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View Full Version : A bunch of Homebrew races



Threeshades
2008-02-10, 11:13 AM
I have made a few homebrew races for my current campaign, which is already running, but I thought i would yet offer them for criticism (I'm also open to any kind of comments or questions):

Pandakin, medium-sized monstrous humanoid
Pandakin are a peaceful race that once inhabited the bamboo forests on the mountains of Cyncath. When the civilization of Corrath took over the lower reaches of the mountains, some of the pandakin retreated to the almost impassable central regions called Tirat and lived their lives there along with a few retreated humans in one of the last few reservoirs of nature, independent from governments and guilds. Other pandakin started wandering the world of Corrath not feeling home anywhere anymore and became adventurers.
A pandakin appears almost like a normal giant panda, but they can easily walk upright and their forepaws evolved to fully functional hands.
Base land speed: 30 ft.
Abilities: Str +2; Wis +2; Dex -2; CH -2; Pandakin are physically strong and very thought- and careful, but they appear slightly clumsy and are reclusive indivduals.
Low-light vision
Natural armor bonus +1: due to their thick fur and tough skin, pandakin recieve a +1 natural armor bonus
Skills: Pandakin recieve a +4 racial bonus on climb checks.
Languages: Automatic Languages: Pandakin, Common; Bonus Languages: Gnoll, Elven, Spirit Tongue, Sylvan, Cyncathi
Favored class: Druid. Pandakin are loners usually bonded to their home’s nature –or what is left of it- so they often follow the path of the Druid, which suits their lifestyle the most.



Kijyan, medium sized monstrous humanoid (reptilian)
Kijyans are a race of serpentine humanoids comparable in appearance to some Yuan-Ti halfbloods. Some say the kijyans are actually descended from the Yuan-Ti, but there is no prove to this theory. Kijyans originate from the far off eastern regions of Xervad where they prefer to live among their own kind. Many of them though are drawn out of their homeland to become adventurers. Making use of their natural dexterity they often become rogues or rangers.
Kijyans look mostly like slim and particularly handsome half-elves without any hair except on the head which is often carefully groomed and can have a lot of different varieties. What more than clearly separates the kijyan from half-elves though is the long, scaly snake tail that replaces their legs. Kijyans have tails in lots of different colors. Some are green while others are red, black or even a dark blue or yellow. A kijyans torso while generally tan always has a slight tint of color matching that of its tail.
Base land speed: 30 ft., Swim 15 ft., Climb 15 ft.
Abilities: Dex +2; Con -2; The kijyans’ snake-like physique makes them extremely flexible but also vulnerable.
Darkvision up to 18 ft.
Natural armor bonus +1: The scaly body of a kijyan grants it a natural armor bonus of +1.
Dodge bonus +1: With their flexible bodies kijyans can perform dodge maneuvers beyond the abilites of other races. They receive a +1 dodge bonus to armor class.
Poison resistance: Even though they are not as hardy as most other races, Kijyans are much more resilient against poisons. They revieve a +3 racial bonus on saving throws against poison.
Languages: Automatic Languages: Kijyan, Common; Bonus Languages: Draconic, Elven, Halfling, Sylvan, Xervadi
Favored class: Ranger



Derukk, medium size humanoid (dwarf, orc)
Derukks are a kind of creature completely unthinkable in other worlds. But in Corrath it can happen that there are creatures interacting with each other, who are usually blood enemies. Derukks are a rare sight but they exist. They are the unlikely cross breed of Dwarves and Orcs. These cross-breeds rarely happen at the approval of both parents though. They can be found mostly in Hunnah.
A Derukk has the proportions of a dwarf, but is slightly taller. Their skin is usually gray with a green tint. Their mouths sport tusks like that of the more common human descended half-orcs but their forehead is fleeing much stronger than that of common half-orcs.
Like their dwarven relatives derukks love to display impressive beards but their beards are rarely groomed and the color ranges from black to dark brown, rarely with a reddish tone.
Most derukks are outcasts shunned by their dwarven parent and ignored, or sometimes even unknown by their orcish parent, but some of them are accepted in their community or turn to a dwarven or orc community and try to prove their worth for them. Once they gain the respect of a community they can become valuable members.
Base land speed: 20 ft. Derukks can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Abilities: Str +2; Con +2; -2 Int; -2 Wis; -2 Cha; Thanks to the tough nature of both of their parents Derukk are fighting machines, both strong and hardy, but they also are heirloom of their unsociability and short-sightedness.
Darkvision 60'
Lesser stability: Stability: A derukk gains a +2 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).
Poison resistance: +1 racial bonus on saving throws against poison.
Magic resilience: +1 racial bonus on saving throws against spells and spell-like effects.
Animosity: Most derukks hate their parents and often the whole race. They know their weaknesses instinctively. Derukks gain a +1 racial bonus on attack rolls against orcs and dwarves.
Outcast: Derukks often have to learn to live on their own very early in their lives. They gain a +4 racial bonus on survival checks.
Weapon familiarity: Derukk have a natural affinity for large weapons and as soon as they get their hands on one they train with it intensely. At first level a derukk can choose one of the following weapons to treat as martial weapon, rather than exotic weapon: Bastard sword, dwarven waraxe, maul.
Half-Blood: Derukks have both dwarven and orcish blood. They can acquire feats and advance in prestige classes exclusively available for either of them. Once a derukk acuired or feat or prestige class axclusively available for either race, she cannot have feats or prestige classes for the other anymore.
Languages: Automatic languages: Common Bonus languages: Orc, Dwarven, Sylvan, Terran
Favored class: Barbarian. Most derukks spend their lives wandering Corrath's ruin clogged wilderness and have to rely on their physical strength to survive.


