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    Firbolg in the Playground
     
    Ralasha's Avatar

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    Jan 2007
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    Default Additional new, and old races. (Updated due to requests.)

    I have been cogitating upon these for some time, and have finally decided to put them into a text format. I find that there are draconic races, humanoids, elves, goblins, and other monstrous races usable as player characters. I have not personally seen such things as these, and thus submit them for discussion, and objective assessment. Meaning, I would rather not have this turn into a discussion of peoples likes and dislikes (though I realize this is probably the wrong place to hope for any lack of entirely subjective views).

    What I am hoping for is a non-skewed examination of the mechanics of the races here-in. A look at how well they should (at least in theory) balance out in comparison to the other races.

    I will be using this thread as the posting grounds for all future endeavors in the area of racial creation. The names may be unoriginal, however, I have given little thought to that when weighed against the functionality.

    First Race Series: Frog-Folk (A number of adaptations based upon the idea of frog-like humanoids.)
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    Frog-Kin Society: These unusual people range in size from tiny, to medium. An occasional aberration is born amongst their plenitude of peoples, being of one subrace, while possessing the size of another. Amongst their race, they are considered good luck.
    They normally live in small villages to hide their numbers, either hidden in the water or mud at the bottom of a lake, using reeds and other natural piping sealed with clay. Their homes may be made of a number of materials, though the most common is long grasses, or other similar materials woven together to create an underwater bubble, which supports the structure, which is sealed with mud or clay in order to keep the water out. In some cases they may live high above the floor of a forest, though always near the rivers and lakes which feed them, assuming the trees are tall enough to conceal their buildings within the canopy. Their life spans are equivalent to a human's. the primary diet of the frog-folk is fish, and fruit, as red meats tend to sit ill with them.
    Generic Racial Statistics: If a Frog-Kin is smaller than normal for its kind per size difference (down to tiny, they cannot be smaller), its statistics are modified as follows: +2 Dexterity, -2 Strength, +2 Hide, +1 to all attack rolls and AC Bonus.
    For sizes larger than standard for their kind (up to medium, they cannot be larger), their statistics are modified as follows: +2 Strength, -2 Dexterity, -2 hide, -1 to all attack rolls, and AC bonus.
    Sizes: Frog kin have the following static bases at each size:
    Tiny: 15' (+2 to all attacks and to AC, +4 to hide, standard bonuses and penalties for tiny size.)
    Small: 20' (+1 to all attacks and AC, +2 to hide, standard bonuses and penalties for small size.)
    Medium: 30' (no other bonuses or penalties.)
    Tree-Kin: Based upon the idea of tree frogs.
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    Description: Tree-Kin as they are called amongst the many and varied subraces of frog-folk tend to be slender and longer limbed than most others of their kind. They are highly agile, and often perform the function of warriors and hunters in their societies.
    Racial Features:
    Size: Small (5% chance to be tiny, 5% chance to be medium.)
    Ability Modifiers: +2 Strength, +2 Dexterity, +2 Constitution (Tree-kin spend much of their youth climbing in the trees, or leaping from place to place. This builds them a moderately higher amount of muscle and endurance than is common in other races of their size. With the added bonus of improving their reflexes, since a fall from such heights can be deadly, and the slow most often do not survive.)
    Low-Light Vision: Forests and lake bottoms are dimly lit places, where eyes must adapt to seeing in poor illumination.
    +4 to climb jump and swim checks.
    Natural Athlete: The Tree-Kin may take a ten on any jump or climb checks, and treat the result as though it had been rolled.
    LA: +1

    Pond-kin: This subrace of frog-folk is almost always near water, where they feel most at peace, and safest.
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    Description: These frog-folk are larger than most others of their race, and covered in bright, many would say beautiful, patterns. Their greater size gives them a distinct disadvantage over tree-kin in
    Racial Features:
    Size: Tiny (10% chance of being small, 5% chance of being medium.)
    Swim Speed: 30'
    Ability Modifiers: +2 Dexterity +2 Constitution, +2 Wisdom. Pond-kin, though taking thorough enjoyment in their swimming and other forms of recreation, are nominally the governing body of their race, since one of the few things they do aside from swim in their youth, is consider their lives and the things around them. This leads them to greater insights than the other kinds.
    Natural Defense: Pond-kin may consciously chose to excrete a poison through their skins when threatened. If knocked unconscious in a fight their skin tightens on its own as a natural defense secreting its poisons to protect it against predators. A pond kin may attempt a touch attack to poison a target. Alternatively a Pond-Kin may attempt a ranged attack as though using a thrown weapon, with a range increment of 5'. This poison is an extraordinary ability, with a fortitude save DC 10 plus Con Mod, plus 1/2 Character Hit Dice. On a failed save the target takes 1d2 con damage, and an additional 1d2 con damage each round it fails its save. On a successful save the poison is completely neutralized.
    Amphibious: The greatest defense is often the ability to escape, and most predators cannot chase a target under 30 feet of water for long.
    +2 to move silently checks
    LA: +1

