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    According to the PHB, an individual has no existence without picking a class - even a commoner is considered a class. This, of course, is ridiculous, especially given that “Commoner” is the only class that gets swapped when someone gains their 1st character level.
    Here's an attempt to define the typical 0-level races available as PCs - some classic, some unorthodox, some redefined, and some entirely new:
    - Each character starts with BAB and all saves at +0.
    - Zero-level skill points amount to [4 x 4 + Int-mod], separated from skills gained from class levels. This takes care of the 1st level Skill points-multiplication absurdity.
    - Zero-level player races have a skill-rank-max of 3, treating all skills as class skills for 0-level skill points only.
    - Racial Weapon Familiarity is dropped.




    Common Races
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    Dwarf
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Dwarves are Smell sized with Powerful Build (see the Goliath race; RoS). Dwarves' Stability (that of a typical medium-sized biped) stems from their Powerful Build.
    - Base land speed = 25’. Dwarves are slowed down by medium and heavy armor to 20'.
    - Dwarves also gain a +2 bonus to Knowledge (Dungeoneering) and Profession checks.


    Elf
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - Ability modifiers: Dex & Cha +2 / Str -2.
    - Elves never age beyond "Old" category. They’re immune to magical aging and have an unlimited lifespan.
    - While trancing, elves are partially aware. They are not considered helpless, merely prone and flat-footed, and may continue to make Spot and Listen checks at a -5 penalty.
    - Auto-detection of secret doors is omitted.
    - Knowledge of the Ancients: Elves gain +2 to all Knowledge checks and may select any two Knowledge skills as class skills (on character creation).
    - Magic Aptitude: Elves gain +2 on all Spellcraft checks.


    Gnome
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - 120’ Darkvision (Gnome – originally "Genomos" – means "earth-dweller") and Low-light vision x 4.
    - Speak with Animals is replaced with the CAdv Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not Cha-score dependant.
    - Uninhibited Curiosity: Gnomes can select any two Int/Wis/Cha-based skills and gain them as class skills.
    Physical appearance: Well, the physical appearance of Gnomes was never fully established in D&D. Personally, I prefer to see them in a more folklore-oriented manner. Gnomes are similar to dwarves, with shorter legs, larger ears, potato noses and a spark in their eyes. They’re somewhere between dwarves and Halflings in height and physical build.


    Half-Elf
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Gain +2 competence modifier to all Cha-based skills, as well as all skill checks to oppose Cha-skills (such as Sense Motive). This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.
    - Half-Elves also enjoy the benefit of "Once a class skill – always a class skill" (detailed for Human below).


    Half-Orc
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    Zero-level HP: 10
    Racial Traits changes/additions:
    - Also gain +2 to Con, +3 on all Intimidate checks and +2 to all Survival checks.
    - Half-Orcs also enjoy the benefit of "Once a class skill – always a class skill" (detailed for Human below).


    Halfling (AKA ‘Hin’)
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    Zero-level HP: 6
    Racial Traits changes/additions:
    - Base land speed is 25'. Meduim and heavy armor reduce their speed to 20' and 15' respectively.
    - Halflings also gain a +2 racial bonus to Balance and Ride checks.
    - Enchantment Resistance (+4): Halflings' free spirit makes them highly resistant to magical control over their minds, even more so than elves.


    Racial Feats:


    Rock Skipping Shot
    All halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff. The best of the best become famous for their uncanny aim and prowess
    Requirements: BAB +8 or Halfling with BAB +4
    Benefits: As a standard action, when throwing a stone or firing a stone with a sling, you can make it bounce from one target to another, damaging multiple opponents.
    After hitting a target, if another is present within 10'/20/30’, you can make an iterative attack at -4/-5/-6 (respectively).
    This theoretically can go on indefinitely, but when an attack roll indicates a miss, the sequence ends.
    The above numbers include scenarios of regaining ownership on the launched projectile (basically: "Returning") and multiple re-bouncing between the same targets.
    You may also bounce rocks off walls, trees, ceilings, etc., in order to make a difficult shot. While you must make a ranged touch attack roll to hit the wall, most walls have a touch AC of 1 (smaller targets, such as trees, have AC 10 or higher).
    This trick is used to attack opponents hiding behind cover (in which case it ignores cover) or with which you don’t have line of sight (in which case regular miss chances for concealment apply).


    Denial Feats
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    Back in the days of BECMI D&D, when there was no excuse in the world for taking a Halfling character, they tried to give this race some added value when they published "The Five Shires" gazetteer.
    One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.