Illustrations for these:
http://i5.photobucket.com/albums/y196/Tobi-Sean/Drawings/Corrathraces.jpg


Also something ive been wanting to do for a while already, after I re-watched The Dark Crystal some time ago:

Gelfling, small humanoid (Elf)
http://detour-mag.com/assets/wp-content/uploads/2007/09/darkcrystal.jpg
Gelflings are a race of elves that have become rare in the world. They are considerably smaller than usual elves and seem to have little in common with their taller kin. Gelflings' broad heads sport animalic facial traits, such as a long snout with a flat nose. Their ears are slightly shorter than those of other elves and not pointed. Their eyes are large and not tilted inward.
Gelfling hair varies widely in colors and can range from black to a bright blonde. Females are typically slightly shorter than males.
Gelfings are a peaceful race with close bonds to nature. At all times they would prefer retreat to a fight, and rather rely on their nimble hands and acrobatic skills than on violence, if not given the choice to run.
A Gelfling's racial abilities are the same as high elves except as follows
Base land speed: 20 ft. Gelflings have shorter legs than other elves and thus can't move as fast.
Small size: As a Small creature, a gelfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Abilities: Str -2; Int +2; Gelflings are as agile as their taller kin and exceptionally witty, but their small stature makes them weak. Use these ability modifiers in addition to those of high elves.
Scent: All of a Gelfling's senses are highly developed, even their nose. They have the Scent extraordinary ability.
Weapon Proficiency: Gelflings gain no weapon proficiencies.
Sleep: Unlike other elves, Gelflings need to sleep as other humanoid races. They are not immune to magic sleep effects, but they still gain the +2 racial bonus against enchantment spells and spell-like effects.
Languages: Automatic languages: Elven, Common Bonus languages: Sylvan, Terran, urRu, Halfling
Favored class: Rogue

Skeksis, medium size monstrous humanoid
http://www.bookmice.net/darkchilde/dark/skeksis2.jpg
Skeksis are vile creatures. They are the impersonation of the evil side of the elder creatures known as urSkeks, who split up into two separate, yet bonded races after breaking the crystal of truth. Their counterpart are the gentle beings called Mystics.
Skeksis resemble humanoid vultures stripped of their feathers. Their bodies are hunched and gaunt. Their legs are extremely short, while their arms are long and sinewy and sport hideous claws. Skeksis have bowed quills on their backs and sharp teeth protruding from their beak. Their dark grey skin is dry and folded and their eyes often are watery and dull. Some Skeksis have thin grey hair growing on their heads. Skeksis don't have separate genders, they don't reproduce by natural means.
Skeksis prefer heavy ornate robes that hide their almost pitiful stature and are fittet with large armor plates to make them look more intimidating.
Skeksis always hunger for power in every imaginable way: political, arcane and physical. They are exceptionally selfish and sacrifice other creatures for their own gain.
Skeksis don't know the concept of honour, honesty or justice and do anything as long as it serves them or their goals.
Base land speed: 20 ft. A Skeks's short legs make it slow.
Abilities: Str +4; Dex -2; Con +2; Int +4; Wis -2; Cha -2: Skeksis live by the right of the strongest, even though they are extremely intelligent. On the downside skeksis are slow to react and lack any kind of common sense or manners.
Natural armor bonus: A skeks's leathery skin and hard quills grant it a natural armor bonus of +2
Low-light vision
Resilience: Skeksis gain a +2 racial bonus on saving throws agains poison and disease.
Weapon proficiency: Skeksis receive the Martial Weapon Proficiency feat for Falchions as a bonus feat.
Hideos: A skeksis's gruesome traits give it a fearsome appearance, granting it a +3 racial bonus on intimidate checks.
They oftem use their clothing to make themselves even more intimidating. A skeksis can make a disguise check (DC 15) to put together an intimidating set of clothes granting it a +2 circumstance bonus on intimidate checks.
Alignment: Always neutral evil
Languages: Automatic languages: Skeks, Common Bonus languages: Any, except secret languages (duch as druidic) and urRu.
Level adjustment: +2
Favored class: Fighter: Skeksis are brutal creatures and prefer to get their problems and disputes solved with violence.

