1. - Top - End - #3
    Titan in the Playground
     
    Rizban's Avatar

    Join Date
    Mar 2008
    Location
    Aldhaven
    Gender
    Male

    Default Re: AVB - Welcome to Aldhaven. Don't mind the knife in your back. [3.5 Rules]

    The Races of Aldhaven

    Specifically Banned Races
    • Anthropomorphic Animals, all
    • Lesser Planetouched, all
    Specifically Approved Races
    • Diopsid (DrC)
    • Tibbit (DrC)
    • Exiled Modron (DrMag354)

    Special Rulings
    The following official races have some special ruling in Aldhaven different from the standard printed version.

    • Blue (goblin) – Have a +0 Level Adjustment.
    • Dragonborn – While the text may not explicitly say only humanoids can become Dragonborn in the rules for applying the Dragonborn template, there are numerous references in the text that say exactly that. In this setting, I only allow humanoids to become dragonborn. The cust serv ruling does not apply in Aldhaven.
      Spoiler
      Show
      Quote Originally Posted by RotD, p5
      The Platinum Dragon foreswore breeding creatures to oppose Tiamat's spawn, instead accepting humanoid volunteers to his righteous cause.
      Quote Originally Posted by RotD, p5
      Such humanoids give up all their former racial identity and are born anew.
      Quote Originally Posted by RotD, p8
      Each one enters the world as a halfling, an elf, a human, or a member of some other humanoid race with all that race’s propensities and traits.
      Quote Originally Posted by RotD, p8
      DRAGONBORN RACIAL TRAITS
      ...
      Humanoid (dragonblood)
      Quote Originally Posted by RotD, p12
      Any humanoid race can be reborn as an emissary of Bahamut
    • Dragonwrought Kobold – Take aging penalties as normal kobolds.
    • Hengeyokai – Due to changes from 3.0 to 3.5, Hengeyokai (from Oriental Adventures) have the type Humanoid (shapechanger). They now have a +0 Level Adjustment.
      • Dog and Racoon Dog hybrid special ability is changed to "+4 to Survival checks when tracking by scent."



    Homebrewed Races of Aldhaven
    The following homebrew races have been approved for use in Aldhaven. Obviously, however, this is not a complete list of every available race. You may play any printed race from an official 3.5 book, provided it meets with the requirements as laid out on the Character Creation Information section above (i.e. no more than 2 RHD and +1 LA).



    Athik

    Athiks believe themselves to be the chosen people of their deity Cliktith, sibling to the kreen god Klik'chak. They are very ant-like in nature and maintain a powerful devotion to their hive, which drives an athik's every action. Athik society frowns upon displays of emotion and independent thought but rewards hard work and personal accomplishment. They are almost invariably hardworking beings who keep to themselves. Athiks hold the safety and preservation of their hive as the highest virtues, which should be upheld even to the detriment or death of the individual. Cooperation is fundamental to their nature, and all have strong empathy and helpful attitudes towards one another, strengthened by the hive mind they all share.

    In Aldhaven, the athik have built a small hive colony a quarter mile southwest of the city and have reached a level where they have begun to have an impact on the city. The athiks have recently started trading with passing merchants and sent scouts into Aldhaven and the surrounding areas. Currently, they have no formal relationship with the city, and the city leaders have chosen to ignore the athiks unless they become a problem. There are several athik hives in the seemingly endless desert wastes south of Aldhaven, though athiks very seldomly travel far from home.
    (original source)