    Denial
    Requirements: Hin (Halfling) only, Wis 13+, Cha 13+, base Fort save +3
    Benefits: Using the ready action, Warrior's Tide of Battle ability (see the Warrior class) or any other acceptable action, the character may throw himself in the way of a spell or a (Sp) ability, and stop it from causing harm to the intended target.
    This is done by the character launching himself in front of the caster, shouting "No!".
    You make a saving throw as if you were the intended target of the spell. If you're indeed the intended target, you saves at +2, or as an immediate action at -5.
    If the save is successful, the spell has no effect.
    Denial may only be used when the character is within the borders of a Hin Homeland (Five Shires, Leehashire etc).
    Whether successful or not, using this ability more than once in a given day deals 1 Con burn to the defender, restored via normal rest, not spells/(Su)/(Sp).

    Directed Denial
    Requirements: Denial, base Ref save +3
    Benefits: When making a Denial attempt, the character may reflect the effect back onto the caster for full effect, by beating the save DC by +5 or more.
    Directed Denial, whether successful or not, deals 1d4 Con burn (1d4+1 for repeated attempts during a given day).

    Hin Master
    A Hin Master carries his homeland in his hart. He hears his peoples' echoes whispered in the wind. He reaches out to his homeland through the very foundations of the earth.
    Requirements: Directed Denial, Druid level 10th
    Benefits: The character may now use Denial whenever he benefits from his Nature Sense class feature.
    Furthermore, he negates 1 Con burn on each failed attempt and 2 Con burn on successful attempts.



    Human
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    Zero-level HP: 8
    Racial Traits changes/additions:
    - Gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait.
    - Skill Aptitude: Humans enjoy the benefit of "Once a class skill – always a class skill". If you ever have it as class-skill, it counts as class-skill regardless of future classes you take levels in.
    - Signature Skills*: Humans can select any two skills and permanently gain them as class skills.
    * Some humans are born with a radical ability score, but are less skill-inclined. Such humans don't gain Signature Skills, but they start out with one ability-score racial limit of 20.


    Survivalist: Some humans demonstrate uncanny survival instincts instead of the typical Human versatility.
    Such individuals don’t gain any of the normal Human benefits associated with skills/feats.
    Instead they start at 1st level with +2 to all saving throws and +2 to Con and Cha (max score 18)





    Uncommon Races
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    Changeling (EbCS, p.13)
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    Zero-level HP: 6
    Racial Traits additions:
    • Resistance to Alteration: Being shapechangers, Changelings possess a natural resistance to uninvited attempts to control their forms. They gain a +2 bonus to saves vs. alteration and petrifaction spells and effects.
    • Imposter: Disguise & Bluff always count as class skills for changelings.
    • Natural Linguist: Speak Language always counts as class skill for changelings.




    Racial Feats:


    Animal Shapeshift
    Requirements: Changeling, Character level 6, Con 13
    Benefits: You may use Minor Shapeshift to take the shape of Land animals as well as Humanoids; you may only transform into animals of your size with an equivalent number of limbs.
    The total number of shapes you possess via this feat equals your unmodified Con-bonus. Should your Con-bonus increase, you gain a new form of your choice 24 hours later; should it decrease, you lose a form of your choice.

    Aquatic Shapeshift
    Requirements: Changeling, Animal Shapeshift, Con 15, Swim 8, Athletic or Skill Focus: Swim
    Benefits: You may use Minor Shapeshift to take the shape of Aquatic and amphibian animals as well as Humanoids, as per the Animal Shapeshift rules.

    Airborne Shapeshift
    Requirements: Changeling, Animal Shapeshift, Con 15, Jump 8, Acrobatic or Skill Focus: Jump
    Benefits: You may use Minor Shapeshift to take the shape of Flying animals as well as Humanoids, as per the Animal Shapeshift rules.

    Becomer
    Requirements: Changeling
    Benefits: You suffer no penalty on disguise checks for disguising yourself as a member of another race, gender, or age category within 1 age category of your actual age.

    Master Changeling
    Requirements: Changeling
    Benefits: You gain the limited ability to perform a more powerful shapechange.
    For 3 + character level minutes each day you may use Minor Shapechange to emulate the spell Alter Self.
    You may use this ability in 1-minute increments.

    Social Chameleon
    Requirements: Changeling
    Benefit: When making an opposed check with the following skills, you gain a +2 bonus on the roll:
    – Bluff
    – Diplomacy
    – Disguise
    – Gather Information
    – Intimidate
    – Sense Motive
    – Sleight Of Hand


    Drow (Dark Elves) and Half-Drow
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    Basically, Drow and Half-Drow have the same traits as their above-ground counterparts, but with the following differences:
    • Darkvision 90’ + Light Sensitivity
    • +3 racial bonus on Spot checks (this benefit is lost while exposed to bright light).
    • Automatic Languages: Elven and Undercommon.


    Elan
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    Elan – a humanoid with aberrant lineage – is an interesting angle to explore as a PC race.
    The resulting redesign below stems from three reasons:
    1. The need to adapt the Elan race to this project's unified solution for spellcasting.
    2. Providing plenty of options for players to fully realize their envisioned PC.
    3. Dissociating the Elan race from specific classes.