    Swamp-kin: Toads as they are more commonly called due to the animal they most closely resemble.
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    Description: Toads are bigger than the others of their kind, and most often perform the function of laborers. They are usually content with this position in life, as it means they are not required to put themselves in unnecessary danger, or attempt to solve the problems of the community. The most common forms of labor are gathering raw materials, constructing buildings, and repairing damage. They tend to be fed first and best in order to keep them content and settled, as the others do not enjoy the idea of performing the labors that these individuals do.
    Homes: Toads tend to build their shelters out of the waters, but close to the edge so that if necessary they may flee to safety, but do not have to worry about their house collapsing. Their houses also tend to be built better and with superior materials to the others, often of stone mud and clay rather than grass or sticks.
    Racial Features:
    Size: Medium (10% chance of small, 5% chance of tiny.)
    Swim Speed 15'
    Semi-Amphibious: Toads care capable of holding their breath underwater for extended periods of time. This is because while they are capable of breathing through their skin. Unlike the pond-kin however, their skin is not capable of taking in enough oxygen to sustain themselves indefinitely, and they must come up for air on occasion. They may remain beneath the surface, entirely submerged for a number of minutes equal to their constitution score.
    Ability Modifiers: +2 Strength, +4 Constitution. Long hours of manual labor do not lend themselves to those that grow easily weak, or weary.
    Construction Aptitude: Toads have a natural knack for creating structures out of natural resources, including stone, mud, wood, clay, and other materials which can be found in nature. When using such materials in construction they gain a +4 bonus to all craft (architecture) and Knowledge (Architecture) rolls.
    LA: +1


    Second Race Series: Minor Races. I find the 'lesser' races to be in some cases sadly lacking, such as the lesser drow, which is basicly just a special wood elf.
    Minor Races:
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    Minor Drow:
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    Minor Drow Traits: as Drow except as noted here.
    No Spell Resistance
    No Spell-like Abilities

    Level Adjustment: +1


    Gnomish Races:
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    Tinker Gnomes: Tinker Gnomes are the gnomes most often responsible for accidentally demolishing one thing or another, or 'accidentally' creating some horrible or 'interesting' effect or new race.
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    +/-0 Strength
    +2 Intelligence; Tinker gnomes are very smart.
    -2 Wisdom; Unfortunately, they are also very foolish.
    +2 Racial Bonus to all Craft Skills regarding Fire Arms, Clockwork, Armor, Spellcraft and Mechanics.
    other Tinker Gnome traits: as PHB Gnome.


    Glory Gnomes: Glory Gnomes are comparable to other gnomish races as Eladrin are comparable to Elves, they are no more gnomish than an Azer is a Dwarf. Their hair is normally a golden color, though it may be mixed with others to produce a red-gold, or an oddly greenish gold color, etc. They are normally just short of medium size, and carry themselves with pride. Other Gnomish Races often feel uncomfortable in their presence, even though in appearance, and behavior they are very similar. The Glory Gnome will very rarely run from combat of any kind. In Majority, they seek recognition in one form or another, be it through courage, action and deed, intellectual recognition, or some other achievement.
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    +2 Strength
    +2 Con
    +2 Wisdom
    +2 Charisma
    Spell-Like amd SU Abilities:
    (SU)Virtue: at will.
    (Su)Immunity to fear.
    (SL)Cure Minor Wounds: A number of times/day=1+CHA mod.
    LA: +2


    Dwarven Races:
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    Mountain Dwarves
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    are the same as the standard PHB race except as follows: Their Halls generally have large crystalline structures jutting down into their hearts, carrying light from outside inwards. As a result their holds are generally well lit. As far as appearance goes, they are generally somewhat more sunkissed in color, and their eyes tend to be brighter as well, in shades of gray, green and blue.
    Mountain Dwarven Racial Characteristics:
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    +2 Strength
    -2 Charisma
    Mountain Dwarves are otherwise the same as normal dwarves.


