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Aniikinis
2017-11-15, 11:33 AM
The Hexal is a strange setting and I'd originally made it using other's homebrew to fill in the races and classes. However, I've come to the conclusion that some of the races I need to rework from the bottom up to fit my setting. Very few of them will be changed, but those that are will have their inspirations kept here for future reference and to give credit.

These are the current races and their sources:


Name
Planet
Colour
Type
Original Book/link
Thread link


Apiz
Pontilaunh
Green
Homebrew
Here (http://bit.ly/2t0MD6L)
-


Arane
Pontilaunh
Green
Homebrew
Here (http://bit.ly/2tXCzM4)
-


Cecaelia
D'ovis-Anhar
Blue
Homebrew
Here (http://bit.ly/2tXNQfj)
Here (http://www.giantitp.com/forums/showsinglepost.php?p=22575092&postcount=2)


Changelings
Ko'olian
Black
Non-Core
ECS
-


Clockwork
Covigital
WhiteNone
Homebrew
Thread
-


Crawlers
Covigital
BlackNone
Homebrew
Thread
-


Dwarf
Daerbani
White
Core
PHB
-


Elf
Pontilaunh
Green
Core
PHB
-


Faun
Pontilaunh
Green
Homebrew
Here (http://bit.ly/2toCpAk)
Here (http://www.giantitp.com/forums/showsinglepost.php?p=22575092&postcount=2)


Ganceann
Ko'olian
Black
Homebrew
Here (http://bit.ly/2tkcJ6W)
-


Gnolls
Miithaeria
Red
Core
MM1 (No RHD, No LA)
Here (http://www.giantitp.com/forums/showsinglepost.php?p=22575092&postcount=2)


Gnomes
D'ovis-Anhar
Blue
Core
MM1
-


Goblins
Miithaeria
Red
Core
MM1
-


Halflings
D'ovis-Anhar
Blue
Core
PHB
-


Hissi
Ko'olian
Black
Homebrew
Here (http://bit.ly/2shvn03)
-


Human
Daerbani
White
Core
PHB (+2 to any stat)
-


Kaori
D'ovis-Anhar
Blue
Homebrew
Here (http://bit.ly/2shyh4P)
-


Kitsune
Daerbani
White
Homebrew
Here (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-kitsune)
-


Kobolds
Miithaeria
Red
Core
MM1
-


Monits
Covigital
BlueNone
Homebrew
Thread
-


Neko
Daerbani
White
Homebrew
Here (http://bit.ly/2smm1Ls)
Here (http://www.giantitp.com/forums/showsinglepost.php?p=22575092&postcount=2)


Orc
Miithaeria
Red
Core
MM1 (No LA)
-


Oss
Ko'olian
Black
Homebrew
Here (http://bit.ly/2sm1AyB)
-


Sarli
Ko'olian
Black
Homebrew
Here (http://bit.ly/2t0Ss4k)
-


Sergal
Miithaeria
Red
Homebrew
Here (http://imgur.com/0HzX0Tq)
-


Slime Child
D'ovis-Anhar
Blue
Homebrew
Here (http://bit.ly/2tXtS4f)
-


Stryx
Daerbani
White
Non-Core
Here (http://bit.ly/2tXD8pa)
-


Tanarkin
Pontilaunh
Green
Homebrew
Here (http://bit.ly/2tkvjMw)
-


Vocalix
Covigital
GreenNone
Homebrew
Thread
-


Warforged
Covigital
RedNone
Non-Core
Thread
-



The 5 colourless races are all Living Constructs, fueled by a (Totally not nuclear in any way)reactor in their chest and I'll be posting them in a bit. I'll be making a version of my nekomimi race for here and revamping a few things as well.