    Athik Racial Traits
    Spoiler
    Show
    Athiks look much like human children or halflings, but they have very distinct insectile features reminiscent of ants, including large, multifaceted eyes, two small antennae, and small mandibles on the sides of their mouths. They are covered with a shiny black carapace marked with a few small spots in varying shades of gray and dark blue.
    Adults never vary more than an inch from three feet, eight inches tall, and all appear virtually identical, even to the trained eye.
    • +2 Strength, -2 Wisdom, -2 Charisma: Athiks, like ants, are amazingly strong for their size; however, they rarely express any emotions and tend to have a detached view of the world.
    • Small Monstrous Humanoid
    • Athik base land speed is 20 feet.
    • Darkvision out to 60 feet.
    • Antennae (Ex): Athiks' antennae allow them to automatically sense the presence of foreign substances in the air as soon as they are exposed, granting a +2 bonus on saves against airborne toxins, such as poison gas. An athik is also able to use his antennae to sense vibrations in the air around himself, giving him blindsight out to 10 feet.
    • +1 Natural Armor: An athik's exoskeleton is tough and resistant to blows.
    • Increased Capacity (Ex): Athiks are capable of carrying exceptionally great loads for their size. An athik's carrying capacity is the same as a creature one size category larger with the same strength score. He does not take speed penalties, check penalties, or have a maximum dexterity bonus due to encumbrance when carrying a medium or heavy load, and he may use all class abilities as if he were carrying only a light load. An athik takes penalties as normal when wearing medium or heavy armor.
    • Stability (Ex): Athiks are exceptionally stable on their feet. An athik has a +4 bonus on 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).
    • Hive Telepathy (Ps): Athiks can speak telepathically to other athiks within 20 feet, but they can not use this ability to communicate telepathically with any other race.
      This ability is always active, but it can be suppressed for 1 round as a free action. An athik's manifester level for this ability is equal to 1/2 his Hit Dice.
    • Hive Cooperation (Ps): Through constant, subtle communication, athiks are better able to assist one another than other races. Athiks grant double the normal benefit when performing an Aid Other action so long as the creature they aid is also an athik and within 20 feet.
    • Naturally Psionic: Athiks gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    • Automatic Languages: Common, Kreen. Bonus Languages: Dwarven, Elven, and Sylvan.
    • Favored Class: Psion



    Faded Aasimar

    Faded aasimar are humanoids who have a faint trace of celestial blood in their veins. Though they are usually almost indistinguishable from the common members of their race in normal appearance, they usually have some trait that belies their nature, and their innate abilities are quite different. A faded aasimar can come from any humanoid race, so long as he has a celestial ancestor somewhere in his family tree. A race may even go several generations before a faded aasimar seems to spontaneously appear, revealing that celestial blood flows in the family.
    (originally by planswalker, specifically for Aldhaven)

    Faded Aasimar Racial Traits
    Spoiler
    Show
    • -2 Constitution, +2 Wisdom, +2 Charisma: Although graced with supernatural wisdom and presence, their mortal bodies are not able to fully withstand the rigors of their celestial heritage, leading a more frail form.
    • Medium Humanoid (planetouched): Unlike their more pure-blooded ancestors, generations of mortal heritage has washed out a faded aasimar's outsider traits until he is just a humanoid with only a touch of celestial power.
    • Faded Aasimar base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Light (Sp): A faded aasimar may use light once per day (caster level equals his Hit Dice).
    • Faded aasimars have a +2 racial bonus on Listen and Spot checks.
    • Resistances (Ex): A faded aasimar has resistance 2 to acid, cold, and electricity.
    • Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
    • Favored Class: Paladin



    Faded Tiefling

    Faded tielfings are humanoids who have a faint trace of fiendish blood in their veins. Though they are usually almost indistinguishable from the common members of their race in normal appearance, they usually have some trait that belies their nature, and their innate abilities are quite different. A faded tiefling can come from any humanoid race, so long as he has a fiendish ancestor somewhere in his family tree. A race may even go several generations before a faded tiefling seems to spontaneously appear, revealing that fiendish blood flows in the family.
    (originally by planswalker, specifically for Aldhaven)

    Faded Tiefling Racial Traits
    Spoiler
    Show
    • +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma: The traces of fiendish blood that flow through faded tieflings grant them a fiendish cunning and preternatural quickness, but it plays havoc on their bodies.
    • Medium Humanoid (planetouched): Unlike their more pure-blooded ancestors, generations of mortal heritage has washed out a faded tiefling's outsider traits until he is just a humanoid with only a touch of celestial power.
    • Faded Tiefling base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Darkness (Sp): A faded tiefling may use darkness once per day (caster level equals his Hit Dice).
    • Faded tieflings have a +2 racial bonus on Bluff and Hide checks.
    • Resistances (Ex): A faded tiefling has resistance 2 to cold, electricity, and fire.
    • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
    • Favored Class: Rogue



    Kreen

    The kreen are an insect-like race sometimes likened to the praying mantis. Their minds are alien, driven by instinct, ritual, and genetic memory, though they are more like the common races than one might expect, Many believe them to be bloodthirsty monsters, for they are indeed great hunters who relish and celebrate the hunt and the kill.