    Deep Dwarves are the same as the Standard PHB race except as follows:
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    +4 Con
    Improved Intuition: Always knows North.
    Dark Vision 120'
    Light Blindness
    LA+1


    Runic Dwarves are the same as the standard PHB race except as follows: Runic Dwarves are generally the same average height as a human. The tend to live in structures built on the surface of a mountain, oir built into the sides of the mountain, rather than building inside of one.
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    +2 Intelligence
    +2 Charisma
    Low Light Vision
    +4 to Craft skills relating to metal or stone
    No intuit Depth
    No darkvision
    +1 to saves vs spells/Character Level
    LA: +2

    Greater Races:
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    Greater Changelings:
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    Bloodlines flow like water, sometimes the blood is stronger in one than in others. The greater changeling, by some happenstance of birth has more Doppleganger in it than many others. This is represented in their more potent shapechanging abilities below.

    Greater Changeling Racial traits:
    Shapechanger Subtype: Greater Changelings are Shapechangers with the humanoid subtype.
    • Base Size Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
    • Changeling base land speed is 30 feet.
    • +4 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
    • +4 racial bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation; though they cannot actually detect thoughts as doppelgangers can, they can catch surface emotions and intuitively read body language and attitude with surprising accuracy.
    • Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
    • Genderless: A Greater Changeling has no true gender aside from whatever it chooses to appear as. They are however, still as fully functional as someone of their assumed gender.
    • Change Shape (Su): Greater Changelings have the supernatural ability to alter their appearance as though using a change self spell that affects their bodies but not their possessions. This ability is not an illusory effect but a physical alteration of a changeling’s features, skin color, and texture, gaining the size (up to large, down to small), natural weapons, movement modes, and extraordinary special attacks and special qualities of its new form and losing any such abilities granted by its native form. It can remain in this new form until it chooses to assume a new one or chooses to revert. A change in form cannot be dispelled, but it will revert to its natural form if killed. A changeling can use this ability at will, and the alteration lasts until it changes shape again. A true seeing spell will reveal its natural form. When using this ability to create a disguise, a changeling gains a +10 circumstance bonus on Disguise checks; additionally the changeling may take a 10 when using this ability. Using this ability is a full-round action.
    • Automatic Languages: Common.
    • Bonus Languages: Aquan, Auran, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Orcish, Sylvan, Terran, and Undercommon.
    • Favored Class: Rogue. A multiclass changeling’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
    • LA: +1

    Special Note: The types for which a Greater Changelings change shape will work include, but are not necessarily limited to: Dragon (Dragonblooded/Humanoid), Fey, Giant, Goblinoid, Humanoid, Monstrous Humanoid, Orc, Planetouched, and Reptile.

    Greater Dothraki:
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    The Greater Dothraki are generally born with six arms rather than 4. While this tends to make them somewhat clumsier (Due to having to keep track of all of their hands) this also makes them far more dangerous on the battlefield, as a man swinging 6 swords is more dangerous that a man swinging two, or four.
    Type: Aberration (Not true aberrations, but Aberrant enough.)
    Subtype: Human (For all spells, magic, and effects that effect humans, this race is considered human.)
    Ability Modifiers: Strength +4, Dexterity -2, Constitution +2.
    Base Land Speed: 40 feet.
    Special Qualities:
    Natural Armor: +2
    Natural Weapons: Six fists: 1d4, or 3 Slam Attacks: 1d6
    Racial Weapon, and Armor Proficiencies: Bucklers and Light Shields, Short Swords, and Longswords. (Shields and bucklers are included as weapon proficiencies.)
    Multi-Strike: A Greater Dothraki may make an additional attack with each of it's secondary natural weapons at a cumulative -3 penalty. (-0, -3, -6, -9, -12, -15) Multiattack, and Improved Multiattack may reduce the penalties.

    Racial Hit Dice: A greater dothrak begins with four levels of aberration, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +3.