EDIT: Man, I really need to stop making threads when I'm half asleep and not fully thinking things through... :smallsigh:

Aniikinis
2017-11-16, 09:13 AM
First off: The (relatively) Simple Races

Nekomimi
Nekomimi characters possess the following racial traits:

+2 Dex, +2 Cha, -2 Con, -2 Wis (+2 App)
Medium Humanoids(Feline)
5 foot space and 5 foot reach
Speed: 30 feet, 25 climb
Special Qualities: Low-light vision, prehensile tail, scent
Automatic Languages: Common and Felis Bonus Languages: Any, except secret.
Favored Class: Rogue
Level adjustment: +0


Natural Attacks: Nekomimi have two retractable claw attacks that can be "drawn" as a free action. These claws deal 1d4 damage for a medium creature.

Prehensile Tail: Nekomimi have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. If the character has the Quick Draw feat, they may use this as a free action instead.

Skills: Nekomimi have a +8 racial bonus on Balance checks and climb checks and can take 10 on climb checks even if rushed or threatened. They can use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

Subrace for this setting:

http://i781.photobucket.com/albums/yy93/P-ko_album/Other%20minis/1285356687500.png
Animati Nekomimi

Very sociable and playful, these ditzy and naive people enjoy lounging and napping over most other things; were it not for their sociability and lazinessleisurely lifestyle they would almost certainly be a race destined to be chaotic evilneutral. These nekomimi more closely resemble humans than normal nekomimi, with the only differences being the cat-like ears, tails, and eyes. Strangely enough, it seems that over 3/5ths of the population of this subrace is female rather than the nearly 50/50 split amongst the other subraces of the nekomimi. (The original race and subraces weren't anime catgirls. These are anime catgirls. :smallwink:)

ANIMATI CHARACTERS

Animati characters possess the same racial traits as normal nekomimi except where noted here.

+2 Dex, +4 Cha, -4 Con, -2 Int, -2 Wis (+2 App)
Special Qualities: Boon of Josekoi, Lesser Claws, Spell-Like Abilities

Boon of Josekoi (Su.): Once per day each, an animati may add twice her charisma modifier to her diplomacy and intimidate skills.
Lesser Claws (Ex.): The natural claw attacks that animati have deal 1d2 damage instead of the normal 1d4 of the base race.
Spell-Like Abilities: 3/Day an animati may cast Fleeting Fame with a Caster level equal to her Hit Dice.

https://img00.deviantart.net/39d2/i/2006/101/7/9/gnoll_shaman_by_ochrejelly.jpg
Gnolls, Miithaerian
The man behind the counter nods as you enter the bar. The sounds of laughter and growls surround you and the axe above his position is stained with rust caused by the blood of many past patrons who started fights they couldn't control.

Miithaerian gnolls resemble normal gnolls save for them being slightly shorter and covered in fur a little more red than other gnolls.

Gnolls, Miithaerian
Miithaerian gnoll characters possess the following racial traits:

+4 Str, +2 Con, -2 Int, -2 Cha (-2 App)
Medium Humanoids(Gnoll)
5 foot space
Speed: 30 feet
Special Qualities: Darkvision 60 ft., scent
Automatic Languages: Common and Gnoll. Bonus Languages: Any language of a Red, Green, and Black aligned race.
Favored Class: Ranger and Psycho
Level adjustment: +0


Racial Weapon and Armour Proficiencies: Miithaerian gnolls are automatically proficient with the morningstar and javelin, as well as light armour.

Natural Armour Bonus: Miithaerian gnolls gain a +1 natural armour bonus that stacks with other natural armour bonuses.

https://orig00.deviantart.net/8b64/f/2014/128/b/c/deer_faun_by_phoenix_conrad-d7hkpg6.png
Fauns
As you walk through the forest, you hear the sounds of pipes and drums floating on the air. As you approach the clearing, you see a large fire surrounded by a race of humanoid creatures with goat-like features, some of them are playing the intoxicating music while others are dancing around the flame.

In the early moments of creation, Panicaun and Corellon got into a major competition. Both of the two gods wished to create the most perfect woodland humanoid race. This is the result of Panicaun's efforts.

