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    Ogre in the Playground
    Join Date
    Apr 2008
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    Default Re: Edge's Excessive Race Revisions Compendium

    Other Races

    From 4e to 3.x: The Dragonborn
    • +2 Charisma, +2 Strength OR Constitution, -2 Wisdom: Dragonborn are powerful in both body and personality, but can suffer from arrogance and foolhardiness.
    • Medium size.
    • Base Land Speed: 30ft.
    • Humanoid (dragonblooded) type.
    • Draconic Heritage (Ex): The scions of Arkhosia have come too far to fall now. Any time a dragonborn recovers hit points, they recover additional hit points equal to their Constitution bonus (to a minimum of +1).
    • Dragonborn Fury (Ex): Dragonborn possess a +1 racial bonus on attack rolls whilst at or below half hit points.
    • Dragon Breath (Su): Dragonborn possess a breath weapon that can be used once per encounter. This breath weapon is a 15ft cone that deals 2d6 + Constitution modifier damage. The damage type is either acid, cold, electricity or fire, chosen at character creation. Targets within the cone can make a Reflex save (DC 10 + half the dragonborn's Hit Dice + Constitution modifier) for half damage. The damage the breath weapon deals increases by 1d6 at 5th level and every 5 levels thereafter.
    • Legacy of Arkhosia (Ex): Dragonborn possess a +2 racial bonus on Intimidate and Knowledge (history) checks.
    • Automatic Languages: Common, Draconic. Bonus Languages: Any.
    • Favoured Class: Crusader, Fighter or Sorcerer.


    Feral Gargun
    • +4 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma: Feral garguns are blessed with primal physicality, but their insular culture puts little stock in formal learning.
    • Medium size
    • Base Land Speed: 30ft.
    • Humanoid (goliath) type
    • Acclimated (Ex): Feral garguns are automatically acclimated to high altitudes as described in the Dungeon Master's Guide, and never lose their acclimation after spending time at lower altitude.
    • Mountain Movement (Ex): Feral garguns gain a +2 racial bonus on Climb and Jump checks, and treat standing jumps as though they had a running start. These bonuses increase by 2 at 5th level and every 5 levels thereafter. A goliath with a +8 or higher racial bonus to Climb checks also gains a climb speed equal to half their land speed.
    • Natural Armoury (Ex): Feral garguns possess two primary natural claw attacks that deal 1d6 damage and a secondary natural bite attack that deals 1d6 damage. They also possess a +3 natural armour bonus.
    • Powerful Build (Ex): Feral garguns are massively built, letting them function in many ways as if they were one size category larger.

      Whenever the feral gargun is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), she is treated as one size larger if doing so is advantageous to her.

      The feral gargun is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. The feral gargun can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • The Mountain Still Stands (Ex): Once per encounter, the feral gargun can reduce the incoming damage of an attack by an amount equal to 1d10 + her Constitution bonus (if any). At 5th level and every 5 levels thereafter, the goliath increases the amount of damage they can reduce with this ability by 1d10.
    • Snowstrider (Ex): Feral garguns gain Cold Endurance (Frostburn) as a bonus feat. In addition, they treat all snow and ice-based difficult terrain as though it were open ground.
    • Automatic Languages: Common, Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnome, Goblin, Halfling, Orc, Terran.
    • Favoured Class: Barbarian, Druid or Ranger.
    • Level Adjustment: +2


    Goliath
    • +4 Strength, +2 Constitution, +2 Wisdom, -2 Dexterity: Goliaths are physically mighty and insightful, but their bulk hinders their agility somewhat.
    • Medium size
    • Base Land Speed: 30ft.
    • Humanoid (goliath) type
    • Acclimated (Ex): Goliaths are automatically acclimated to high altitudes as described in the Dungeon Master's Guide, and never lose their acclimation after spending time at lower altitude.
    • Body Language Reader (Ex): Goliaths gain a +2 racial bonus on Sense Motive checks.
    • Mountain Movement (Ex): Goliaths gain a +2 racial bonus on Climb and Jump checks, and treat standing jumps as though they had a running start. These bonuses increase by 2 at 5th level and every 5 levels thereafter. A goliath with a +8 or higher racial bonus to Climb checks also gains a climb speed equal to half their land speed.
    • Powerful Build (Ex): Goliaths are massively built, letting them function in many ways as if they were one size category larger.