    Zero-level HP: 8


    Lesser Elan Racial Traits:
    • Medium Humanoid
    • Base land speed: 30'
    • Aberrant Lineage: You gain Aberration Blood (LoM, p.178) as bonus feat on character creation.
    • Defensive Reservoire: Elans gain [2 + Cha-bonus + level/3] racial points of defensive reservoir. These fuel your racial special qualities and replenish at rate of 1/hour.
    • Special Qualities: Repletion, resilience, resistance.
    • Automatic Languages: Common.
    • LA: +0


    Greater Elan Racial Traits:
    • Medium Aberration (unaffected by spells and effects that specifically target humanoids)
    • -2 Cha
    • Base land speed: 30'
    • Darkvision: 60'
    • Strong Willed: +2 to Will saves
    • Aberrant Lineage: You gain Aberration Blood (LoM, p.178) as bonus feat on character creation. You may use slots of bonus feats to take Aberration Blood and its derivatives.
    • Defensive Reservoire: [5 + Cha-bonus + level/3] racial points of defensive reservoir.
    • Special Qualities: Repletion, resilience, resistance.
    • Automatic Languages: Common.
    • LA: +1




    Racial Feats:


    Elan Repletion, Enhanced
    Prerequisite: Elan
    Benefit: You never need to eat or drink again, and instead you rely entirely on your Defensive Reservoire to provide optimum nutrition and hydration.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.

    Elan Resilience, Enhanced
    Prerequisite: Elan
    Benefit: As an immediate action, you can reduce the damage you are about to take by 4 points for every 1 Defensive Reservoire point spent.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.

    Elan Resistance, Enhanced
    Prerequisite: Elan
    Benefit: As an immediate action, you can spend 1 Defensive Reservoire point to gain a +6 racial bonus on saving throws until the beginning of your next turn.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.


    Goblin
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    Zero-level HP: 6
    Racial Traits additions:
    • Iron Stomach: Goblins can eat almost anything. They gain a +5 bonus to Survival checks made to find food, and are immune to being sickened or nauseated by rotten food or drink.
    • Hardy Blood Chemistry: Goblins thrive in the foulest of environments. Goblins gain +5 to all checks to resist poison and disease.


    Goliath
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    Use all the info found in RoS (p.53-84).
    The race is perfectly balanced as given.

    Zero-level HP: 10




    Racial Feats:


    Fierce Competitor
    Goliaths are always competing, and a fierce competitor wins more competitions than not.
    Requirements: Goliath
    Benefits: When making an opposed check with the following skills, you gain a +2 bonus on the roll:
    – Escape Artist
    – Hide
    – Listen
    – Move Silently
    – Sleight Of Hand
    – Spot
    – Use Rope

    Grand as the Mountain
    You're not necessarily larger than other goliaths, but you learn to make the most of your size.
    Requirements: Goliath, Str 20, Con 16, BAB +6, trait: Stout
    Benefit: You gain the benefits of a creature 1 size category larger than your actual size.
    For all purposes other than space, you're always treated as both your size and one size category larger in whatever ways are most favorable.
    For example:
    – You can wield medium sized two-handed weapons as one-handed weapons at no penalty
    – You have reach as a tall large creature (10') but no size penalty to attack and AC.
    – Your natural weapons deal damage as if they were one size category larger.
    The benefits of this ability stack with powers/abilities/spells that change the subject’s size category, but not with Powerful Build.


    Killoren (RotW)
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    Zero-level HP: 6
    • Low-Light Vision is 4 times farther and more accurate than humans’.
    • May switch the chosen Aspect of Nature with an uninterrupted 10min meditation.
    • Aspect of the Destroyer: Instead of smiting, a Killoren manifesting this aspect treats any "foes of nature" (aberrations, constructs, humanoids, oozes, outsiders and undead) as a Favored Enemy (see the "New Feats" spoiler) and gains a continuous +2 Str increase and +2 to all Intimidate checks. Starting at characters level 12, a Killoren may choose any specific group among "foes of nature" as a Signature Enemy (see the "New Feats" spoiler). With each level beyond 12th, a Killoren may choose another Signature Enemy among "foes of nature".


    Kobold (RotD, p.39)
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    Zero-level HP: 6
    Racial Traits additions:
    Not all kobolds are slight built. Kobolds that are not slight built take -2 Str adjustment instead of -4.

    Special: Since this codex doesn't contain the Sorcerer (or a Sorc.-equivalent) class, Draconic Rite of Passage (RotD) is removed.
    Special: A Dragonwrought Kobold is never Slight Built. Those are always the larger specimens of the race.


    Ogre


    Planetouched: Aasimar & Tiefling
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    I considered adding the Aasimar and Tiefling to my Races collection for a very long time, but I never liked their LA.
    I think I finally have a formula for both of them to accommodate LA +0.