Fauns are around the same size as humans, covered in a fine hair reminiscent of White-Tailed Deer and are of similar physical build to humans. Faun males are larger and have small antlers that grow from their hairline, whilst females are noticeably smaller and most do not have antlers (while those that do have antlers are almost always branched like males. not straight like those of their former world). Fauns resemble humans from the waist up, but from the waist down they are covered in slightly shaggier hair than their upper bodies and their small tail, legs, and feet resemble those of white-tailed deer.

Fauns ears, eyes, teeth, and noses are fairly deer-like. The colours of their head hair run between bright red, light brown, almost black, and any colour in between, their body hair is a lighter shade of the colour upon their head, but many fauns have chosen to dye many parts of their head and body hair in other colours that suit them. The eyes of fauns are usually amber, yellow, brown, or green, but blue and orange aren't unheard of.

Faun
Faun characters possess the following racial traits:

+2 Dex, +2 Wis, -2 Con, -2 Int (+2 App)
Medium Humanoid(Faun)
5 foot space
Speed: 30 feet
Special Qualities: Low-Light Vision, Musical Resistance, Tolerance
Automatic Languages: Common and Faun. Bonus Languages: Any, except secret.
Favored Class: Ranger and Bard
Level adjustment: +0


Musical Resistance: Fauns receive a +2 bonus on saving throws to resist musical effects, including sonic spells, bardic music, Otto's Irresistible Dance, and the effects of magical pipes, harps, lyres, and other instruments. (Taken straight from Deities and Demigods)

Tolerance: Fauns gain a +2 bonus to fort saves against ingested poisons, and if a faun takes a drug on purpose they may choose to save against the Primary damage, Secondary damage, or both even though other races are unable to do so. In addition, fauns gain a +2 to saves against addiction.

Skills: Fauns gain a +2 to the Knowledge (Nature) and perform.

https://i.pinimg.com/564x/d1/30/0f/d1300f9583d2b0a17ddef393c90f678c--stuart-gordon-art--literature.jpg
Cecaelian
You enter the grotto and find a woman with the lower body of an octopus holding multiple books open in her tentacles and jotting down notes in her journal. She looks up at you and sighs before closing her books and asking you what you want.

Most cecaelians are thoughtful and understanding, but they can be very frail and often require the assistance of other races to help them build things on the land. Cecaelians resemble elves from the waist up with a beak behind their lips instead of teeth and octopus-like eyes. From the waist down, however, they have the body of a large octopus with the undersides of their tentacles covered in suckers just like the octopi that they are likened to.

The skin tones of cecaelia are often very light, but those in more tropical waters often have darker skin tones, however they tend to have a grey, green, black, blue, purple, or orange tints to their skin which are very obvious upon their octopian half where the tint becomes more vivid and may even cover up the skin tone of their human half. Typical eye and hair colours are brown, white, black, blue, green, and red, but gold, copper, and other colours are very possible.

Cecaelian
Cecaelia characters possess the following racial traits:

+2 Dex, +2 Int, -2 Str, -2 Con (-2 App)
Large Monstrous Humanoid
10 foot space
Speed: 10 feet, 40 feet Swim
Special Qualities: Amphibious, darkvision 60 ft., octopod, touchsense, wet body
Automatic Languages: Common and Cecaelia. Bonus Languages: Any, except secret.
Favored Class: Wizard
Level adjustment: +0


Octopod: Members of this race possess eight legs and two arms, granting them a +12 racial bonus against trip attempts. In addition, Members of this race use weapons and armor as if they were Medium (instead of Large).

Touchsense: Cecaelian tentacles are filled with nerves are allow them to tell what is within their space at all times. Cecaelians have blindsense within the space that they occupy but not outside of it. Anything that cannot be sensed by touch cannot be sensed by this form of blindsense.

