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View Full Version : New races for a new setting; crunch and fluff.



Bobbybobby99
2016-08-07, 09:54 PM
Okay, I'm working on a new setting, and more specifically on new races for said new setting, and I was looking for some advice on them. I've been using the race and subrace dynamic to some effect, which also means that I'm creating 78 or 13 new races depending how you look at it. While this is a 3.5 campaign, I ended up making the races (that I've done) around LA +3, because reasons. Here's what I have.

The Thirteen Races. Also, you can ignore the 'terrain (blah) terrain (blah)...' part, since that's me being overzealous in case I use these for a Fields of Blood game, they essentially just indicate which races are better in specific environments.

Humans. Apes.
+2 bonus to two ability scores of their choosing.
One bonus feat.
+2 skill points each level.
Plains (6) Forest (6) Hills (5) Aquatic (5) Mountain (4) Desert (4) Marsh (3) Underground (3)

... Light Humans. +2 to wisdom or charisma. 'Aasimar'
... Earth Humans. +2 to constitution or wisdom. 'Oread'
... Water Humans. +2 to intelligence or constitution. 'Undine'
... Dark Humans. +2 to dexterity or intelligence. 'Tiefling'
... Air Humans. +2 to strength or dexterity. 'Sylph'
... Fire Humans. +2 to charisma or strength. 'Ifrit'

Elves. Oysters.
+4 charisma, +2 dexterity, -2 constitution.
Amphibious, Low light vision, Movement speed of 40 feet.
Racial bonus to knowledge (nobility), diplomacy, perform, and listen equal to their level.
Marsh (8) Forest (7) Aquatic (6) Plains (5) Underground (4) Desert (3) Hills (2) Mountain (1)

... Pearl Elves. +2 charisma, +2 dexterity, -2 constitution. 'Tuatha'
+2 natural armor bonus, Immune to sleep effects, +2 bonus on saves against enchantments, +4 bonus on rolls against spell resistance.
... Freshwater Elves. +2 intelligence, +2 strength, -2 wisdom. 'Aesir'
Blindsense 30 feet for those touching the same body of water,
... Scallop Elves. +2 wisdom, +2 dexterity, -2 strength. 'Fomorian'

... Clamshell Elves. +2 charisma, +2 constitution, -2 intelligence. 'Milesian'
+4 natural armor bonus, Barkskin 1/day.
... Mussel Elves. +2 strength, +2 constitution, -2 charisma. 'Drow'
Darkvision 120 feet, Dazzled in sunlight, Never risk accidental poisoning, Spell resistance 11+character level, Darkness 1/day, Movement speed of 50 feet.
... Cowry Elves. +2 intelligence, +2 wisdom, -2 dexterity. 'Vanir'


Tengu. Corvids.
+2 intelligence, +4 strength, -2 constitution.
Flight speed 30, clumsy maneuverability.
Racial bonus to spot, speak language, forgery, and decipher script equal to their level.
Mountain (8) Hills (7) Forest (6) Desert (5) Aquatic (4) Plains (3) Marsh (2) Underground (1)

... Rook Tengu. +2 intelligence, +2 strength, -2 constitution. 'Stymph'
... Bluejay Tengu. +2 charisma, +2 constitution, -2 wisdom. 'Harpy'
... Raven Tengu. +2 wisdom, +2 strength, -2 dexterity. 'Hoopoe'
... Crow Tengu. +2 intelligence, +2 dexterity, -2 strength. 'Strix'
Fly speed 40 feet, poor maneuverability,
... Nutcracker Tengu. +2 dexterity, +2 constitution, -2 intelligence. 'Benu'
Fly speed 50 feet, average maneuverability.
... Jackdaw Tengu. +2 charisma, +2 wisdom, -2 strength. 'Garuda'
Fly speed 60 feet, good maneuverability,

