medium Size, Speed 30, Iron Will
2, +4, 8, 4, 2, Strength +3, Swim check +4, Weapon focus (Club), Speed 40, Capsize, Die Hard
3, +6/+1, 11, 5, 3, Strength +3, Constitution +1, Large Size, Dexterity +3, Improved Initiative (Combat)
4, +8/+3, 14, 7, 4, Speed 50, Great Fortitude, Improved Critical (bite), Improved Initiative, Endurance
5, +10/+5, 17, 9, 6, Skill Focus (Perception), Swim-By Attack, Toughness, Dexterity +3

Species Traits

Capsize (Ex): A submerged hippo human that surfaces under a boat less than its space can capsize it by making a Strength check.
The DC of this check is 10, or the result of the boat pilot’s Profession (sailor) check, whichever is higher.
For each size category the boat is larger than the hippo human’s size,
the hippo human takes a cumulative –10 penalty on this Strength check.

Hold Breath (Ex): A hippo human can seal its nostrils by muscular action and hold its
breath for a number of rounds equal to its Constitution score x 10.

Scent (Ex): This ability allows a hippo human to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skill Bonus: A hippo human is agile in the water, gaining a +4 species bonus on Swim checks.

Favored class: Ninja

JPlayah
2016-02-19, 03:32 AM
Initial thoughts: This is beyond silly.

Why is the flying skull immune to all psionics and mind-affecting abilities? It presumably has a decent Intelligence score and is sentient. It isn't mindless. I don't understand why it has those immunities.

tsj
2016-02-19, 10:43 AM
Initial thoughts: This is beyond silly.

Why is the flying skull immune to all psionics and mind-affecting abilities? It presumably has a decent Intelligence score and is sentient. It isn't mindless. I don't understand why it has those immunities.

Yes, these PC races are created to be silly indeed... But they could still have some good uses in a regular game.

The skull.. yes... it's because it is a demonic skull mwuhaha... errr.. or well.. actually it could make sense that I remove it's immunity to psionics and mind affecting effects.

The racial classes have rather agressive
stat and ability increases, but that is to
try and get it to fit better with the original monsters CR.

I could change the rabbits HD to 1D12+4 and the
hippos HD to 1D20+4

to avoid problems with counting HD number... I. . 3 levels should not have more than 3 HD

JPlayah
2016-02-19, 06:21 PM
I could change the rabbits HD to 1D12+4 and the
hippos HD to 1D20+4

I would strongly encourage you to stay away from using a d20 as a hit die. It just sounds insane. I would stick with slowly handing out racial abilities with level, which you've already done. I would also be cautious about having a player character's natural size become huge. It can lead to balance issues and can also make mobility (i.e. following the rest of the party) a real pain to deal with. Nearly every building or doorway would be off-limits.

tsj
2016-02-20, 09:56 AM
I would strongly encourage you to stay away from using a d20 as a hit die. It just sounds insane. I would stick with slowly handing out racial abilities with level, which you've already done. I would also be cautious about having a player character's natural size become huge. It can lead to balance issues and can also make mobility (i.e. following the rest of the party) a real pain to deal with. Nearly every building or doorway would be off-limits.

Thanks for your comments. I have made some changes based on your advice :)