Wet Body: A cecaelia must stay moist. If a cecaelia has gone more than 24 hours without submersing itself in water, it takes a -1 penalty to attack rolls, skill checks, and saving throws. The effect is cumulative, up to -6 penalty at six or more days.

Skills: Cecaelia have a +8 racial bonus to Swim checks, and may 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.

Cecaelians have a +4 racial bonus to grapple checks.

Aniikinis
2017-11-16, 11:43 AM
http://cdn1.theodysseyonline.com/files/2016/01/30/635897325630304656245626575_vocaloid_render_by_nyu sita_shinigami-d4ikd06.png
Vocalix
The woman before you seems almost unearthly beautiful, her voice like that of an angel's and everything coordinated perfectly.

Backstory: The story of the Vocalix starts on Pontilaugh. Created by an artificer and his closest friends (a transmuter, an enchanter, another artificer, and an alchemist). After being contracted by a wealthy entrepreneur who sought to increase his wealth by creating a troupe of performers and dancers crafted to be the absolute best and almost hypnotic. For years the creators struggled, trying everything they could think of but nothing worked as well as it should have and many different forms and models were scrapped until each of them sought out the recipes for homunculi and other artificial organisms. The first artificer discovered a way to create living metal that would act like bone and could repair itself over time, just like a living creature's skeleton. The transmuter, examining various plants for inspiration, realized how the plants themselves could act as a circulatory system, used to carry chemicals to help repair damage and allow for easy energy transfer. The second artificer and the enchanter stumbled upon ancient instructions written in a strange language that, once they had decoded and translated the script, told them of how to construct a small machine that, when supplied with a small amount of life energy by way of sacrificial offering of many small animals, would generate a soul and allow the powering of true artificial life. And, finally, the alchemist discovered a solution that, when a small amount of metal was soaked in it for a while, gave it the elasticity of muscle and that when a scrap of skin was mixed with the solution and poured onto a mixture of rubber and fabric, it would produce a "living synthetic" form of flesh. The five friends brought their findings together and, with a large amount of luck and careful preparation, created the first of the Vocalix. They showed their creation to their patron, and he commissioned 9 more for his use. The very first Vocalix found out about the entrepreneur's plans and carefully catalogued and learned about how to create more of their kind. Over time the first began to teach each of the vocalix what they had learned and about what would happen to them, once the tenth Vocalix was created and was taught what it needed to know, they killed their creators and destroyed their work and journals before fleeing the planet to Covigital, where they could create their own legacy.

Appearance: Vocalix resemble humans to an extreme extent, to the point that they are virtually indistinguishable as long as the patterns and slight artificial pieces are covered. Vocalix stand at around 5 and a half feet and usually weigh around 190 to 210 lbs. Vocalix have a living steel skeleton, biosynthetic muscles and flesh, and have a plant-based circulatory system that transfers the energy from their pyrus reactor to the rest of their body. Vocalix have no body hair and do not grow facial hair unless they were crafted to do so. Vocalix tend to have a general colour scheme for their body, with contrasting and complimenting colours that makes up the tint of their skin and the colour of their hair, eyes, and their basic choice in clothing and attire. "Natural" skin colours range from almost deathly pale to nearly obsidian dark and can have any sort of tint that compliments their colour scheme. On their shoulders vocalix have either a "model number"(a simple 1-4 alphanumeric serial number that designates their creation and, when decoded , designates their place in the order of creation from the first vocalix created) or a symbol that designates the same. They also have a unique pattern of lines on their bodies that, while looking like minimalistic tribal tattoos, light up(along with their eyes and hair) when singing, casting spells, activating class abilities, and using their sonic screeches. Vocalix do not visibly age, and will look exactly as they did when they were created even after they are dead or disabled.

