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    Default [D&D 3.5 Races] Hybrid Race Compendium

    HYBRID RACE COMPENDIUM
    At another's suggestion, I am creating this thread for the sole purpose of developing and sharing racial hybrids, via the following template:(*).

    Everyone is welcome to share their personal combinations, and while not necessary, I encourage people to use the table below to help create their hybrids and show their work.


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    [Table=head]-|(Race A)|(Race B)|(Hybrid Race AB)
    Size|
    Type|
    Subtypes|
    RHD|
    Ability Modifiers|
    Speed|
    Vision|
    Immunities/Resistances|
    Other Racial Traits|
    Skill Bonuses|
    Languages|
    Favored Class|
    Level Adjustment| [/table ]



    Sample Creation: Shadow-Scarred Elf

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    Generation 1


    Generation 2


    Generation 3


    Shadow-Scarred Elf [(Shadar-kai/Elf)/Elf]/Elf
    Lithe and bearing countless self-inflicted wounds, shadow-scarred elves are the cursed decedents of shader-kai and elves.

    • +2 Dex, -2 Cha: Shadow-Scarred elves are as nimble as their mundane counterparts, but like their cursed ancestors find themselves distant and much of their world is muted to them.
    • Medium: As Medium creatures, shadow-scarred elves have no special bonuses or penalties due to their size
    • Fey: As fey, dilute as they are, shadow-scarred elves are immune to effects that specifically target humanoids, such as the charm person spell.
    • Shadow-scarred elf base land speed is 30 feet.
    • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
    • Superior Low-Light Vision: A shadow-scarred elf have extraordinary vision in low-light conditions. They Can see four times as far as a human in low-light conditions.
    • Hide in Plain Sight (Ex): Shadow-scarred elves can use the Hide skill even wile being observed. As long as they are not illuminated by natural daylight, the daylight spell, or a similar magical effect, shadow-scarred elves can hide themselves from view in the open without having anything to actually hide behind.
    • Shadow Curse (Su): Cursed like their ancestors, the plane of shadow extorts a tremendous pull on a shadow-scarred elf's soul, which is only tenuously connected to their mortal body. Any time a shadow-scarred elf is stunned, dazed, staggered, or unconscious (other than from natural sleep), the shadow-scarred elf must make a Will save (DC 15) or lose a portion of their soul to the Plane of Shadow. The shadow-scarred elf must also attempt a save any time they remove a gal-ralan, if they have one.
      A shadow-scarred elf with a damaged soul gains one negative level that cannot be removed until they restore their soul completely. If exposed to another event that requires a save against the shadow curse, a shadow-scarred elf may gain additional negative levels. A shadow-scarred elf on the Plane of Shadow can transfix their soul to their body again with a greater restoration spell. A shadow-scarred elf on any other plane must use a wish or miracle spell to restore their soul.
      A shadow-scarred elf afflicted with the shadow curse cannot be raised from the dead or resurrected and cannot gain experience. The touch of the shadow curse galls a shadow-scarred elf, filling their heart with an icy emptiness that eventually drives all but the most determined individuals to capitulate and leave the Material Plane altogether.
      A shadow-scarred elf who goes to the Plane of Shadow and remains there ameliorates the effects of the shadow curse and suffers no ill effects. However, if they leave the Plane of Shadow without restoring their soul, they suffer the effects of the shadow curse until they return to the Plane of Shadow or restore their soul.
    • +2 racial bonus on hide checks made in dark or shadowy conditions. Shadow-scarred elves, while not as stealthy as their ancestors, shadows are still drawn to them, helping to conceal them.
    • +2 racial bonus on Listen, Search, and Spot checks. Unlike full-blooded elves, shadow-scarred elves does not have the ability to notice secret doors simply by passing near them.
    • Shadar-Kai Blood
    • Elven Blood
    • Automatic Languages: Common, Elven, and Sylvan. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, and Orc.
    • Favored Class(es): Rogue or Wizard. A multiclass shadow-scarred elf's may choose for their rogue or wizard class, but not both, to not count when determining whether they take an experience point penalty for multiclassing. Both wizardry and stealth come naturally to shadow-scarred elves. Many follow either of these paths, the path of shadow magic (Shadowcaster), or choose to combine their favored disciplines (Beguiler or Spellthief).
    Last edited by Xuldarinar; 2013-12-19 at 10:55 AM.
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    Default Re: [D&D 3.5 Races] Hybrid Race Compendium

    Hybrid Planetouched
    The following are 1 generation mixes of Aasimar, Alloprax, Chaond, Tiefling, and Zenythri.