      Whenever the goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), she is treated as one size larger if doing so is advantageous to her.

      The goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. The goliath can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • The Mountain Still Stands (Ex): Once per encounter, the goliath can reduce the incoming damage of an attack by an amount equal to 1d10 + her Constitution bonus (if any). At 5th level and every 5 levels thereafter, the goliath increases the amount of damage they can reduce with this ability by 1d10.
    • Automatic Languages: Common, Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnome, Goblin, Halfling, Orc, Terran.
    • Favoured Class: Druid, Ranger or Warblade.
    • Level Adjustment: +1


    Illumian
    • +2 to any one ability score of your choice: illumians share the flexibility and varied nature of their human cousins.
    • Medium size
    • Base Land Speed: 30ft
    • Humanoid (human) type
    • Final Utterance (Ex): When an illumian dies, her body releases the stored Illumian language within it. For 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables – usually gibberish, but occasionally a prophetic phrase or final curse on the illumian's enemies. The illumian's body need not be intact for the final utterance to occur.
    • Glyphic Resonance (Ex): Illumians possess a -4 racial penalty on saving throws against all spells with the words “glyph”, “rune”, “sigil” or “symbol” in their name if the spell's caster level is higher than the illumian's character level. Illumians with a character level equal to or greater than the caster level of such spells are instead immune to their effects.
    • Luminous Sigils (Su): The sigils that orbit an illumian's head glow softly, providing light equal to that of a candle. An illumian can make their sigils disappear with a moment's concentration (a standard action), but whilst their sigils are suppressed, the illumian loses the benefits provided by their Power Sigils and Power Word racial traits. Restoring the sigils to visibility and functionality is a swift action.