    Racial Skills: A greater dothrak's aberration levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.
    LA: +4
    CR: +7

    Greater Drow:
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    The Greater Drow are born of the blessings of the gods upon a house. Though often born of the lesser members of society, as those lower in rank tend to be more fervent, and genuine in their worship, and praise. There are noted to be two distinct types of greater drow. These two seemingly similar, and yet distinctively different sub-races of drow are often confused with each other until they speak, or act. For the purposes of differentiating between the two, one shall be called Greater Drow (Lolth), the other shall be called Greater Drow (Eilistraee). Greater Drow are often culled if discovered at birth out of fear, for this reason those born of the blessings of Lolth are more rarely seen in adulthood, though those that kill them are cursed, and often turn into driders.

    Greater Drow (Eilistraee): The Greater Drow born of the blessings of Eilistraee have the following racial characteristics.

    [APPEARANCE] As normal Drow, though larger in stature.
    [ABILITIES]
    +2 Strength, +2 Dexterity, +2Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma

    [SPECIAL QUALITIES]
    At Will Abilities: Daylight (Sp), Dancing Lights (Su), Faery Fire (Su).
    3x/day Abilities: Freedom (Sp), Haste (Sp)
    Caster Level equal to hit dice.

    Favored Classes: Fighter/Paladin/Ranger

    Alignment: Never Evil (The nature of their blessing assures their
    loyalty, and devotion to their people's welfare.)

    Deity: Always Eilistraee

    Spell Resistance: 11+HD (Passive, harmless spells do not activate it.)

    Least Regeneration: The character takes damage normally, but is capable of reattaching, and regrowing limbs. No special damage type is required for death. Natural Healing time is halved (They heal as others do normally, but in half the time). Their skin, eyes, etc likewise, cannot be damaged, or tainted in a permanent manner.

    Challenge Rating: +5
    LA: +3

    Greater Drow (Lolth): The Greater Drow born of the blessings of Lolth have the following racial characteristics.

    [APPEARANCE] As normal drow, with spider-like qualities (longer limbs, fangs).
    [ABILITIES]
    +2 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +2 Charisma

    [SPECIAL QUALITIES]
    At Will Abilities: Darkness (Sp), Invisibility (Su), Spiderwalk (Su)
    3x/day Abilities: Dominate (Sp), Web (Sp)
    Caster Level equal to hit dice.

    Favored Classes: Standard (Male: Wizard, Female: Cleric)

    Alignment: Usually Evil

    Deity: Usually Lolth (Evil will often rebuke evil, or may choose to turn from it.)

    Spell Resistance: 11+HD (Hard, any spells not cast by the character must pass, or fail.)

    Fast Healing: 1

    Challenge Rating: +6
    LA: +4


    Lesser Races:
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    Lesser Dothraki (Plural):
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    The Dothraki are an unusual race of monstrous humans. In being that they were once the slaves of a race of Aberrations, and were interbred with. Resulting in a new race of humans bearing multiple limbs.
    Type: Monstrous Humanoid
    Subtype: Human (Any spells or effects that effect only humans apply to them as well.)
    Ability Modifiers: +2 Strength, +2 Constitution
    Base Land Speed: 40 feet.
    Special Qualities:
    +1 Natural Armor
    Natural weapons: Fists: 1d4, or two slam attacks: 1d6
    Racial Weapon and Armor Proficiency: Buckler/Light Shield (As weapons, and armor.)
    Multi-Strike: Naturally capable of attacking with each fist individually in a single round at a penalty of -4 per subsequent attack after the first. (-0, -4, -8, -12) Multiattack and Improved Multiattack may be taken to reduce this penalty.
    Bonus Feat: As Human
    Skilled: As slaves they had to learn many skills as they aged, this racial feature grants a Dothrak an addition 4 skill points at first level, and an addition 1 per level after first.
    LA: +2
    CR: +3