Dwarves. Goats.
+4 wisdom, +2 constitution, -2 dexterity.
See in darkness.
Racial bonus to knowledge (history), craft, sense motive, and appraise equal to their level.
Mountain (6) Hills (6) Underground (5) Marsh (5) Aquatic (4) Plains (4) Forest (3) Desert (3)

... Gnu Dwarves. +2 wisdom, +2 constitution, -2 dexterity. 'Dvergar'
Immune to paralysis, phantasms, and poisons, +2 bonus on saving throws against spells and spell like abilities,
... Muskox Dwarves. +2 charisma, +2 constitution, -2 intelligence. "Dwarrow"
... Ibex Dwarves. +2 wisdom, +2 strength, -2 charisma. 'Golem'
... Mouflon Dwarves. +2 intelligence, +2 dexterity, -2 strength. 'Gargoyle'
... Goral Dwarves. +2 strength, +2 dexterity, -2 wisdom. 'Centaur'

... Sheep Dwarves. +2 charisma, +2 intelligence, -2 constitution. 'Satyr'

Merfolk. Fish.
+2 charisma, +4 constitution, -2 dexterity.
Amphibious, Swim speed of 30 feet.
Racial bonus to knowledge (architecture), swim, bluff, and tumble equal to their level.
Aquatic (8) Marsh (7) Mountain (6) Forest (5) Hills (4) Underground (3) Desert (2) Plains (1)

... Salmon Merfolk. +2 charisma, +2 constitution, -2 dexterity. 'Mermaid'
... Eel Merfolk. +2 intelligence, +2 dexterity, -2 wisdom. 'Rusalka'
See in darkness,
... Tuna Merfolk. +2 wisdom, +2 strength, -2 intelligence. 'Siren'
... Carp Merfolk. +2 charisma, +2 constitution, -2 strength. 'Triton'
Four armed, Gust of wind 1/day.
... Shark Merfolk. +2 constitution, +2 dexterity, -2 charisma. 'Sahuagin'
Scent,
... Seahorse Merfolk. +2 intelligence, +2 wisdom, -2 constitution. 'Kelpie'

Halflings. Salamanders.
+2 wisdom, +4 dexterity, -2 strength.
Swim speed of 30 feet, Fast healing 1/3rd.
Racial bonus to knowledge (local), move silently, open lock, and search equal to their level.
Marsh (6) Aquatic (6) Forest (5) Desert (5) Underground (4) Hills (4) Plains (3) Mountain (3)

... Newt Halflings. +2 wisdom, +2 dexterity, -2 strength. 'Brownie'
... Olm Halflings. +2 charisma, +2 dexterity, -2 constitution. 'Hobbit'
... Frog Halflings. +2 wisdom, +2 constitution, -2 intelligence. 'Grippli'
... Axolotl Halflings. +2 intelligence, +2 strength, -2 charisma. 'Hag'
... Giant Halflings. +2 strength, +2 constitution, -2 wisdom. 'Troll'
... Siren Halflings. +2 intelligence, +2 charisma, -2 dexterity. "Changeling"

Gnomes. Rabbits.
+4 intelligence, +2 constitution, -2 strength.
Burrow speed of 10 feet, Always has a running start when jumping.
Racial bonus to jump, use magic device, sleight of hand, and disable device equal to their level.
Hills (8) Underground (7) Desert (6) Mountain (5) Plains (4) Forest (3) Aquatic (2) Marsh (1)

... Bunny Gnomes. +2 intelligence, +2 constitution, -2 strength. 'Gnomoi'
... Luna Gnomes. +2 intelligence, +2 strength, -2 dexterity. 'Miroi'
Burrow speed of 20 feet,
... Jackrabbit Gnomes. +2 wisdom, +2 dexterity, -2 charisma. 'Svirfneblin'
Burrow speed of 30 feet,
... Pika Gnomes. +2 charisma, +2 constitution, -2 wisdom. 'Pixie'
Flight 30 feet, clumsy maneuverability, At will reduce person,
... Hare Gnomes. +2 dexterity, +2 strength, -2 intelligence. 'Sprite'
... Cottontail Gnomes. +2 wisdom, +2 charisma, -2 constitution. 'Samsaran '

