heavyfuel
2019-12-02, 08:54 PM
After posting all 4 races at once and getting no replies, I'm trying this approach of posting 1 race at time, so here's the second one.
+2 Str, +2 Con
Medium size: As medium size, Aspects gain no bonuses or penalties based on their size. However, see Powerful Build below
Speed: 30ft land speed
Racial Hit Dice: An Aspect has two levels of Outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of +3 to Fortitude, Reflex, and Will.
Racial Skills: Am Aspect's Outsider levels give it skill points equal to 5 x (8 + Int modifier).
Racial Feat: An Aspect’s Outsider levels give it one feat.
Native Outsiders - Aspects are Outsiders with the [Native] subtype.
Powerful Build: Whenever a Nature Aspect is subjected to an opposed check based on size modifiers (such as combat maneuver checks), they count as one size larger if doing so is advantageous. In addition, Nature Aspects count as one size larger to determine how different special abilities affect them (such as swallow whole). A Nature Aspect can use weapons designed for a creature one size larger without penalty (their unarmed strikes deal damage as one size higher as well), however, they count as medium for determining space and reach. The abilities of this racial trait stack with powers, abilities, and spells that affect size category.
Transport through Earth (Ex): Nature Aspects can travel through earth and stone. This transport must begin and end in a surface made of earth or stone within line of sight, and it must go through earth or stone. A Nature Aspect can move a total of 10 feet per level each day in this way. This amount can be split among many “jumps”, but each one, no matter how small, counts as a 10-foot increment. Using this ability is usually a Standard Action, however, it can be used as a Swift action by spending twice as many feet increments (minimum 10ft to move 5ft). This effect is Extraordinary in nature, and can’t be dispelled or suppressed by an Anti-Magic Field.
Bark Exterior (Ex): A Nature Aspect’s bark-like skin grant it a +1 bonus to Natural Armor. Also, in an area of bright light (not necessarily sun light) she gains fast healing 1 as long as she is well fed and hydrated.
Born hunter (Sp): A Nature Aspect’s blessing allow her to use the following Spell-like Abilities. Her caster level for them is equal to her character level.
1/day Camouflage (self or touch), Scent (self only), Tremorsense (all spells found in Spell Compendium)
This race is supposed to be a bruiser. Str, Con, and AC bonuses, as well as Powerful Build is pretty straight forward. Fast healing works as a way to make healers not necessary for the front liner, and though it’s somewhat restricted due to fluff of needing light and food, the restrictions are super easy to circumvent.
Transport through earth is my way of not having melees need Lion Totem Barbarian 1. This gives a way to Swift action move and then full attack. It also grants decent utility with a pseudo-teleport that works inside AMFs.
As for the Spell-like abilities, I honestly fear they might be too strong, though 1/day for each of them is like… fine, I guess.
So, what LA should this race get? Again, remember that it already has RHD.
For anyone wishing to comment on the first one, here's the link: http://www.giantitp.com/forums/showthread.php?602752-Help-me-assign-LA-to-a-new-race
At any rate, PEACH!
+2 Str, +2 Con
Medium size: As medium size, Aspects gain no bonuses or penalties based on their size. However, see Powerful Build below
Speed: 30ft land speed
Racial Hit Dice: An Aspect has two levels of Outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of +3 to Fortitude, Reflex, and Will.
Racial Skills: Am Aspect's Outsider levels give it skill points equal to 5 x (8 + Int modifier).
Racial Feat: An Aspect’s Outsider levels give it one feat.
Native Outsiders - Aspects are Outsiders with the [Native] subtype.
Powerful Build: Whenever a Nature Aspect is subjected to an opposed check based on size modifiers (such as combat maneuver checks), they count as one size larger if doing so is advantageous. In addition, Nature Aspects count as one size larger to determine how different special abilities affect them (such as swallow whole). A Nature Aspect can use weapons designed for a creature one size larger without penalty (their unarmed strikes deal damage as one size higher as well), however, they count as medium for determining space and reach. The abilities of this racial trait stack with powers, abilities, and spells that affect size category.
Transport through Earth (Ex): Nature Aspects can travel through earth and stone. This transport must begin and end in a surface made of earth or stone within line of sight, and it must go through earth or stone. A Nature Aspect can move a total of 10 feet per level each day in this way. This amount can be split among many “jumps”, but each one, no matter how small, counts as a 10-foot increment. Using this ability is usually a Standard Action, however, it can be used as a Swift action by spending twice as many feet increments (minimum 10ft to move 5ft). This effect is Extraordinary in nature, and can’t be dispelled or suppressed by an Anti-Magic Field.
Bark Exterior (Ex): A Nature Aspect’s bark-like skin grant it a +1 bonus to Natural Armor. Also, in an area of bright light (not necessarily sun light) she gains fast healing 1 as long as she is well fed and hydrated.
Born hunter (Sp): A Nature Aspect’s blessing allow her to use the following Spell-like Abilities. Her caster level for them is equal to her character level.
1/day Camouflage (self or touch), Scent (self only), Tremorsense (all spells found in Spell Compendium)
This race is supposed to be a bruiser. Str, Con, and AC bonuses, as well as Powerful Build is pretty straight forward. Fast healing works as a way to make healers not necessary for the front liner, and though it’s somewhat restricted due to fluff of needing light and food, the restrictions are super easy to circumvent.
Transport through earth is my way of not having melees need Lion Totem Barbarian 1. This gives a way to Swift action move and then full attack. It also grants decent utility with a pseudo-teleport that works inside AMFs.
As for the Spell-like abilities, I honestly fear they might be too strong, though 1/day for each of them is like… fine, I guess.
So, what LA should this race get? Again, remember that it already has RHD.
For anyone wishing to comment on the first one, here's the link: http://www.giantitp.com/forums/showthread.php?602752-Help-me-assign-LA-to-a-new-race
At any rate, PEACH!