    Zero-level HP: 8

    Aasimar
    • +2 Wis, +2 Cha
    • Medium size
    • Land Speed: 30'
    • Darkvision: 60'
    • Resistance to acid 5, cold 5, and electricity 5
    • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

    Tiefling
    • +2 Dex, +2 Int, -2 Cha
    • Medium size
    • Land Speed: 30'
    • Darkvision: 60'
    • Resistance to cold 5, electricity 5, and fire 5
    • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.


    Shifter





    Exceedingly Uncommon Races
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    Anubid
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    Anubids are jackal-headed desert nomads and scavengers that consume the corpses of the dead.
    Anubids are often not the most charming of comrades, due to their preference for solitude, and carrion-eating. However, they are undeniably tough, having survived in a harsh desert climate on a diet of decayed raw meat.
    Anubid warriors are often encountered armed with Khopesh and bolas.


    Anubid Racial Traits:
    • Zero-level HP: 8
    • +2 Con, -2 Cha
    • Medium size
    • An anubid’s base land speed is 30'
    • Darkvision 60'
    • Scent
    • Desert Lore: +2 racial bonus on Knowledge (geography, nature), and Survival checks
    • +4 racial bonus on saving throws vs. poison, death effects and negative energy effects. Also, anubids never suffer from indigestion
    • Gains Track as a bonus feat
    • Automatic Languages: Common. Bonus Languages: Dwarven, Goblin, Orc, Ignan, Terran


    Adulthood Middle Age Old Venerable Maximum Age
    20 years 58 years 85 years 112 years +3d20 years

    Gender Base Height Height Modifier Base Weight Weight Modifier
    Male 4' 11" +2d10 110 lb. x(2d4) lb.
    Female 4' 7" +2d10 90 lb. x(2d4) lb.


    Black Eyed Child
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    This race is described here.

    Zero-level HP: 4

    Codex adaptations:
    1. Broken Laws feature: A racial feature of all Black-Eyed Children.
    2. Welling Terror feat: Encompasses the benefits of Terrific Gaze.
    3. Spatial Warp feat: Grants 5% per 4 HD.
    4. Impossible Tracking: A feat that requires Broken Laws feature.
    5. Return To Home: A feat that requires Impossible Tracking feat.
    6. Radiant Sickenss: Nixed. Incompatible thematically, and broken under any measuring criteria.
    7. Racial Paragon features not mentioned above are ignored.



    Couatl


    Gargoyle
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    Gargoyles are winged monstrous humanoids, with powerful claws and various designs of small horns.
    Gargoyles' skin texture and dull grey color makes them look like stone statues that had come to life.
    All gargoyles are completely hairless.

    Some gargoyles possess prominent canine teeth, and can use them to make secondary bite attack.
    Some gargoyles possess bony horned foreheads, and can make gore attacks.
    No gargoyle possesses both bite and gore attack (see the racial feats below).


    GARGOYLE RACIAL TRAITS:
    • Zero-level HP: 8
    • +4 Str, +2 Con, –2 Cha. Gargoyles are extraordinarily strong and very tough, but their sinister countenance repels others.
    • Medium: As a Medium creature, a gargoyle has no special bonuses or penalties due to her size.
    • Movement: Gargoyle base land speed is 30'.
    • Darkvision: A gargoyle has darkvision out to 60'.
    • Claws: A gargoyle has two claw attacks, dealing 1d4 + Str-mod + (1/4 BAB) slashing damage. Gargoyle claws count as both 1-H and small weapons (whatever's best for the character) for game mechanics such as TWF, PA etc.
    • Gliding: Gargoyles can use their wings to glide, negating damage from a fall of any height and allowing them to travel 20' horizontally for every 5' of descent. A gargoyle glides at a speed of 40' (average maneuverability).
    • Climbing: Gargoyles have a climb speed of 20'.
    • Frightening: +4 racial bonus on Intimidate checks.
    • Freeze: A gargoyle can hold itself so still it appears to be a statue.
    An observer must succeed on a Spot check vs. DC [20 + the gargoyle's character level + Cha-mod] to notice that the gargoyle is really alive.
    While frozen, a gargoyle's metabolism drops tenfold. This means that:
    - It can hold its breath 10 times longer than normal.
    - It can go 10 times longer without food and water.
    - The secondary effect from poison takes 10 times longer to take effect.
    Furthermore, a frozen gargoyle gains DR 5/adamantine and 50% resistance to precision damage.
    A gargoyle rests frozen, but never actually sleeps. Unless comatose, a gargoyle always remains aware of its surroundings.
    Becoming Frozen is a standard action that provokes AoOs. Starting at 7HD, this changes to a move action.
    Breaking Frozen state is a move action that provokes AoOs, except from creatures that have no clue that you're alive beforehand. Starting at 7HD, this changes to a swift action that doesn't provoke AoOs.
    • Automatic Languages: Common. Bonus Languages: Auran, Draconic, Dwarven & Terran
    • LA: +1



    Special: A gargoyle is eligible for taking the Improved Dragon Wings feat (RotD, p.100).