Mystic, medium size monstrous humanoid
http://www.bookmice.net/darkchilde/dark/uru2.jpg
The Mystics, also known as urRu, are the counterpart of the Skeksis. They are the good side of the urSkeks.
Mystics are hunched creatures with long tails which they drag along behind them as they walk. Their faces feature long noseless snouts and sunken eyes.
Their heads sit at the end of a long neck that is stretched out forward and usually bear long grey hair. Their slightly tanned skin lays in folds.
Mystics have four arms, each of which with a three-fingered hand. Their legs are very short and only allow them slow movement. Like their evil counterparts, Mystics are genderless.
Mystics prefer naturally colored robes featuring typical patterns used in their magic rituals. They often carry long staffs to use as a walking aid.
Mystics are gentle creatures with a close bond to earth and nature. They refuse the use of violence in any situation, even if it would lead to their inevitable death.
Base land speed: 20 ft. A Mystic's short legs make it slow.
Abilities: Con +4; Wis +2; Dex -2; Mystic's are hardy and never act before they think, but they are slow.
Natural armor bonus: A Mystic's thick skin grants it a +1 natural armor bonus.
Low-light vision
Four arms: Mystics have four arms and thus qualify for the multiweapon fighting feat.
Reason: Mystic's are wise creatures and their arguments always have a solid base. Mystics gain a racial bonus equal to their wisdom modifier on Diplomacy checks. (This can also be used for animal empathy related Diplomacy checks)
Stability: A Mystic gains 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).
Level Adjustment: +2
Languages: Automatic languages: urRu, Common Bonus languages: Elven, Sylvan, Terran, Halfling
Favored class: Druid; Mystics have close bonds to nature and thus are almost always druids.

Podling, tiny humanoid (Podling)
http://i5.photobucket.com/albums/y196/Tobi-Sean/kram/Podling.jpg
Podlings, or Pod People, are a simple kind-hearted race of tiny humanoids.
Podlings are only about knee-height of an average adult human being. Their faces are far from human, they have short stubby snouts with flat noses and round cheeks, giving their heads a slight resemblance to potatoes with a pair of beady eyes. A podling's hair usually ranges from blonde to light brown. Podlings have three stout fingers on each of their two hands. Their clothes rarely consist of anything other than simple, naturally colored sack cloth.
Podlings are peaceful and very social creatures. They love company and enjoy celebrations, dancing and music.
Base land speed: 20 ft. A podling is tiny and has short legs, but it can move at an impressive speed for its size.
Abilities: Str -4; Dex +4; Con -2; Cha +2; Their size makes podlings weak, but they make up for it with their daxterity and their social skills.
Tiny size: As a Tiny creature, a podling gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans, and even halflings use, and her lifting and carrying limits are half of those of a Medium character.
Low-light vision
Musician: Podlings recieve a +2 racial bonus on Perform (dance, sing, any instrument type) checks.
Diplomat: Podlings are social creatures and know exactly how to talk to others. They gain a +2 racial bonus on Diplomacy and Bluff checks.
Alertness: If there is one thing, a podling community cannot rely on in case of an attack, it's physical power. This is why podlings very early learn to be aware of perils. They gain the alertness feat as a bonus Feat.
Languages: Automatic languages: Podling Bonus languages: Elven, Common, Sylvan, Terran, Halfling, Gnome
Favored class: Bard; Podlings love music and celebrations, so many of them become Bards.

Threeshades
2008-02-13, 12:59 PM
come ohoooon

Deathtouched
2008-02-13, 01:18 PM
Wow, nice pictures, forgot how weird all those people looked...
Anyways, I like the Skeksis, the intimidate check bonus and poison resist make sense.

I have a question about the Derukks. They try to prove themselves to one group of their lineage... but they also hate them and get attack bonuses against them? I don't think it makes sense to have it both ways, you can't fit in and be able to murder your neighbor... Other than that one controversial bit they seem really cool, big weapons and orc/dwarf feats, nice

Gelflings and Podlings look good, seem similar to elves and halflings

I like the Kijyan a lot too, odd having no legs, but I guess it would make them more silent, better rangers

All of the races you made seem good, it might be fun having a campaign with the Skeksis, Mystics, Gelflings, and Podlings... :smallsmile:

Cormac
2008-02-14, 08:35 PM
I think you may underestimate the bonuses to natural armor. I dont think that Pandakin's would make a weak +1 level adjustment, but would be too strong for no level adjustment. I recommend either buffing them so they fill in the level adjustment or removing their natural armor bonus, and giving them some other panda related skills. Maybe some more panda related skills, perhaps survival, or perhaps bonuses on handle animal checks with bears (which would be super useful for a druid).

I think that the Kijyan actually make a decent +1 level adjustment. their natural armor bonus and their dodge bonus are huge, but so too are their movement bonuses. Also, dark vision is valued as a pretty high bonus to races (but did you mean to give them darkvision 18'?). I think that if you drop their AC bonuses, with their bonuses to save against poison, and their movement rates, they are balanced (you may want to add another thing or too if you take away the AC bonuses and make it a 0 lvl adj... what might be cool is a bite attack, that is treated as always unproficient, that does poison damage that upgrades with their level--maybe they also (or alternatively) need to be in a grapple to make this bite)

Szilard
2008-02-14, 08:43 PM
I like the drawings.