Hobgoblins. Wolves.
+4 charisma, +2 strength, -2 wisdom.
Scent ability.
Racial bonus to knowledge (planes), handle animal, ride, and command equal to their level.
Desert (8) Mountain (7) Underground (6) Marsh (5) Aquatic (4) Hills (3) Plains (2) Forest (1)

... Jackal Hobgoblins. +2 charisma, +2 strength, -2 wisdom. 'Hob'
... Timber Hobgoblins. +2 wisdom, +2 strength, -2 dexterity. 'Fetchling'
... Coyote Hobgoblins. +2 charisma, +2 constitution, -2 intelligence. 'Barghest'
... Dog Hobgoblins. +2 intelligence, +2 dexterity, -2 constitution. 'Goblin'
... Dhole Hobgoblins. +2 dexterity, +2 constitution, -2 charisma. 'Bugbear'
... Fox Hobgoblins. +2 intelligence, +2 wisdom, -2 strength. 'Redcap'

Lizardfolk. Lizards.
+4 intelligence, +2 dexterity, -2 wisdom.
Burrow speed of 10 feet, Climb speed of 20 feet.
Racial bonus to knowledge (arcana), spellcraft, balance, and climb equal to their level.
Underground (6) Desert (6) Mountain (5) Plains (5) Forest (4) Marsh (4) Hills (3) Aquatic (3).

... Gecko Lizardfolk. +2 intelligence, +2 dexterity, -2 wisdom. 'Kobold'
Constant spider climb effect, +2 bonus on defensive concentration checks, Darkvision 120 feet, Low light vision.
... Anole Lizardfolk. +2 intelligence, +2 constitution, -2 charisma. 'Lizardmen'

... Skink Lizardfolk. +2 wisdom, +2 dexterity, -2 strength. 'Lamia'
... Legless Lizardfolk. +2 charisma, +2 strength, -2 constitution. 'Yuan-ti'
... Thorny Lizardfolk. +2 constitution, +2 strength, -2 intelligence. 'Troglodyte'
... Serpent Lizardfolk. +2 charisma, +2 wisdom, -2 dexterity. 'Naga'

Gnolls. Hyenas.
+4 wisdom, +2 strength, -2 intelligence.
Carrion scent, Fleet footed.
Racial bonus to knowledge (geography), heal, survival, and autohypnosis equal to their level.
Plains (8) Desert (7) Hills (6) Underground (5) Forest (4) Marsh (3) Mountain (2) Aquatic (1)

... Spotted Gnoll. +2 wisdom, +2 strength, -2 intelligence. 'Gnoles'
... Brown Gnoll. +2 charisma, +2 constitution, -2 dexterity. 'Ghunna'
... Striped Gnoll. +2 wisdom, +2 dexterity, -2 charisma. 'Kitsune'
... Aardwolf Gnoll. +2 intelligence, +2 strength, -2 constitution. 'Catfolk'
... Mongoose Gnoll. +2 dexterity, +2 constitution, -2 wisdom. 'Flind'
... Civet Gnoll. +2 charisma, +2 intelligence, -2 strength. 'Tibbit'

Nymphs. Trees.
+2 charisma, +4 constitution, -2 intelligence.
Constant detect magic effect, Weather savvy.
Racial bonus to knowledge (nature), profession, concentration, and gather information equal to their level.
Forest (8) Aquatic (7) Plains (6) Hills (5) Marsh (4) Mountain (3) Underground (2) Desert (1)

... White Nymphs. +2 charisma, +2 constitution, -2 intelligence. 'Dryad'
Speak with plants 1/day, Constant detect undead, Lesser restoration at will, +2 on fortitude saves.
Appearing to be made of a pale white or yellow wood, dryads are quite pretty, and their connection to positive energy affords them a number of capacities, though they exemplify the lack of academic talent common to the nymphs. Capable of speaking with plants, automatically sensing the presence of undead and necromancy, healing people from fatigue and exhaustion, and being resistant to ills of the flesh, the dryads are as strongly tied to positive energy as dhampir are to negative energy, and are generally quite disdainful of their counterparts.