    Racial Feats:


    Gargoyle Mandibles
    Requirement: On character creation
    Benefit: You possess a secondary bite attack as a natural attack. The bite causes 1d4 + Str-mod + (1/4 BAB) piercing damage.
    As a natural attack, a bite attack does not provoke AoOs.
    Special: Gargoyle Mandibles and Gargoyle Horns are mutually-exclusive. They cannot be taken together even if the character starts with additional feat slots by taking flaws.

    Gargoyle Horns
    Requirement: On character creation
    Benefit: You possess a secondary gore attack as a natural attack. The attack causes 1d4 + Str-mod + (1/4 BAB) bludgeoning damage.
    As a natural attack, a gore attack does not provoke AoOs.
    Special: Gargoyle Mandibles and Gargoyle Horns are mutually-exclusive. They cannot be taken together even if the character starts with additional feat slots by taking flaws.

    [B]Tail Slap Attack[B]
    Requirement: BAB +4
    Benefit: Your tail grows in strength and allows you to make a secondary attack for [1d4 + Str-mod + (1/4 BAB)] bludgeoning damage.

    Fearsome Gargoyle
    Prerequisite: Gargoyle Mandibles or Gargoyle Horns, Tail Slap Attack, BAB +6, Str 15.
    Benefit: The base damage of all your natural attacks is elevated from 1d4 to 1d6.
    Furthermore, your Bite/Gore attack now also does slashing damage (as well as piercing/bludgeoning).


    Illithid
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    (an adaptation from this proposal)
    Members of this alien race are often as ambitious and uncaring as they are brilliant. Fleeing the destruction of their vast empire on another world, they have come here to rebuild.
    The majority of their kind adhere to their rigid communal hierarchy, but there are some who take up adventuring out of curiosity, lust for power, or even benevolence.

    Although it is true that Illithid relish the taste of brain matter, they are quite capable of living off of standard fare.

    • Zero-level HP: 8
    • Ability Modifiers: +2 Int, +2 Cha. Illithid have genius-level intellect and a forceful personality.
    • Size: Medium
    • Type: aberration
    • Speed: 30'
    • Darkvision: 60'
    • Natural Attacks: Illithid possess sharp claws (1d3 + Str-mod; piercing; primary) and a powerful beak hidden behind their facial tentacles (1d4
    + 2 * Str-mod; piercing; secondary).
    • Limited Telepathy (Su): An illithid can communicate telepathically with sentient creatures within 100'. This sort of telepathy actually uses words, so a common language is required.
    • Hive Mind (Su): Amongst themselves, Illithid form a web of immediate telepathy that involves direct sensations. If one is aware of a particular danger, they all are. If one in an encounter is not surprised, none of them are.
    • Languages: Automatic: Common and Undercommon. Bonus: Abyssal, Aquan, Celestial, Draconic, Elven, Infernal, and Sylvan.
    • LA: +1

    Illithid NPCs: the percentage of mages among Illithid is higher than in any other known race.
    Illithid NPC mages will always have access to Enchantment, Illusion and Transmutation, and will always specialize in one of them. Illithid also favor Sonic and Force effects, as well as telekinetic abilities.
    The above preferences have earned them the nickname "Mind Flayers".


    Kumo
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    Detailed here.

    Zero Level HP: 6

    Each individual has (according to family/clan association) an alternate form of one of the common races (not necessarily human), and doesn't need a Disguise check to appear as one.
    Kumo web may be used for crafting cloths, ropes, flexible weapons (bolas, nets, slings, whips) and light armor (as effective as chain shirt, yet only as restrictive as leather armor).
    LA: +1


    Mandrake
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    The seeds for this race began long ago in the days when I was part of a BECMI D&D group.
    Back then, materials outside core were very rear and gazetteer #3 (The Principalities of Glantri), where they wrote about this deadly magical root that can be animated, had really stirred our imagination.
    Well, I thought to myself, "if the root is alive, why can't it be animated into life instead of a construct?"



    Mandrake


    Mandrakes are commonly thought to be plant creatures that were created to be an approximation of humanoids, much like a homunculus. However, mandrakes are products of nature. They sprung from the lands themselves, vitalized by the sun and the magic in the soil.
    Mandrakes are extremely rare beings, formed only when a disembodied wondering fey spirit touch a Mandragora – a poisonous magical root – during a nearby surge of powerful magical energies with multiple effects (e.g. Gate / Prismatic Wall / Storm of Vengeance), and even then, there's only 5% for this transformation to occur.


    Physical Description
    Mandrakes appear as a humanoid fashioned root, roughly of Halfling height and weight.
    They are capable of wearing clothing fitted for a humanoid.
    Mandrakes are not separated into males and females. There's no such thing as Mandrake Ecology. Despite this, mandrakes are usually given an outward gender appearance, though occasionally a mandrake will look like neither. Their skin is a deep reddish-black or blueish-black.
    Unlike most other plant creatures, they have capillaries that pump their poisonous blood, eyes to see, and teeth and stomachs to digest food.
    Mandrakes are Plant with the Fey subtype.