    Lesser Illithid: Just as not all Gnomes are spellcasters, not all Illithids are born perfect. These examples are usually the weakest of their kind allowed to live, and serve the rest of the hive as either a functionary, a messenger, or a pen-keeper.
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    Lesser mind flayer characters possess the following racial traits.
    — +2 Strength, +4 Dexterity, +2 Constitution, +8 Intelligence, +6 Wisdom, +6 Charisma.
    —A mind flayer’s base land speed is 30 feet.
    —Darkvision out to 60 feet.
    —Racial Hit Dice: A mind flayer begins with eight levels of aberration, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +2, and Will +6.
    —Racial Skills: A mind flayer’s aberration levels give it skill points equal to 11 × (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (any), Listen, Move Silently, and Spot.
    —Racial Feats: A mind flayer’s aberration levels give it three feats.
    — +3 natural armor bonus.
    —Natural Weapons: 4 tentacles (1d4).
    —Special Attacks (see above): Mind blast, psionics, improved grab, extract.
    —Special Qualities (see above): Spell resistance equal to 10 + class levels, telepathy 100 ft.
    —Automatic Languages: Common, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Dwarven, Elven, Gnome, Infernal, Terran.
    —Favored Class: Wizard.
    —Level adjustment +4.
    Details:
    Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 17 Will save or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell.
    Psionics (Sp): At will—charm person/monster (DC 17), detect thoughts (DC 15), and levitate, (DC 16).
    Effective caster level 8th. The save DCs are Charisma-based.
    Improved Grab (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle 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 attaches the tentacle to the opponent’s head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent’s turn.
    Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.


    Half-Giants:I personally find the half-Giant race from the Expanded Psionics Handbook rather lackluster. I will be modifying it into different Half-Giant templates: Hill, Frost, and Ember.
    Mountain, Ice, and Fire.
    Earth, Cloud, and Storm giants.
    Each will have its own racial modifiers, level adjustment, and cosmetic differences.
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    The Young Ones:
    Half-Hill Giants:
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    Half-Hill Giants have the same statistics as the base race modified by the following.
    +4 Strength, +4 Constitution, -2 Intelligence
    Type: Monstrous Humanoid
    Size: As base creature.
    +2 bonus to climb, jump, and intimidation.
    Base Speed: +10'
    Earth's Endurance: +2 Racial bonus to grapple checks and checks to resist bull rush, trip, and other effects that cause involuntary motion, and that could cause the character to be knocked prone. This includes magical effects.
    Powerful Build: The physical stature of Half-Hill Giants lets them function in many ways as if they were one size category larger. Whenever a Half-Hill Giant 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), the half-giant is treated as one size larger if doing so is advantageous to him.
    A half-giant 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 him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    Appearance: Half-Hill Giants have a sloped forehead, giving them a particularly neanderthal-like appearance, ruddy brown eyes, and darker than average skin. Their hair is usually some earthy color.
    LA: +2

    Half-Frost Giants:
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    Half-Frost Giants have the same statistics as the base race modified by the following.
    +2 Strength, +6 Constitution, -2 Charisma
    Type: Monstrous Humanoid
    Size: As Base creature.
    Environmental Adaptation: Half-Frost giants do not suffer any penalties from cold or extreme cold. Their bodies are naturally adapted to such circumstances.
    Cold Resistance 5
    Appearance: Half-Frost Giants look much like a frost giant. Their eyes are always a shade of blue or purple, or, in some cases, they may be white. Their skin always has a bluish tinge to it, as though suffering hypothermia.
    LA: +2

    Half-Ember Giants:
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    Half-Ember Giants have the same statistics as the base race modified by the following.
    +6 Strength, +2 Constitution, -2 Wisdom
    Type: Monstrous Humanoid
    Size: As Base Creature.
    Environmental Adaptation: Half-Ember giants do not suffer any penalties from heat, or extreme heat. Their bodies are naturally adapted to such circumstances.
    Fire Resistance 5
    Appearance: Half-Ember Giants look like fire giants. Red hair, red eyes, pale skin, and a muscular body. Even female Half-Ember Giants are more muscular than their mundane counterparts, often nearly masculinely so.
    LA: +2

    The Old Ones:
    Half-Mountain Giants:
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    Half-Mountain Giants are generally much larger in body than others of their base race, and their lineage is far more obvious than it is in their half-hill giant cousins.
    Half-Mountain Giants use the base races statistics modified by the following.
    +6 Strength, -2 Dexterity, +6 Constitution, -2 Intelligence.
    Type: Giant
    Size: See LA.
    Speed +10 if medium or smaller, or +20 if large
    +4 Bonus to Climb, Jump, and Swim checks.
    Altitude Adaptation: Half-Mountain Giants suffer no penalties due to altitude. They do not lose their acclimation even if they spend long periods at lower elevation.
    Powerfully Built: The physical stature of Half-Mountain Giants lets them function as if they were one size category larger. Whenever a Half-Giant is subject to a size modifier or special size modifier (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him, this includes when attempting a bull-rush, trip, or grapple attempt.
    A half-giant is also considered to be one size larger when determining Carrying capacity and whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. His reach is also considered that of a creature one size category larger.
    Stomp: A Mountain giant is capable of stomping, causing whatever solid surface they are currently on to shake as though under the effects of an Earthquake. All creatures currently on the ground within a 30' radius must make a reflex save DC: (15+the characters Str Mod) or fall prone.
    LA: (Size as Base Race) +3 or (Size one category larger than base race) +4.