... Red Nymphs. +2 charisma, +2 dexterity, -2 strength. 'Leshy'
Swim speed 30 feet, Amphibious, Beget bogun 1/day, +2 bonus on all saving throws.
Excellent swimmers, though surpassed by the naiads, the leshies are quite sociable, rather nimble, and unfortunately surpassed by most other nymphs in height and strength. Capable of forming small servitor spirits out of leaves and nature magic, and often followed by a quite a number of the small creatures, the small servants are often considered extensions of the leshy who created them, forming an integral part of their society. Their connection to life also gives them something of a lucky streak (they merely consider everyone else unlucky).

... Cork Nymphs. +2 wisdom, +2 constitution, -2 dexterity. 'Treant'
Low light vision, Vulnerable to chosen element, Doubled damage against objects, Tree shape at will, DR 5/cold iron.
With keen senses and a particularly hardy constitution, the treants more closely resemble actual trees (branches and all) than any other nymph, which also limits their relative mobility. Resistant to damage not incurred from cold iron, their innate magic allows them to take upon the form of an actual tree or bush as they please, and they are quite adept at the destruction of objects, though not of living things. Their keen senses allow them to see in shadows, while the limitations of their form makes them more vulnerable to certain energy forms.

... Ash Nymphs. +2 intelligence, +2 strength, -2 wisdom. 'Kapre'
Continuous speak with plants, Invisibility at will, Natural armor 2.
Taller than most of its kin, and with skin the color and texture of polished mahogany, the Kapre are known for being capricious, though they are deviously intelligent and strong as a result of their stature. Capable of speaking with trees and other plants, they are quite durable, their skin a hardened layer of wood, and they possess a supernatural capacity to turn invisible as they please, which aids them in their designs. Because of their imposing and tricky nature, they are often characterized poorly by others, but in person they are often quite affable.

... Conifer Nymphs. +2 strength, +2 dexterity, -2 charisma. 'Tendriculos'
Negative energy affinity, Fast healing 1, All around vision, Energy resistance 5 to chosen element.
Possessing a curious blend of fungal and plant based traits, the tendriculos blur the line between the nymphs and the dhampir, and appear similar to their fellow nymphs, with the exceptions of their less pleasing and more rough features, the mushrooms that grow like warts from their 'skin, and their distinct lack of eyes. They are stronger and more nimble than their fellow dryads, though they are much less attractive (though surprising orators), and posses both an unnatural healing, fungus filling in their injuries until they are healed over, and a deathly response to negative energy.

... Willow Nymphs. +2 intelligence, +2 wisdom, -2 constitution. 'Naiad'
Amphibious, Swim speed of 50 feet, Fast healing 1 while submerged in water, Charm person at will.
Notably beautiful and composed of a soft green wood, though in a more supernatural fashion than the dryads and leshies, the naiads are more intelligent and of more sensibility than their brethren, though they are relatively frail. Adapted to aquatic environments, they are skilled, incredibly rapid, and amphibious swimmers, and heal rapidly while fully submerged. They generally prefer shallow water or the surface of a lake for photosynthetic purposes, and are perfectly capable of managing outside of the water.

Orcs. Boar.
+2 wisdom, +4 strength, -2 charisma.
Blindsense 30 feet.
Racial bonus to knowledge (dungeoneering), intimidate, hide, and disguise equal to their level.
All terrains (4.5).