Vocalix
Vocalix characters possess the following racial traits:

+4 Charisma, -2 to Strength, -2 Constitution, -2 Wisdom (+2 App)
Medium Living Constructs
5 foot space
Speed: 30 feet
Special attacks: Sonic Screech
Special Qualities: Built for Fame, Detonation, Linguistic Prowess
Automatic Languages: Common and Name. Bonus Languages: Any, except secret.
Favored Class:
Level adjustment: - (suitable for NPCs only)

Built for Fame: You may activate and continue Bardic Music as a free action instead of a standard action and your Inspire Courage songs give a bonus equal to half your bard level in addition to the stated bonus.

Detonation(Ex): This race has a device known as a Pyrus Reactor instead of a heart which acts as their source of energy and counts as their soul. Whenever this character is dealt a critical hit or takes massive (>50% of their total health in a single hit) damage, roll 1d% with death roll and constitution modifiers. If the number rolled was under the amount of damage taken, the pyrus reactor was damaged and in the following round there is a 2% chance per HD of the reactor exploding, dealing (20*HD)d10 untyped damage to everything within 100 miles per HD and saturating the area with magical and non-magical radiation for 200 years per HD.

Linguistic Prowess(Ex): Spells with a verbal component are cast at +1 Caster Level.

Skills: +2 to Diplomacy, +2 to Perform (Sing), +2 to Bluff, +2 to Disguise if trying to disguise as a human and you gain an additional +4 to disguise checks when trying to imitate another's voice.

Sonic Screech(Ex): Due to the amplifiers within you, you are able to unleash a screech attack. This attack counts as a primary natural cone breath weapon which extends out for 5 feet/HD. Reflex save to avoid is equal to (10+HD or Class Levels+Cha). This attack deals 1d4 points of sonic damage for every HD you have and 1d2 points of sonic damage for every two ranks in Perform (Sing) you have. After using their Sonic Screech, a Vocalix must wait 1d10 rounds before they are able to use it again.

Natural Attack: A Vocalix has a natural weapon in the form of a slam attack that deals 1d4 points of bludgeoning damage.

Automatic Languages: Common, Bina, three languages of your choice. Bonus Languages: Any except secret.

Favored Class: Bard.

Aniikinis
2017-11-24, 10:04 AM
Barely anything changed here.

Warforged

Backstory: To Come...

Appearance: You all know what a Warforged looks like.

Racial Traits
Warforged
Warforged characters possess the following racial traits:

+4 Constitution, -2 Dexterity, -2 Wisdom, -2 Charisma (+0 App)
Medium Living Constructs
5 foot space
Speed: 30 feet
Special Qualities: Composite Plating, Detonation, Light Fortification
Automatic Languages: Common and Bina. Bonus Languages: Any, except secret.
Favored Class: Fighter
Level adjustment: - (suitable for NPCs only)


Detonation(Ex): This race has a device known as a Pyrus Reactor instead of a heart which acts as their source of energy and counts as their soul. Whenever this character is dealt a critical hit or takes massive (>50% of their total health in a single hit) damage, roll 1d% with death roll and constitution modifiers. If the number rolled was under the amount of damage taken, the pyrus reactor was damaged and in the following round there is a 2% chance per HD of the reactor exploding, dealing (20*HD)d10 untyped damage to everything within 100 miles per HD and saturating the area with magical and non-magical radiation for 200 years per HD.

Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Natural Weapons: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

Aniikinis
2017-11-24, 10:10 AM
Monit

Backstory: To Come.