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    Aasimar/Alloprax
    {table=head]-|Aasimar|Alloprax|Far-Touched Aasimar
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|Native|Native
    RHD|0|0|0
    Ability Modifiers|+2 Wis, +2 Cha|+2 Con, +2 Wis, -2 Cha|+2 Wis
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Blindsight 60ft|Darkvision 30ft, Blindsight 30ft
    Immunities/Resistances|Resistance to Acid 5, Cold 5, and Electricity 5|Resistance to Acid 5 and Electricity 5|Resistance to Acid 5, Cold 5, and Electricity 5
    Other Racial Traits|Daylight 1/day|Blur 1/day|(Blur or Daylight) 1/day
    Skill Bonuses|+2 Listen, +2 Spot|+2 Sense Motive, +2 Spot|+1 Listen, +1 Sense Motive, +2 Spot
    Languages|Common and Celestial|Common and Undercommon|Common, Celestial, and Undercommon
    Favored Class|Paladin|Cleric/Ardent|Cleric
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • +2 Wisdom
    • Outsider (native): Far-Touched Aasimar are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Far-Touched Aasimar have no special bonuses or penalties due to size.
    • Far-touched Aasimar base land speed is 30 feet
    • Blindsight out to 30 feet
    • Darkvision out to 30 feet
    • +1 racial bonus on Listen and Sense Motive checks
    • +2 racial bonus on Spot checks
    • Blur or Daylight (Sp): A Far-Touched Aasimar can use either Blur or Daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5 and electricity 5
    • Aasimar Blood
    • Alloprax Blood
    • Common, Celestial, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
    • Favored Class: Cleric
    • Level Adjustment: +1


    Aasimar/Chaond
    {table=head]-|Aasimar|Chaond|Elanimar
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|-|Native
    RHD|0|0|0
    Ability Modifiers|+2 Wis, +2 Cha|+4 Dex, +2 Con, -2 Cha|+2 Dex
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to acid 5, cold 5, and electricity 5|Resistance to acid 5, cold 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, and sonic 5
    Other Racial Traits|Daylight 1/day|Shatter 1/day|(Daylight or Shatter) 1/day
    Skill Bonuses|+2 Listen, +2 Spot|+2 Escape Artist, +2 Tumble|+1 Escape Artist, +1 Listen, +1 Spot, +1 Tumble
    Languages|Common, and Celestial|Common|Celestial and Common
    Favored Class|Paladin|Any|Any
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits
    • +2 Dexterity
    • Outsider (native): Elanimar are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Elanimar have no special bonuses or penalties due to size.
    • Elanimar base land speed is 30 feet
    • Darkvision out to 60 feet
    • +1 racial bonus on Escape artist, Listen, Spot and Tumble checks
    • Daylight or Shatter (Sp): A Elanimar can use either Daylight or Shatter once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5 and sonic 5
    • Aasimar Blood
    • Chaond Blood
    • Common, and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
    • Favored Class: Any
    • Level Adjustment: +1



    Aasimar/Tiefling
    {table=head]-|Aasimar|Tiefling|Concordant-Born
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|Native|Native
    RHD|0|0|0
    Ability Modifiers|+2 Wis, +2 Cha|+2 Dex, +2 Int, -2 Cha|-
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to acid 5, cold 5, and electricity 5|Resistance to cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, and fire 5
    Other Racial Traits|Daylight 1/day|Darkness 1/day|(Darkness or Daylight) 1/day
    Skill Bonuses|+2 Listen, +2 Spot|+2 Bluff, +2 Hide|+1 Bluff, +1 Hide, +1 Listen, +1 Spot
    Languages|Common, Celestial|Common, Infernal|Common, Celestial, Infernal
    Favored Class|Paladin|Rogue|Rogue
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits
    • Outsider (native): Concordant-Born are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Concordant-Born have no special bonuses or penalties due to size.
    • Concordant-Born base land speed is 30 feet
    • Darkvision out to 60 feet
    • +1 racial bonus on Bluff, Hide, Listen and Sense Motive checks
    • Darkness or Daylight (Sp): A Concordant-Born can use either Darkness or Daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, and fire 5
    • Aasimar Blood
    • Tiefling Blood
    • Common, Celestial, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
    • Favored Class: Rogue
    • Level Adjustment: +1