    Personality
    Mandrakes are emotional and hot-headed. However, they mellow and relax just as often, simply ignoring others rather than dealing with the fuss.
    Folk often describe mandrakes as "terse", "sour" or "grumpy", but that distinction varies from individual to individual.

    Alignment
    Mandrakes rarely muster the motivation to fight for good, evil or law, doing what they please.
    As such, they are most likely CN, but may be of any alignment.

    Names
    Mandrakes prefer using classical Sylvan names, albeit shorter ones. They don't carry a lot of importance on names, and will respond to much of anything, as long as it isn't an insult. A mandrake might often be simply called Root, Bulb, Tuber or Plant.


    Mandrake Racial Traits:
    • Zero-level HP: 8
    • Ability Modifiers: Dex -2, Con +2, Int -2, Wis +2, Cha -2. A Mandrake is tough and bears the wisdom of the earth; however, it is stolid and inflexible (both physically and mentally), and finds it hard to relate to other, quick-blooded races.
    • Fey: Mandrakes are of the fey type although they have many plant-like qualities and are therefore not affected by spells such as charm person. Spells which affect plant creatures also affect them. Unlike many fey creatures, mandrakes can be brought back from the dead.
    • Small: As a Small creature, a mandrake gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses small weapons, and its lifting and carrying limits are 3/4 those of a Medium character.
    • Speed: 20'
    • Vision: Low-light
    • Immunities: poison, sleep effects and paralysis
    • +4 on saves vs. stunning, mind-affecting effects and polymorph
    • Hardy Physiology (Ex): Mandrakes are difficult to wound and resist precision damage and rogue's sneak attack, having medium fortification (50%).
    • Cold Resistance: 5
    • Vulnerability to Fire: A mandrake takes 150% damage from fire.
    • Metabolism & Ecology: Mandrakes don't need to sleep but they breathe and eat. Mandrakes have a much slower metabolism than flesh creatures. They can hold their breath 10 times longer than other land animals. Mandrakes can feed off of plant remains, but greatly prefer to gain their sustenance from Earthen Rest, from which they also gain restorative benefits. If a mandrake consumes meat (either by accident or forcibly), it becomes Sickened for 1d4 hours.
    • Earthen Rest (Ex): Once a day as a 1-round action, a mandrake can submerge underground in order to absorb nutrients and heal. While submerged, a mandrake heals 1 HP per minute and 1 point of ability damage per 10 minutes. 5 minutes of earthen rest are equivalent to a day's ration of food and drink. When a mandrake is submerged for rest, it leaves a ventilation crack for breathing. It takes a DC 20 Spot check to notice a mandrake's ventilation crack. In areas of tall grass the DC is 25. Emerging from underground is a standard action.
    • Poisonous Blood (Ex): A mandrake itself is quite toxic. Mandrake's blood is an ingested poison. Any creature that scores a bite attack on the mandrake is treated as ingesting the poison, taking an initial 1d4 Con damage and Paralysis a minute later as secondary damage lasting 1d6+1 rounds - Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod]. Ingesting a mandrake whole (with the Swallow Whole ability) is treated as a successful bite attack every time the mandrake takes damage within the creature's stomach. Mandrake poisonous blood cannot be applied to weapons. It loses its poisonous qualities 10 seconds after leaving the Mandrake's body.
    • Death Shriek (Su): When slain, a mandrake ends its life in a terrible supernatural shriek, as it shrivels up. Everyone within 20' of the mandrake takes 1d6 damage per HD of the mandrake. This damage is 1/2 mental and 1/2 spiritual, dealing only 50% damage to mindless creatures and 50% damage to creatures without a soul (no damage to monsters that possess neither, such as animated skeletons). Any creature whose HD total 10 less than that of the mandrake must make a Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod] or die. Mandrakes are naturally immune to this effect.
    • Languages: Automatic: Sylvan. Bonus: Any.
    • LA: +1




    Sidebar: MANDRAGORA Root

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    A diminutive poisonous magical plant whose purplish-white root grows in the shape of a male or female human body, with a thick batch of bladelike leaves sprouting from its "head".
    It is dangerous to harvest, since when pulled out of the ground it emits a horrifying shriek which can be fatal to those within earshot. Consequently it is relatively rare.