... Babirusa Orcs. +2 wisdom, +2 strength, -2 charisma. 'Giant'
At will enlarge person, At will bull's strength, Scent.
The giants are the least social and least attractive of all orc varieties, as suiting their purely carnivorous nature, while also being the largest and strongest of all varieties, and having an unusually keen perception, and particularly keen sense of smell. Possessing the largest tusks of any orcish variety, their tusks continually grow, and they are unusually connected to the more primal forces of existence, while cannibalism is not uncommon amongst them, and they see consuming a fallen enemy a sign of respect.

... Peccary Orcs. +2 charisma, +2 dexterity, -2 constitution. 'Oni'
Immune to two chosen elements, light sensitivity, DR 5/cold iron.
Associated with the fae and paraelementals, the oni are more frail than most orcs, though their thinner build also contributes to an increased degree of dexterity, and they lack the usual gruffness of their race, making them natural leaders. Omnivorous, all oni dislike the light of day, and they are primarily nocturnal because of that sensitivity. Because of their association with the fae, they have a great degree of resistance to all damage not incurred by cold iron weapons, and they are immune to damage from their paraelement.

... Banded Orcs. +2 wisdom, +2 constitution, -2 intelligence. 'Ogre'
Low light vision, Darkvision 60 feet, +4 bonus on will saves, Natural armor +3.
Being exclusive frugivores, the ogres are hardier and more perceptive than other orc varieties, while also being rather dim in academic lights. Their vision extends both into the infrared and ultraviolet range, while their skin is dense and tough, and their minds and wills are practically indomitable. They change colors as standard for orcs, but generally form 'bands' of color, which other orcs take as a sign of their stupidity, though for all of their dimness they can usually see through deceptions quite readily.

... Warthog Orcs. +2 intelligence, +2 strength, -2 dexterity. 'Ork'
See in darkness,+2 bonus on all saving throws, +2 additional bonus against fear, Natural armor 2.
More cunning (particularly with regards to strategy), and stronger than other orc varieties, the orks are often considered archetypal of their race, as exemplified by their name, which is generally pronounced as something closer to 'orca'. Herbivorous, they possess large tusks, tough skin, almost perfect night vision, and a trademark resilience to mental and physical afflictions alike. As a race, they are almost fearless, often to the point of foolhardiness, though more mundane bravery and courage are also in high supply.

... Swine Orcs. +2 dexterity, +2 constitution, -2 wisdom. 'Uruk'
+4 bonus to armor class and attack rolls at half HP and lower, 50 foot swim speed.
The uruk are known for being among the best orcs at combat, though they are not the strongest, being both hardy and dexterous, supplementing the regular strength of the orcs with a more general physical potency. Skilled swimmers as well (allowing them to often dominate aquatic areas), the uruk lack the normal perceptiveness and wisdom of their relatives, easily falling into anger and blind rage, though their readiness to anger makes them even more fearsome combatants, and their berserkers are truly something to fear.

... Piglet Orcs. +2 intelligence, +2 charisma, -2 strength. 'Rakshasa'
Spell resistance 11+character level, DR 5/magic, Detect thoughts at will, Disguise self once per day.
Excellent judges of character and omnivores, the rakshasa are often derided as runts by the other orcish races, though they are more sharply witted and more charming than most of their compatriots. They are, in spite of their lack of physical potency, rarely disregarded entirely, as they are more magically inclined than most other orcs, and they have a significant resistance to both mundane weaponry and spellcasting. They also take the natural orcish capacity for disguise to an extreme with their natural magic, and lack tusks.