    Half-Ice Giants:
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    Half-Ice Giants are obviously not of their base race, but use the same statistics, modified by the following.
    +4 Strength, -2 Dexterity, +8 Constitution, -2 Charisma
    Type: Giant
    Size: See LA.
    Speed: +10.
    Ice Walk: Half-Ice Giants do not suffer from bad footing when walking on icy surfaces, and treat those surfaces as being one category better than average for purposes of movement/skill checks. Thus while climbing an icy wall for a normal character would incure a penalty to climb speed and checks, for the half-Ice Giants this surface is instead treated as having hand and foot-holds.
    Cold Immunity: Half-Ice Giants do not suffer any penalties from cold or extreme cold, and are immune to damage from cold based effects, or cold environments, instead treating these places as warm.
    Heat Vulnerability: Half-Ice Giants suffer penalties when in hot environments at double the normal rate, and take a -2 penalty to checks to endure the effects of these environments.
    Cold Aura: Half-Ice Giants give off a tangible feeling of cold, while not severe enough to cause any negative effects to those around them this may cause some discomfort in certain settings, such as in a tavern, or an inn. It does however, have some benefits. An Ice giant's beverage never gets warm, and those around the half-giant do not suffer any penalties from head, while those from extreme heat are halved, this benefit does not extend to the half-giant. Half-Ice Giants gain a +1 Casterlevel bonus to all spells, spell-like abilities and spell effects dealing with the cold, or with the cold descriptor. This aura extends for 15' from the half-giant.
    Appearance: Half-Ice Giants always have hair in light shades of blue, purple or white. Their eyes are always a shade of blue, and their skin is always tinged in those colors.
    LA: (Size as Base Race) +3 or (Size one category larger than base race) +4.

    Half-Fire Giants:
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    Half-Fire Giants use the statistics of their base race modified by the following.
    +8 Strength, -2 Dexterity, +6 constitution -2 Wisdom.
    Type: Giant
    Size: See LA.
    Speed: +10
    Fire Immunity: Half-Fire Giants are immune to fire damage from heat and fire effects, fire spells and spell-like or supernatural abilities with the fire descriptor, and suffer no penalties in hot environments, or for extreme heat.
    Cold Vulnerability: Half-Fire Giants suffer penalties when in cold environments at double the normal rate, and take a -2 penalty to checks to endure the effects of these environments.
    Fire Aura: Half-Fire Giants give off a tangible feeling of heat, while not severe enough to cause any negative effects to those around them this may cause some discomfort in certain settings, such as in a tavern, or an inn. It does however, have some benefits. A fire giant's beverage never gets cold, and it reduces the penalties from cold for those around it to none, and reduces the penalties from extreme cold by half, this benefit does not extend to the half-giant. Half-Fire Giants gain a +1 Casterlevel bonus to all spells, spell-like abilities and spell effects dealing with fire, or with the fire descriptor. This aura extends for 15' from the half-giant.
    Appearance: Red hair, burning red eyes, pale skin, extremely muscular.
    LA: (Size as Base Race) +3 or (Size one category larger than base race) +4.

    The Ancient Ones:
    Half-Earth Giants:
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    The greatest of the earth type giants. Half-Earth Giants use the statistics of the base race, modified by the following.
    Strength +12, Dexterity -4, Constitution +12, Intelligence -2
    Type: Giant
    Size: See LA.
    Speed: As base race.
    Momentous Movement: Half-Earth Giants move normally over any form of terrain. They take no penalties during movement due to obstacles of any kind. They take no penalties to climb, jump, or swim under any circumstances.
    Immunity to Acid: Half-Giants are immune to acid damage, and spells, spell like abilities, and supernatural ability dealing with acid damage, or with the acid subtype.
    Stony Body: Earth Giants are immune to petrification.
    Earthen Born: Earth Giants may use one of the following abilities once per day: Shape Stone, Shape Earth.
    Gaian Body: Half-Earth Giants count as two size categories larger than normal whenever it would beneficial, under any and all circumstances.
    Reach: Earth Giants have a natural reach of 10' farther due to their unusually large and near-cumbersome build.
    Damage Reduction 3/-
    Appearance: A half-earth giant's skin is literally made of living rock, which moves and bends like flesh, but neither feels, nor looks like it. Their hair tends to look more like dark brown or black moss. Their eyes have an indescribably deep look, as though they had infinite depths behind them.
    LA: Size Category one larger than Base Race +5, or Size Category Two sizes larger than Base Race +6.