    Kreen hail from the seemingly endless desert wastes south of Aldhaven, farther even than the vast scrub lands that most consider as “south.” They love the heat and spend much of their time basking in the sun in that hot, arid land. Kreen travel the endless deserts in constant hunt for prey in roving nomadic hordes known as clutches, though they often move north when prey is scarce. To a kreen, his clutch, his family, is everything.
    (original source)

    Kreen Racial Traits
    Spoiler
    Show
    Kreen are easily likened to a praying mantis in human size. Though they lack the distinct large abdomen of the mantis, the similarities are unmistakable. Fully grown kreen stand between 5 and 7 feet tall, tending towards the taller end, with females being noticeable larger and stronger. Their exoskeleton is a sandy yellow in color. Of its six limbs, the two hind limbs are used for walking, though they are obviously built for powerful leaping. Their four upper limbs are made for grasping and rending their prey, covered with jagged edges and ending in sharp claws. Their heads are dominated by their large compound eyes and powerful mandibles.

    Most kreen wear only simple leather harnesses sufficient to carry their belongings. Though they are sometimes known to wear bits of expensive cloth as decoration or to denote social status, such can hardly be called clothing.
    • +2 Strength, +4 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma: Kreen are strong, incredibly agile, and have deep insight due to their peculiar memories; however, their minds are strange, and their appearance makes it difficult to relate to other races.
    • Medium Monstrous Humanoid
    • Kreen base land speed is 40 feet.
    • Racial Hit Dice: A kreen character begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
    • Racial Skills: The monstrous humanoid levels give a kreen skill points equal to 5 × (2 + Int modifier). Class skills are Balance, Climb, Hide, Jump, Listen, and Spot.
    • Darkvision out to 60 feet.
    • Immunity to magic sleep effects.
    • +3 Natural Armor: A kreen's exoskeleton is tough and resistant to blows.
    • Multiple Limbs: Kreen have four arms.
    • Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.
    • Poison (Ex): Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day.
    • Leap (Ex): Kreen have a +30 racial bonus on Jump checks.
    • Ancestral Memory: Kreen have access to a genetic ancestral memory of their species; however, it can only be realized through certain feats or class features, without which they gain no additional benefits.
    • Weapon Familiarity: Kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.
    • Kreen have a +4 racial bonus on Hide checks in sandy or arid settings.
    • Racial Feats: A kreen character gains Deflect Arrows as a bonus feat, even if he doesn't meet the prerequisites.
    • Automatic Languages: Common, Kreen. Bonus Languages: Dwarven, Elven.
    • Favored Class: Ranger
    • Level Adjustment: +1.
    Kreen Racial Class
    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    1st
    +1
    +0
    +2
    +2
    Kreen base traits, natural armor +1, natural attacks, leap +10
    2nd
    +2
    +0
    +3
    +3
    Natural armor +2, leap +20, Deflect Arrows, +2 Dexterity
    3rd
    +2
    +0
    +3
    +3
    Ancestral memory, poison, natural armor +3, leap +30, +2 Dex, +1 Level Adjustment

    Hit Die: d8
    Class Skills (2 + Int modifier per level, ×4 at 1st level)): Balance (Dex), Climb (Str), Jump (Str), Listen (Wis), and Spot (Wis).

    Class Features
    All of the following are class features of the Kreen.
    Spoiler
    Show
    Kreen Base Traits: Kreen gain the following base racial traits at 1st-level.
    • +2 Strength, –2 Intelligence, +2 Wisdom, –4 Charisma.
    • Medium Monstrous Humanoid
    • Kreen base land speed is 40 feet.
    • Darkvision out to 60 feet.
    • A Kreen has a +4 racial bonus on Hide checks in sandy or arid settings.
    • Immunity to magic sleep effects.
    • Multiple Limbs: Kreen have four arms.
    • Weapon Familiarity: The gythka and chatkcha are martial weapons for Kreen.

    Weapon and Armor Proficiency: A kreen is proficient with its natural weapons but not with any armor or shields.

    Racial Hit Dice: Kreen gain Monstrous Humanoid racial Hit Dice 1st level and at 2nd level. Hit Dice gained through this class are counted as kreen racial Hit Dice for any effects that depend on racial Hit Dice.

    Natural Armor (Ex): A kreen's exoskeleton toughens as he ages. At 1st level, a kreen has a +1 natural armor bonus. At 2nd and 3rd levels, the bonus increases by an additional +1.

    Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.

    Leap (Ex): A kreen's mastery of leaping through the air improves as he strengthens his legs. At 1st level, a kreen gains a +10 racial bonus on Jump checks. This bonus increases to +20 at 2nd level and to +30 at 3rd level.

    Deflect Arrows: A kreen character gains Deflect Arrows as a bonus feat at 2nd level, even if he doesn't meet the prerequisites.

    +2 Dexterity: At 2nd level, a kreen gains a +2 increase to his Dexterity score. He gains an additional +2 for a total of +4 at 3rd level. These are racial bonuses.

    Ancestral Memory: A kreen of at least 3rd level gains access to the genetic ancestral memory of their species; however, it can only be realized through certain feats or class features, without which he gains no additional benefits.

    Poison (Ex): At 3rd level, a kreen's poison glands are fully mature, and he can deliver a poisonous bite attack. Bite, initial damage 1d6 Dex, secondary damage paralysis 2d6 mins, DC 11 + Con modifier. A kreen may only make one poisonous bite attack per day.

    Level Adjustment: 3rd level is a level adjustment. The kreen gains no Hit Dice or skill points, and neither his base attack bonus nor his saves are advanced. He gains all other benefits listed at this level.



    Prismatic Kobold

    When the world went dark at the death of the Sun Which Was, it was the twin gods Solaron and Minrhet who brought light and hope back to the world. Though the majority of the mountain-dwelling kobolds followed Minrhet and his dragon children, Roygbv, a powerful prismatic dragon and child of Solaron, had lived with a clan of kobolds and proselytized among them for generations. When the great dragon was slain defending them, his blood intermingled with theirs. To honor his sacrifice, the tribe left their ancestral home to travel towards the land of Roygbv's birth. After generations of seeking their holy land, keeping to themselves in their travels, the fragments of draconic power had completely infused their entire tribe. This new race had been indelibly marked with hues of the Light.

    Time has passed since these events of distant legend. The twin gods have recently discovered a crack in the fabric of their reality, a crack forming a tiny but useful doorway into an adjacent multiverse, that containing Aldhaven. Desiring to exert their influence over all that the Light touches, the twin solar deities have sent the Prismatic kobolds into Aldhaven as their emissaries.
    (originally by planswalker, originally created for Lords of Creation - What Shall Be)

    Prismatic Kobold Racial Traits
    Spoiler
    Show
    • -2 Strength, +2 Constitution, -2 Intelligence, +2 Charisma: Though their draconic heritage boosts the historically fragile bodies of the kobolds and imparts them with relatively greater strength, they lack any sort of schooling and have underdeveloped reasoning skills.
    • Small Dragon (reptilian, extraplanar)
    • Prismatic Kobold base land speed is 30 feet.
    • Prismatic Blood: Prismatic kobolds are infused with the blood of prismatic dragons. As such, they gain Dragonwrought (Prismatic) as a bonus feat at first level. However, they still take aging penalties as normal and do not gain darkvision or low-light vision.
    • +1 natural armor bonus
    • Dark Sensitivity (Ex): Prismatic kobolds are dazzled in areas of darkness or within the radius of a deeper darkness spell.
    • Extraplanar (Ex): Prismatic kobolds are not native to the material plane, nor even of Aldhaven's cosmology. When subjected to an effect that would banish them to their home plane, prismatic kobolds are instead banished to the portal room located in the joint temples of Solaron and Minrhet and suffer 1d3+1 negative levels. These negative levels never result in permanent level loss or death.
      These negative levels cannot be removed by a restoration spell, but they can be removed by a miracle, wish, limited wish or similar effect. They have a chance to heal as normal after 24 hours. On a failed save (DC equal to the DC of the banishing effect), the negative level is retained for an additional 24 hours, and no saves are made for any other remaining negative levels given by this ability until an additional 24 hours has passed. Each time a prismatic kobold fails such a save, he gains a cumulative +2 bonus on saves to remove these negative levels until all negative levels have been healed.
      If a prismatic kobold has at least as many negative levels as Hit Dice, he falls unconscious until the number of his negative levels is reduced to lower than his current Hit Dice.
    • Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
    • Favored Class: Sorcerer