    Price: 500gp.
    Poison: Ingested DC 19
    Initial Effect: +2 alchemical bonus to effective CL for 1 hour.
    Secondary Effect: 1d4+1 points of Con-damage.
    Overdose: If more than one dose is taken in an 8-hour period, the user must make a Will save vs. DC 19 or become incapacitated with fear, cowering for 1d8 hours (unable to take actions, -2 AC, loses Dex-bonus to AC)


    Harvesting a Mandragora Root
    Mandragora roots grow only in dank swamps and dark, hazardous places. They are notorious for the piercing scream they emit when uprooted.
    What most people familiar with this plant don't know, is that there's a way to harvest it safely, by carefully digging around the root, avoiding uprooting it or ripping its leaves off.
    The root doesn't emits death shriek when it shrivels away.

    Knowledge (nature) DC 24: You recognize the Mandragora root by its leaves.
    Trigger: When the Mandragora root is uprooted. The Mandragora root dies and unleashes a piercing scream which tears into the souls of all present.
    Effect: Close burst 20'
    Damage: 4d6 psychic damage and dazed (save ends).



    Thri-Kreen


    Tortle
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    Tortles are crossbreed humanoid tortoises with short legs and a massive torso, standing roughly 6’ tall and weighing between 350 and 400 lbs.
    Their color ranges from sandy yellow to dull green and sandalwood.
    Tortles tend to avoid combat whenever possible. Most are peaceful, content to ignore the world outside their tribes and live as peasants.
    They reach adulthood by the age of 15. Later age steps are twice that of humans.

    Tortle Racial Traits:
    • Zero-level HP: 8
    • Ability Score: Str +2, Dex-2, Wis +2. Tortles are massive and slow. Since they don’t do well at outrunning enemies, they excel in avoiding conflicts and figuring out creative solutions to problems.
    • Speed: Land: 20’. Swim: 15’. Tortles are natural yet sluggish swimmers. They have +4 on all swim checks and may take 10 on Swim checks in all situations.
    • Hold Breath: Tortles can hold their breath for up to [1 hour + (5 minutes per Con-score)] at a time. 1 round of strenuous activity counts as 2 minutes. Each HP taken from injury counts as 1 minute.
    • Natural Armor: Tortles possess +4 natural armor and are typically ill suited to wearing regular armor. Specialized custom-made protection for their limbs and head can provide up to +3 armor-bonus (prices are up to the DM).
    • Racial Skills: Tortles have finely honed survival instincts and mental focus. Concentration, Diplomacy and Survival are always class skills.
    • Languages: Common and Aquan. Bonus Languages: Draconic, Dwarven, Giant and Terran


    Volodni (UE, p.15)
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    Racial Traits Changes/Additions:
    • Zero-level HP: 8
    • LA: if and when Druid level 6 is obtained, a volodni's LA drops to +1. If and When Druid level 17 is obtained, a volodni's LA drops to +0.
    • Druid: all volodni druids are Verdant Lords – no exception


    Vulcan
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    Vulcans physically resemble a crossbreed between a native american and an elf. They're slender, as tall as humans and have small pointy ears and an ever tan skin. They originate from a volcanic land with radical weather shifts, frequent earthquakes, toxic fumes and other natural disasters.
    Vulcan aging stages are twice as long as human's.

    Vulcan Racial Traits:
    • Zero-level HP: 8
    • Ability scores: Str +2, Int +2, Wis +2, Cha -2. Vulcans are exceptionally strong. They have exceptional memory and an analytical mind. This stems from their recluse nature, which hinders their force of personality.
    • Vulcan base land speed is 30’.
    • Cold & Heat Resistance: 5
    • +2 to save vs. mind affecting effects. Vulcan's have strong minds.
    • +2 to save vs. magical sleep. Vulcan's can go without sleep for [1 + Con-mod] days.
    • +2 to save vs. fear (for a total +4), poison & disease.
    • +2 to Autohypnosis and Concentration. Vulcans are exceptionally contemplative and can easily recuperate from mental strain, distractions and physical pain.
    • Bonus Feat: A vulcan chooses one of the following feats to start with: Alertness, Blind Fight, Great Fortitude or Iron Will.
    • Instability: Inherently, vulcans have much more intense emotions than any other species. During their adolescence they develop their recluse nature to keep their emotions under control. However, they never totally overcome this weakness. While enraged, a vulcan is automatically confused (no save). They stop being confused as soon as their rage dies out. Such condition is always accompanied with a sense of guilt that results in a -2 penalty to initiative and Ref saves for 24 hours.
    • Languages: Automatic: Vulcan, Common. Bonus: Any.
    • LA: +1. Reduced to +0 upon attaining 11th Monk level.