    Cloud Giants:

    Races from other games/gaming systems:
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    Miraluka: This race looks very like other humans. They are however not. The race now called Miraluka were originally psionic human slaves taken to the various planes in which light is none, or little enough to not grant any visibility, in most cases however, no light whatsoever. Having lived and worked in places where there was little to no light, these humans adapted in an unusual way. They gained the ability to see without light. Due to the unstable nature of the varying planes upon which they worked and lived and out of necessity, they also gained the ability to detect magical and psionic auras, and a small ability to know what was about to happen, but with only a moments advance.
    Miraluka characters possess the following racial traits.
    — +2 Dexterity, +2 Intelligence, +2 Charisma. (The Miralukas' innate talents make them easily able to react with others, react to situations, and make them ideal diplomats. However many find their eyeless Visage disturbing.
    — Medium: As Medium creatures, Miraluka have no special bonuses or penalties due to their size.
    — +4 Bonus to Bluff, Diplomacy, Intimidate and Sense Motive.
    — Miraluka base speed is 30.
    — Blindsight (Ex) (No limit)
    — +2 Racial Bonus to Initiative
    — +2 Racial Bonus to Reflex Saves
    — Aura Sight (Su): Miraluka are capable of detecting Magical and Psionic Auras out to a distance of 60'.
    — Naturally Psionic: Miraluka gain 4 bonus power points 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. This feature grants the character access to psionic feats and skills (as cross-class skills). The character must still meet all other prerequisites, if any.
    — Full Range Viewing: The Miraluka can see in all directions around themselves. Similar to the effect of a robe of eyes. As a result the Miraluka cannot be flanked.
    — Precognition: By spending a single Psionic Power Point when initiative is rolled, the Miraluka goes first.
    — Prescient: The ability to see what is about to be, and to know what has not yet happened. By spending two power points, the character may chose to automatically succeed on one save or skill check. This ability is usable only with this races innate psionic power points.
    — Psionic Resonance: The Miraluka may spend a single Power Point in order to identify any and all psionic auras within 60'.
    — Favored Class: Psion
    — LA: +2
    Last edited by Ralasha; 2012-01-15 at 12:31 PM.
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    Default Re: Additional new, and old races. (Updated due to requests.)

    I enjoy having extensive personalization options and would love to see these classic racial-types further developed. As they are now, the tweaks that you've presented are a good first step, but they need a complete re-work of their racial abilities to go along with your stat-swaps to be interesting enough as options. As it is, the above races would be better served by a rule where players simply place +2 into two stats, and -2 into another, and then justify it with some thematic text. I think you can go farther :) by writing up some unique racial abilities that replace or enhance the cookie-cutter base racial statistics.

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    Default Re: Additional new, and old races. (Updated due to requests.)

    The 1st and 2nd Edition Texts I have access to don't actually go into great detail unfortunately. I'm open to you assisting me with it.

    Added Greater Changelings. Not a huge difference, but still a difference. I made their shapechanging abilities more potent, and gave them an additional bonus to their social skills, this is explained by them being empathic. Their save bonuses versus sleep and charm effects was also increased by two to a total of four.
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    Default Re: Additional new, and old races. (Updated due to requests.)

    Good stuff :) Here is the Forgotten Realms Wiki. I think it should provide flavor text for many of the variant races. I'll brew up a few variants of my own :) Including the Tinker Gnome, which was a race and a class at the same time. Hopefully I can come up with something compatible with Pathfinder.
    Hey! You want to play something badass? Play my Necromancer.

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    Default Re: Additional new, and old races. (Updated due to requests.)

    I believe Gnomish Maester, and Gnomish Tinker were updated to either 3.0 or 3.5. Which of course means, the Tinker Gnome class was split into two separate PrCs.