    Young Armand

    Armands are a naturally curious and philosophical people. They value experiences and wisdom over all other pursuits. They scorn wealth, power, and prestige, seeking primarily to expand their own personal experiences that they might return to their people and share with them.
    (by Rizban, based on Armand from MM3)

    Young Armand Racial Traits
    Spoiler
    Show
    • -2 Strength, +2 Dexterity, +2 Constitution: Armand are quick and hardy creatures, but their small size proves to be a detriment to strength.
    • Small Monstrous Humanoid
    • Young Armand base land speed is 20 feet.
    • Young Armand have a burrow speed of 10 feet.
    • Racial Hit Dice: A young armand character begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
    • Racial Skills: The monstrous humanoid levels give a young armand skill points equal to 5 × (2 + Int modifier). Class skills are Jump, Listen, Spot, Survival, and Tumble.
    • Darkvision out to 60 feet.
    • +2 Natural Armor: An armand has a tough, leathery armor shell that covers its back, top of its skull, and upper arms and legs.
    • Natural Attacks: Armands have two claw attacks which deal 1d3 damage. An armand can attack with a weapon and a claw attack as a secondary attack.
    • Armands have a +4 racial bonus on Survival checks in arid and desert settings.
    • Defensive Stance (Ex): When he adopts a defensive stance, an armand gains phenomenal accuracy and durability. While he is in this stance, an armand may not move more than 5 feet per round, or his defensive stance ends immediately.
      He gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
      The defensive stance lasts a number of rounds equal to 3 + the armand's Constitution modifier. An armand may end his defensive stance at any time voluntarily prior to this limit.
      Using defensive stance is normally a free action that he can do only on his turn, but an armand can also choose to activate it as an immediate action on his opponent's turn. If he does, the duration is reduced by 1 round.
      An armand may use this ability a number of times per day equal to 1+his Con modifier (minimum 1)
    • Stability (Ex): Armands are exceptionally stable on their feet. An armand has 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).
    • Automatic Languages: Common, Armandish. Bonus Languages: Elven, Giant, Gnome, Goblin, Sylvan.
    • Favored Class: Monk
    Young Armand Racial Class
    Base Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    1st
    +1
    +0
    +2
    +2
    Young armand base traits, natural armor +1, natural attacks, stability
    2nd
    +2
    +0
    +3
    +3
    Defensive stance, natural armor +2

    Hit Die: d8
    Class Skills (2 + Int modifier per level, ×4 at 1st level)): Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).

    Class Features
    All of the following are class features of the Young Armand.
    Spoiler
    Show
    Young Armand Base Traits: Young Armand gain the following base racial traits at 1st-level.
    • -2 Strength, +2 Dexterity, +2 Constitution
    • Small Monstrous Humanoid
    • Young armand base land speed is 20 feet.
    • Burrow 10 feet.
    • Darkvision out to 60 feet.
    • Young armands have a +4 racial bonus on Survival checks in arid and desert settings.

    Weapon and Armor Proficiency: A young armand is proficient with its natural weapons but not with any armor or shields.

    Racial Hit Dice: Young armands gain Monstrous Humanoid racial Hit Dice 1st level and at 2nd level. Hit Dice gained through this class are counted as young armand racial Hit Dice for any effects that depend on racial Hit Dice.

    Natural Armor (Ex): A young armand has a tough, leathery armor shell that covers its back, upper arms and legs, and the top of its skull. At 1st level, a young armand has a +1 natural armor bonus. At 2nd level, the bonus increases to +2.

    Natural Attacks: Young armands have two claw attacks which deal 1d3 damage. A young armand can attack with a weapon and a claw attack as a secondary attack.

    Stability (Ex): Armands are exceptionally stable on their feet. An armand has 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).

    Defensive Stance (Ex): When he adopts a defensive stance, an armand gains phenomenal accuracy and durability. While he is in this stance, an armand may not move more than 5 feet per round, or his defensive stance ends immediately.
    He gains a +2 bonus on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.
    The defensive stance lasts a number of rounds equal to 3 + the armand's Constitution modifier. An armand may end his defensive stance at any time voluntarily prior to this limit.
    Using defensive stance is normally a free action that he can do only on his turn, but an armand can also choose to activate it as an immediate action on his opponent's turn. If he does, the duration is reduced by 1 round.
    An armand may use this ability a number of times per day equal to 1+his Con modifier (minimum 1)
    Last edited by Rizban; 2017-04-30 at 12:21 AM.