      Luminous Sigils, Power Sigils and Power Words are insubstantial and disappear into any matter they touch. An illumian's Sigils and Words remain present and in effect even when the illumian takes another form, unless she would lose her supernatural abilities as a result of the form change.
    • Power Sigils (Su): Illumians choose one of the following benefits at 1st level, and a second upon taking their 2nd level in any one class. The bonuses provided by an illumian's Power Sigils increase to 2 when she learns her second sigil. Furthermore, the combination of sigils an illumian selects grants them additional benefits based on the Power Word they form (see Power Words, below).
      • Aesh (Vigour): The illumian gains a +1 racial bonus on Strength checks and Strength-based skill checks.
      • Faur (Insight): The illumian gains a +1 racial bonus on Wisdom checks and Wisdom-based skill checks.
      • Hoon (Life): The illumian gains a +1 racial bonus on Constitution checks, Constitution-based skill checks and gains 1 additional hit point per Hit Die.
      • Naen (Mind): The illumian gains a +1 racial bonus on Intelligence checks and Intelligence-based skill checks.
      • Uur (Grace): The illumian gains a +1 racial bonus on Dexterity checks and Dexterity-based skill checks.
      • Vaul (Soul): The illumian gains a +1 racial bonus on Charisma checks and Charisma-based skill checks.
    • Power Words (Su): Upon learning her second Power Sigil, an illumian gains one of the following benefits based on which two sigils she knows.
      • Aeshoon: As a swift action, the illumian can add her Fortitude save bonus to weapon damage rolls as a competence bonus. This benefit lasts until the start of her next turn.
      • Aeshuur: As a swift action, the illumian can improve the critical threat range of her weapons by an amount equal to her Dexterity bonus. This benefit lasts until the start of her next turn, and is applied after Improved Critical, the keen weapon property, and similar bonuses.
      • Fauraesh: The illumian can use her Strength score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Strength score in place of any or all of the ability scores used by those classes for this purpose.
      • Fauruur: The illumian can use her Dexterity score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Dexterity score in place of any or all of the ability scores used by those classes for this purpose.
      • Hoonfaur: Any time the illumian is healed of hit point damage, or heals another creature of hit point damage, she adds her Constitution bonus to each die roll when determining the total number of hit points healed.
      • Hoonvaul: When the illumian makes a turn undead attempt, rebuke undead attempt, or uses the lay on hands class feature, every 2 points of turning damage or healing are instead worth a number of points equal to her Constitution bonus (minimum 2).
      • Naenaesh: The illumian can expend a spell slot or prepared spell of any level as a swift action to gain an insight bonus on weapon attack rolls and damage rolls, and on the save DCs of her martial maneuvers equal to the level of the spell expended until the start of her next turn.
      • Naenhoon: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Fortitude saving throws equal to the level of the spell expended until the start of her next turn.
      • Naenfaur: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Will saving throws equal to the level of the spell expended until the start of her next turn.
      • Uurhoon: As an immediate action, the illumian can add her Fortitude save bonus as a dodge bonus to her AC until the start of her next turn.
      • Uurnaen: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Reflex saving throws equal to the level of the spell expended until the start of her next turn.
      • Vaulaesh: As a swift action, the illumian can add her Charisma bonus to weapon attack rolls as an insight bonus, in addition to her Strength or Dexterity bonus. This benefit lasts until the start of her next turn.
      • Vauluur: As a swift action, the illumian can expend a bardic music or turn undead use to cause her attacks to open up vulnerabilities in creatures until the start of her next turn. Any creature she successfully damages in this time must make a Fortitude save (DC 10 + half the illumian's Hit Dice + the illumian's Cha modifier) or lose the immunity to critical hits and precision damage (such as sneak attacks) provided by their creature type until the start of the illumian's next turn. This ability only suppress immunities granted by creature type – a creature with immunity to critical hits or precision damage from another source retains that immunity.
      • Vaulnaen: The illumian can expend a spell slot or prepared spell of any level as an immediate action to gain an insight bonus on Charisma-based skill checks equal to the level of the spell expended for 1 minute.
      • Vaulfaur: As a swift action, the illumian can expend a bardic music or turn undead use to empower the next spell she casts. As a free action, the illumian expends 2 uses of bardic music or turn undead per level of the spell she intends to cast in order to increase the spell's save DC by her Charisma bonus.
    • Shadow Heritage (Ex): Illumians have a +2 racial bonus on saving throws against shadow effects.
    • Superior Literacy (Ex): Illumians are always literate, regardless of their class. Speak Language is always considered a class skill for illumians, regardless of class. Furthermore, illumians have a +1 racial bonus on Decipher Script and Truespeak checks. This bonus increases by 1 at 5th level and every 5 levels thereafter.
    • Automatic Languages: Common, Illumian. Bonus Languages: Any non-secret.
      Favoured Class: Bard, Factotum or Wizard.


    Karsite
    • +2 Constitution, +2 Charisma, +2 to any one ability score: karsites are hardier and more compelling than normal humans, and just as adaptable. A karsite can use their variable ability score bonus to further improve her racial bonus to Constitution or Charisma.
    • Medium size
    • Base Land Speed: 30ft.
    • Humanoid (human) type
    • Adaptable (Ex): Karsites select one extra feat at 1st level.
    • Magical Void (Ex): Karsites possess damage reduction 5/magic, and spell resistance equal to 10 + their character level. However, they are utterly incapable of casting arcane or divine spells, even if they take levels in a class that grants spellcasting ability. They can use spell-like abilities, supernatural abilities, martial maneuvers, psionic powers, soulmelds and magic items normally.
    • Mastered Secrets (Ex): At 1st level, a karsite chooses whether to gain a +1 bonus to their effective binder level, initiator level, manifester level or meldshaper level.
    • Skilled (Ex): Karsites gain 4 bonus skill points at 1st level, and an additional bonus skill point each level thereafter.
    • Spellfuel (Su): When a spell fails to overcome a karsite's spell resistance, they may choose to recover 2 hit points per level of the spell, or reduce the recharge time of a vestige-granted ability that requires 5 rounds between uses by 1 round per 4 levels of the spell.
    • Automatic Languages: Common. Bonus Languages: Any non-secret.
    • Favoured Class: Binder, Crusader or Incarnate.
    • Level Adjustment: +2