    If you can come up with the fluff for the old races which I retooled to the best of my ability, I'll be certain to put it in, and give you full credit.

    I still have to finish converting Hill Dwarves, Chaos Dwarves, and make the Planetouched Dwarves/Elves/Gnomes/Halflings/etc.

    This is a lot more work than it may appear to be at first glance.

    Updated Greater Changeling. Added Change Self Types to list at bottom.

    Will be adding an additional higher LA version of Goliath, and a Planetouched (Titan).

    Also working on a Lower LA version of Illithid. It will lack Psionics, and its SR will be lowered to a doable 10+Level. Going to put it up now, if I can manage it.

    I have now added Miraluka for my own sick and twisted amusement. It was worth it.

    I have now added variant half-Giant templates. I hope someone out there appreciates the work.

    Please note there are still at least 2 more Half-Giants for me to add to the list.
    Last edited by Ralasha; 2011-12-09 at 09:47 PM.
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    Default Re: Additional new, and old races. (Updated due to requests.)

    Loved Greater Changeling - makes a perfect party face and a great campaign manipulator.
    Rogue, Bard, Factotum or Beguiler, it would be a lot of fun.

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    Default Re: Additional new, and old races. (Updated due to requests.)

    What, you find my other work somehow... disappointing? I'm so disappointed.
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    Default Re: Additional new, and old races. (Updated due to requests.)

    Quote Originally Posted by Ralasha View Post
    What, you find my other work somehow... disappointing? I'm so disappointed.
    Tinker Gnomes are nice too.
    Glory Gnomes should be LA +2.
    Tree-Kin are great acrobats.
    Deep Dwarves are as powerful as LA +1 an get.
    Runic Dwarves should be LA +1 (not much synergy between Int & Cha).
    Lesser Illithid... LA +4 is too much for me (not that Lesser Illithid doesn't warrant it).

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    Default Re: Additional new, and old races. (Updated due to requests.)

    Fix-edd.
    Better?
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    Default Re: Additional new, and old races. (Updated due to requests.)

    Quote Originally Posted by Ralasha View Post
    Fix-edd.
    Better?
    Regarding Runic Dwarf: +1 to saves vs Magic/Character Level (neglected the bold part earlier) doesn't start impressive, but at higher levels it becomes insane. I believe you should make it non-scaling (+3 tops without upping the LA).

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    Default Re: Additional new, and old races. (Updated due to requests.)

    Which is why the LA was higher before.
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    Default Re: Additional new, and old races. (Updated due to requests.)

    Quote Originally Posted by Ralasha View Post
    Which is why the LA was higher before.
    Yes, but the whole point behind LA-buyoffs is that the benefit lessens with level increase, not intensified.
    Your Runic Dwarf starts no more than LA +1, but by level 20 it becomes at least LA +4. This seems to make little sense and distinguishes this race as being LA-buyoff-irrelevant.

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    Default Re: Additional new, and old races. (Updated due to requests.)

    I fail to see the argument, it is in fact, intended as a lesser version of Spell resistance. It doesn't work against Supernatural abilities, or spell-like abilities.
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    Default Re: Additional new, and old races. (Updated due to requests.)

    Quote Originally Posted by Ralasha View Post
    I fail to see the argument, it is in fact, intended as a lesser version of Spell resistance. It doesn't work against Supernatural abilities, or spell-like abilities.
    "+1 to saves vs Magic/Character Level" is not SR.
    This makes no distinction between spells, (Sp) or (Su) abilities.
    It means that at level 20 you'll never fail to save magical attacks except on a natural 1 (or not even that, if you manage to emulate Impetuous Endurance somehow).

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    Default Re: Additional new, and old races. (Updated due to requests.)

    I didn't say it is SR. I said it was intended as a lesser version. Please note: An Albino black rabbit, is not a black rabbit.
    I edited the text to say: Spells.

    Am adding a Greater Drow race.

    Greater Drow completed, with two slightly different archetypes.

    Added Lesser and Greater Dothraki (Homebrew multi-limb humans) for you viewing pleasure. May Alter Lesser to be standard Dothraki, and make new Lesser LA +1 racial variation.

    (Please note, this is not a brand new post. I deleted the one that was in this spot, and placed this one, which has been updated in its stead.)
    Last edited by Ralasha; 2012-01-15 at 12:38 PM.
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