Appearance: Monit resemble wiry humanoids with a large box for a head. This box is fairly bulky and can come in a variety of colours but always has a large black-glass mirror on one side. Due to the arcane energies within this race the mirror acts as a face and allows for expressions, words, and all sorts of other things to be shown on it as well as spoken through small speakers just beneath it. Basically Lo

Racial Traits
Monit
Monit characters possess the following racial traits:

+4 Intelligence, -2 to Strength, -2 Wisdom, -2 Charisma (+0 App)
Medium Living Constructs
5 foot space
Speed: 30 feet
Special Qualities: Black Mirror Face, Detonation, Arcane Core, Interface
Automatic Languages: Common and Bina. Bonus Languages: Any, except secret.
Favored Class: Wizard
Level adjustment: - (suitable for NPCs only)


Detonation(Ex): This race has a device known as a Pyrus Reactor instead of a heart which acts as their source of energy and counts as their soul. Whenever this character is dealt a critical hit or takes massive (>50% of their total health in a single hit) damage, roll 1d% with death roll and constitution modifiers. If the number rolled was under the amount of damage taken, the pyrus reactor was damaged and in the following round there is a 2% chance per HD of the reactor exploding, dealing (20*HD)d10 untyped damage to everything within 100 miles per HD and saturating the area with magical and non-magical radiation for 200 years per HD.

Black-Mirror Face: Your head is that of a television screen and so shows strangely evocative and animated emotions and can show television broadcasts and images if you so wish. Others gain a +2/their HD on Sense Motive against you, and you may use images and typed words to "speak" to others instead of speech if you so choose.

Skills: +2 to Diplomacy, Knowledge (Local), and any one other Knowledge skill.

Arcane Core(Ex): Electricity spells cast by monit are cast at +1 Caster Level

Interface(Ex): If a sending-type spell or wireless-like message/information is being sent within 100 ft. per HD, you know what the message says and if it is a broadcast can show it to members of your party.

Natural Weapons: A Monit has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

Aniikinis
2017-11-24, 10:19 AM
Crawler

Backstory: To Come

Appearance: Robotic Cliopodan

Racial Traits
Crawlers
Crawler characters possess the following racial traits:

+2 Dexterity, +2 Wisdom, -2 to Strength, ,-2 Intelligence, -2 Wisdom, -2 Charisma (-4 App)
Large (Long) Quadrupedal Living Constructs
10 foot space
Speed: 45 feet, 30 Climb
Special Qualities: Constrict, Detonation, Multiple Limbs
Automatic Languages: Common and Bina. Bonus Languages: Any, except secret.
Favored Class: Ranger
Level adjustment: - (suitable for NPCs only)


Detonation(Ex): This race has a device known as a Pyrus Reactor instead of a heart which acts as their source of energy and counts as their soul. Whenever this character is dealt a critical hit or takes massive (>50% of their total health in a single hit) damage, roll 1d% with death roll and constitution modifiers. If the number rolled was under the amount of damage taken, the pyrus reactor was damaged and in the following round there is a 2% chance per HD of the reactor exploding, dealing (20*HD)d10 untyped damage to everything within 100 miles per HD and saturating the area with magical and non-magical radiation for 200 years per HD.

Large (Long) Quadruped —1 penalty to Armor Class, —1 penalty on attack rolls, —4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits four times those of Medium characters. Crawlers possess an extreme amount of insectoid legs similar a centipede (giving them their name), granting them a racial immunity to trip attempts and a +25 foot bonus to their base speed (already factored in). In addition, members of this race use weapons, barding, and armour as if they were Medium (instead of Large).


Skills: Climb, Craft (Poison), and Perception are always class skills for this race. Crawlers have a +10 racial bonus on climb checks and a +2 racial bonus on survival; they also have a racial -10 penalty on acrobatics checks due to having an unwieldy body shape

Natural armour: Due to the carapace of their centipede-like lower body having smooth sides and their dermal plating being very hard, Crawlers have +4 natural armour that stacks with other instances of Natural armour.

Multiple limbs: Crawlers have 4 arms and thus can take the Multiweapon Fighting feat.

Natural Weapons: A crawlers has four natural weapons in the form of a slam attack that deals 1d4 points of damage, a bite natural attack that deals 1d6 points of damage, and two claw attacks on their lower limbs that deal 1d4 points of damage each.

Constrict: Crawler can use the Constrict special ability. This attack deals 1d6 damage per hit die of the crawler.