    Killoren
    • +2 to any one ability score of your choice: killoren are nature's answer to the rising tide of civilisation, and it demands that they adapt and survive.
    • Medium size
    • Base Land Speed: 30ft.
    • Fey type
    • Low-Light Vision (Ex): Killoren can see twice as far as a human in areas of poor illumination.
    • Fey Puissance (Ex): Killoren are filled with the fey power of nature. They are immune to magic sleep effects, and gain a +2 racial bonus on saves against enchantment spells or effects. In addition, they increase their essentia pool by 1, or gain an essentia pool with 1 point if they do not already possess one.
    • Aspect of the Ancient (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Intelligence. In addition, each point of essentia invested in the ability allows her to use entangle as a spell-like ability once per day, with a caster level equal to her character level. Once invested into this ability, essentia remains so for 24 hours and cannot be reinvested into other essentia receptacles.
    • Aspect of the Destroyer (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Strength. In addition, each point of essentia invested in the ability allows her to smite an enemy of nature once per encounter. When making a such a smite attack, the killoren adds her Wisdom bonus to her attack roll, and deals an extra point of damage per Hit Die. This smite only functions against aberrations, constructs, humanoids, oozes, outsiders and undead. If the killoren smites a creature that is not of one of the listed types, the smite is still used up, though she gains no benefit from it.
    • Aspect of the Hunter (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Dexterity and the scent ability. In addition, each point of essentia invested in this ability grants the killoren a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.
    • Aspect of the Warden (Su): This racial ability is an essentia receptacle with the usual capacity for the killoren's level. As long as the killoren has at least one point of essentia invested in this ability, she gains a +2 racial bonus to Constitution and Stand Still as a bonus feat. In addition, each point of essentia invested in this ability increase the number of attacks of opportunity the killoren can make per round by 1.
    • Natural Talent (Ex): Killoren receive a +1 racial bonus on Knowledge (nature) and Survival checks, and can make Knowledge (nature) checks untrained. These racial bonuses improve by +1 at 5th level and every 5 levels thereafter.
    • Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Dwarven, Elven, Gnome, Gol-Kaa, Halfling, Ignan, Terran, Tuilvilanuue.
    • Favoured Class: Barbarian, Druid or Ranger.

    Raptoran
    • +2 Dexterity, +2 Wisdom, -2 Constitution: raptarons are agile, insightful and perceptive, though a hollow-boned body designed for flight leaves them frailer than other races.
    • Medium size
    • Base Land Speed: 30ft.
    • Humanoid (raptoran) type
    • Gliding (Ex): A raptoran can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40ft (average maneuverability). Even if a raptoran's maneuverability improves, they can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load.

      If a raptoran becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. They descend in a tight corkscrew and only take 1d6 points of falling damage, regardless of the actual fall distance.
    • Flight (Ex): When a raptoran reaches 5 Hit Dice, they gain a flight speed of 40ft (average maneuverability). They cannot fly while carrying a medium or heavy load, or while fatigued or exhausted. At this stage, they can safely fly for a number of consecutive rounds equal to their Constitution modifier (minumum 1). They can fly for up to twice this duration, but become immediately fatigued after doing so, or upon spending 10 minutes total flying in a single day.

      Upon reaching 10 Hit Dice, the raptoran's flight becomes as easy as walking or running, and there is no limit to the amount of time they can spend airborne.
    • Low-Light Vision (Ex): A raptoran can see twice as far as a human in areas of poor illumination.
    • Masters of Debate (Ex): Raptorans gain a +1 racial bonus on Diplomacy and Sense Motive checks. These racial bonuses increase by +1 at 5th level, and every 5 levels thereafter.
    • Pact with the Wind-Lords (Ex): Because of ancient pacts with powerful air elementals, raptorans cast spells with the air descriptor at +1 caster level.
    • Flock (Ex): Each raptoran chooses two of the following flocks to belong to, denoting socio-ethnic groups within raptoran culture.
      • Hawk: You halve all range penalties on Spot checks and ranged attack rolls. You treat the footbow as a martial weapon rather than an exotic weapon.
      • Owl: You gain darkvision with a range of 60ft, and gain Greater Low-Light Vision, allowing you to see four times further than a human in areas of poor illumination.
      • Peregrine: Your base land speed, glide speed and flight speed all increase by 10ft.
      • Raven: When casting spells with the shadow descriptor, or casting fundamentals or mysteries, you gain a +1 bonus to your caster level and save DCs.
      • Rock Dove: Whilst on the Material Plane, you can always intuit which direction is North as a free action. In addition, you are immune to the maze spell and any similar effects.
    • Automatic Languages: Common and Tuilvilanuue. Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc and Sylvan.
    • Favoured Class: Cleric, Ranger or Swordsage.