Dhampir. Fungus.
+2 intelligence, +4 dexterity, -2 charisma.
Darkvision 60 feet, Fast healing 1/2, Negative energy affinity.
Racial bonus to knowledge (religion), search, use rope, and escape artist equal to their level.
Underground (8) Plains (7) Marsh (6) Aquatic (5) Desert (4) Mountain (3) Forest (2) Hills (1)

... Lichen Dhampir. +2 intelligence, +2 dexterity, -2 charisma. 'Lich'.
Raised from dead (without level loss) at chosen phylactery 2d10 minutes after death, DR 5/bludgeoning.
With crinkly, flaky skin with a green to cyan coloration, and a skeletal frame, liches have difficulty interacting with those who almost always consider them disgusting to look at, a category including other liches. They are, none the less, rather intelligent, and even more dexterous than a normal dhampir. Resistant to general harm from their skeletal frame, they have the notable ability to resurrect themselves from their 'phylactery', an item that they've imbued with the fungus and algae hybrid that comprises their being.

... Mushroom Dhampir. +2 intelligence, +2 strength, -2 constitution. 'Ghoul'
Constant deathwatch, Carrion scent, +4 bonus on fortitude saves, 40 foot base speed.
The ghoul people see, rather than being a true individual, is the result of mycelium entity that grows ghouls as its fruiting bodies, with one grand ghoul often covering several square miles. Constantly emitting spores, ghouls are in tune with decay, capable of sniffing out corpses, detecting the dying my magic, and resistant to the afflictions of the living. They are quite intelligent, fast, and rather strong, though they are moderately frail of form, and often have difficulty relating with others not born of the same grand ghoul.

... Mold Dhampir. +2 charisma, +2 dexterity, -2 wisdom. 'Skeleton'
DR 5/bludgeoning, Spell resistance 6+character level, Improved initiative, All around vision (+4 spot and immune to flanking).
Forming initially as a white, moldy covering over a corpse, the involved mold forms a skeletal growth over time, which soon detaches as a skeleton. Having a distinct way with words to compensate for their appearance and a certain flexibility, while being prone to madness and unperceptive, the skeletons are a unique breed. They are quite resilient, as befitting their form, including a mild resistance to spells, while also capable of rapidly springing into action. Notably, they can see from all parts of their body, rather than just their 'eye sockets'.

... Yeast Dhampir. +2 wisdom, +2 constitution, -2 strength. 'Mummy'
Vulnerable to a chosen element, Damage resistance 10/magic, Gaseous form at will.
Essentially a cloud of lightly glowing single celled organisms with a unified conscious, the mummies take advantage of the natural dhampir ability to produce a sticky thread in order to form their garments, which they cling to and form inside. Naturally fermenting anything within their cloud over time for sustenance, their disparate form gives them a certain enhanced perception and durability compared to other dhampir, though they have poor strength for obvious reasons, and can abandon their bandages as they please.

... Slime Dhampir. +2 strength, +2 constitution, -2 intelligence. 'Zombie'
DR 5/slashing, Animate dead at will with normal restrictions, Amphibious.
Using necromancy as part of their life cycle, animating a corpse and then 'infecting' it with the slime that flood their veins, the zombies are potent warriors, though, given the source of their intelligence, they aren't particularly bright. Capable of breathing both water and air, they hold advantage in aquatic areas, and slashing weapons are generally required against them. Of all the dhampir, the zombies are likely the closest to being truly undead, but their limited lifespans and intelligence prevent this from being the case.

... Truffle Dhampir. +2 charisma, +2 wisdom, -2 dexterity. 'Vampire'
Dazzled in bright light, Fast healing 1, DR 5/silver, Spider climb at will, Winged watcher 1/day, Burrow speed of 10 feet.
Operating almost exclusively in darkness, the vampires lack the usual unattractiveness of their brethren, while being more perceptive as well, though they are more stiff than most of their relatives. Living in underground burrows while sleeping, they are resistant to harm from unsilvered weapons, while having an innate magic that allows them to climb walls and, for limited time periods, transform themselves into crows. They almost exclusively consume plant matter, in particular tree sap, which earned them their name from the nymphs.

How balanced would you call the nymphs, orcs, and dhampir? Do you have any clever inspirational ideas for making the other races (oyster based elves, wolf based hobgoblins, salamander based halflings, etc) unique?