    Racial Feats:


    Through contemplation and meditation, vulcans have unlocked 3 feats that require vulcan blood, mind and logic:

    Mind Meld
    Requirements: Vulcan, 3HD, Autohypnosis 6, Concentration 6, Introspective
    Benefits: You may form a mental bond with another willing or unconscious target with Int-score 1 or greater, by touching the target's face, concentrating for 2 rounds and making a Concentration check vs. DC [10 + 1/2 target's HD].
    Mind Meld can be initiated Wis-bonus times per day and maintained for up to Cha-bonus rounds.
    Alternatively, a Mind Meld can be initiated and maintained from a distance of up to 5ft, but then the DC is upped by +5 and the duration is cut by half.
    During a Mind Meld, both can probe each other's memories for whatever question their counterpart can answer (1 question per round) and can sense their counterpart's surface thoughts, emotions and intentions toward them (no save on both sides).
    Willing targets do not get a Will save, but unconscious creatures can make a Will save (DC 10 + ½ character level + Wis-mod) to resist such attempt.
    Once a Mind Meld begins, both sides are locked helpless, until the initiator either willingly breaks the meld or runs out of Ki to maintain it.
    A commitment given under Mind Meld cannot be broken unless Break Enchantment or a more powerful abjuration spell is used, but such intent in advance is revealed during the Mind Meld.

    Tal-Shaya
    Requirements: Monk level 6th, Freezing the Life Blood
    Benefits: The monk may perform a devastating nerve pinch against a foe one size larger than itself or smaller. In order for this attack to be effective, the target creature must have a visible neck and cannot be immune to precision damage. This attack is a standard action melee touch attack that consumes 2 uses of Stunning Fist. If it succeeds, the target must make a Fort save vs. DC [10 + 1/2 Monk level + Wis-mod], or fall comatose for 1d6+6 minutes.

    Logical Mind
    Requirements: Vulcan, Monk level 9th, Autohypnosis 12, Concentration 12, Introspective
    Benefits: The monk has learned to suppress his emotions to an extreme, and view the world in the most calculating way.
    The monk becomes immune to all forms of illusion, charm and emotional manipulation, and can never again enter a state of Rage.
    When Diamond Essence class feature is gained, the monk receives total immunity to all mortal-level mental manipulation.


    Warforged
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    Use all the info found in EbCS (p.20-24).
    The race is perfectly balanced as given.

    Zero-level HP: 10




    Racial Feats:

    Warforged Juggernaut
    Requirements:
    – Ability Scores: Str 17, Con 17
    – Class/Character Features: BAB +9, Warcraft: Steely Resolve, Warcraft: Mettle, Physical Prowess: Applied Force (+2)
    – Feats: Adamantine/Mithral Plating, Powerful Charge, Great Fortitude, Greater Powerful Charge, Dungeon Crasher, Dungeon Juggernaut, Improved Bull Rush, Improved Sunder
    Benefits:
    – Armor Spikes *
    – Bonus Feat: you either gain Armor Mastery (heavy) (Adamantine Body only) or Mithral Fluidity twice (Mithral Body only)
    – Expert Bull Rush * (the bonus equals to the number of Warforged Juggernaut feats taken)
    – Extended Charge *
    – Unaffected by healing
    – +2 Str **

    Construct Perfection
    Requirements:
    – Warforged Juggernaut
    – BAB +12
    Benefits:
    – Immune to nonleathal and precision damage
    – Immune to mind affecting effects
    – Fully affected by repair spells
    – +2 Str **

    Superior Construct Perfection
    Requirements:
    – Construct Perfection
    – BAB +15
    Benefits:
    – Immune to death effects and necromancy
    – Immune to ability damage/drain
    – Fast Repair (effectively Fast Healing 1)
    – Superior Bull Rush *
    – +2 Str **


    * See the official Warforged Juggernaut
    ** Each instance also pushes the character's racial Str limit by an additional +2.




    Racial Class:

    Normally, I stand firmly against classes that are viable for specific races...
    Nevertheless, Celestia has done a marvelous job with the Warforged Warden (and variant).
    I would add Resist Nature's Lure at 4th level, but that's about it..



    Xenopolitan
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    Xenopolitans, described here, are evolutionary cousins of the Illithid.

    Zero-level HP: 6


    Xeph (XPH)
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    Xeph Racial Traits:
    • Zero-level HP: 6
    • Ability Scores: +2 Dex & Wis; -2 Str. Xeph are very agile and have a tranquil and analytical mind, but their small physique renders them a bit weaker than humans.
    • Blind Sense 60’ and Blind Sight 30’. Xephs have an inexplicable ability of sensing everything that is in their recent vicinity, provided it’s within their line of effect. Xephs’ Blindsense/Blidsight require triggering (see the features’ descriptions).
    • +2 racial bonus on saving throws against spells, spell-like and supernatural effects. Xephs have an innate resistance to magic.
    • Burst of Speed (Su): 3 times per day, a Xeph can enter a state that enables him to gain short bursts of speed. For a number of rounds equal to [3 + Ό HD], a Xeph may enhance one of his movements in a given round (be it considered a move, standard or full round action) by 10’. This speed enhancement increases to +20’ at 5 HD and +30 at 9 HD. These bursts of speed are considered a competence bonus to the xeph's base speed.
    • Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Hin and Sylvan.
    • LA: +1



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    Last edited by nonsi; 2020-08-15 at 02:10 AM.