    Tibbits
    • Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Strength.
    • Small size
    • Base Land Speed: 20ft.
    • Humanoid (shapeshifter) type
    • Catwere (Su): A tibbit can adopt the shape of a common house cat at-will as a standard action. This ability functions similarly to adopting an alternate form, save that the tibbit does not adopt the physical ability scores of her alternate form. Instead, whilst in her cat shape, her racial Dexterity bonus increases to +4 and her racial penalty to Strength increases to -8. The tibbit can return to her natural shape with another standard action.
    • Shape of the Cait Sith (Su): At 5th level, the tibbit gains the ability to adopt the shape of a monstrously large house cat, known as a cait sith, once per day as a standard action. This functions similarly to using alternate form to adopt the shape of a cait sith (see below for statistics), save that the tibbit does not adopt the physical ability scores of her alternate form. Instead, whilst in her Cait Sith shape, her racial Dexterity bonus increases to +8, her racial Strength penalty instead becomes a +4 racial bonus, and she gains a +2 racial bonus to Constitution.

      The tibbit can remain in her cait sith shape for up to 1 minute, and can return to her natural or house cat shapes with a standard action. At 10th level, the tibbit can adopt her cait sith shape at-will, and remain in it as long as she desires.
    • Keen Senses (Ex): Tibbits possess a +2 racial bonus on Listen and Spot checks.
    • Low-light Vision (Ex): A tibbit can see twice as far as a human in areas of poor illumination.
    • Automatic Languages: Common, Feline. The Feline language allows tibbits to converse with feline creatures as though using a speak with animals spell. Bonus Languages: Any.
    • Favoured Class: Bard, Beguiler, Rogue.

    Spoiler: Cait Sith
    Show
    Cait Sith
    Small Magical Beast
    HD 3d10+3 (24 hp)
    Speed 40 ft (8 squares); climb 20ft.
    Init: +4
    AC 16 (+4 Dex, +1 natural, +1 size); touch 15; flat-footed 12
    BAB +3; Grp +5
    Attack Bite +7 melee (1d4+2)
    Full-Attack Bite +7 melee (1d4+2) and 2 claws +5 melee (1d4+1)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Devilcat ferocity, improved grab, pounce, rake 1d4+1
    Special Qualities Low-light vision, scent
    Saves Fort +4 Ref +7 Will +2
    Abilities Str 14, Dex 18, Con 13, Int 3, Wis 12, Cha 15
    Skills Balance +12, Bluff +9, Climb +10, Hide +8*, Jump +10, Listen +6, Move Silently +8, Spot +6
    Feats Multiattack, Weapon Finesse
    Environment Temperate forests or plains.
    Organization Solitary or pair.
    Challenge Rating 2
    Treasure None.
    Alignment Chaotic Neutral
    Advancement 4-5 HD (Medium)

    Combat

    Devilcat Ferocity (Ex): A cait sith fights with a shocking ferocity once they are face-to-face with their prey. Cait sith are considered one size category larger when determining their grapple bonus.

    Improved Grab (Ex): To use this ability, a cait sith must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Pounce (Ex): If a cait sith charges a foe, it can make a full attack, including two rake attacks.

    Rake (Ex): Attack bonus +7 melee, damage 1d4+1.

    Skills: Cait sith have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Cait sith have a +8 racial bonus on Balance and Climb checks. A cait sith can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the*Hide*bonus improves to +8.
    Last edited by Edge; 2016-01-07 at 09:14 AM.