    Aasimar/Zenythri
    {table=head]-|Aasimar|Zenythri|Archimar
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|-|Native
    RHD|0|0|0
    Ability Modifiers|+2 Wis, +2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|+2 Wis
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to acid 5, cold 5, and electricity 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5
    Other Racial Traits|Daylight 1/day|True Strike 1/day|(Daylight or True Strike) 1/day
    Skill Bonuses|+2 Listen, +2 Spot|+2 Balance, +2 Survival|+1 Balance, +1 Listen, +1 Spot, +1 Survival
    Languages|Common, and Celestial|Common|Common, and Celestial
    Favored Class|Paladin|Monk|Monk
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • +2 Wisdom
    • Outsider (native): Archimar are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Archimar have no special bonuses or penalties due to size.
    • Archimar base land speed is 30 feet
    • Darkvision out to 60 feet
    • +1 racial bonus on Balance, Listen, Spot and Survival checks
    • Daylight or True Strike (Sp): An Archimar can use either Daylight or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
    • Aasimar Blood
    • Zenythri Blood
    • Common, and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, and Sylvan.
    • Favored Class: Monk
    • Level Adjustment: +1


    Alloprax/Chaond
    {table=head]-|Alloprax|Chaond|Llymician
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|-|Native
    RHD|0|0|0
    Ability Modifiers|+2 Con, +2 Wis, -2 Cha|+4 Dex, +2 Con, -2 Cha|+2 Dex, +2 Con, -2 Cha
    Speed|30ft|30ft|30ft
    Vision|Blindsight 60ft|Darkvision 60ft|Blindsight 30ft, Darkvision 30ft
    Immunities/Resistances|Resistance to acid 5 and electricity 5|Resistance to acid 5, cold 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, and sonic 5
    Other Racial Traits|Blur 1/day|Shatter 1/day|(Blur or Shatter) 1/day
    Skill Bonuses|+2 Sense Motive, +2 Spot|+2 Escape Artist, +2 Tumble|+1 Escape Artist, +1 Sense Motive, +1 Spot, +1 Tumble
    Languages|Common and Undercommon|Common|Common and Undercommon
    Favored Class|Cleric/Ardent|Any|Any
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • +2 Dexterity, +2 Constitution, -2 Charisma
    • Outsider (native): Llymicians are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Llymicians have no special bonuses or penalties due to size.
    • Llymician base land speed is 30 feet
    • Blindsight out to 30 feet
    • Darkvision out to 30 feet
    • +1 racial bonus on Escape Artist, Listen, Sense Motive and Tumble checks
    • Blur or Shatter (Sp): A Llymician can use either Blur or Shatter once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, and sonic 5
    • Alloprax Blood
    • Chaond Blood
    • Common, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
    • Favored Class: Any
    • Level Adjustment: +1


    Alloprax/Tiefling
    {table=head]-|Alloprax|Tiefling|Far-Touched Tiefling
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|Native|Native
    RHD|0|0|0
    Ability Modifiers|+2 Con, +2 Wis, -2 Cha|+2 Dex, +2 Int, -2 Cha|-2 Cha
    Speed|30ft|30ft|30ft
    Vision|Blindsight 60ft|Darkvision 60ft|Darkvision 30ft, Blindsight 30ft
    Immunities/Resistances|Resistance to acid 5 and electricity 5|Resistance to cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, and fire 5
    Other Racial Traits|Blur 1/day|Darkness 1/day|(Blur or Darkness) 1/day
    Skill Bonuses|+2 Sense Motive, +2 Spot|+2 Bluff, +2 Hide|+1 Bluff, +1 Hide, +1 Sense Motive, +1 Spot
    Languages|Common and Undercommon|Common and Infernal|Common, Infernal, and Undercommon
    Favored Class|Cleric/Ardent|Rogue|Rogue/Lurk
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • -2 Charisma
    • Outsider (native): Far-Touched Tieflings are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Far-Touched Tieflings have no special bonuses or penalties due to size.
    • Far-touched Tiefling base land speed is 30 feet
    • Blindsight out to 30 feet
    • Darkvision out to 30 feet
    • +1 racial bonus on Bluff, Hide, Sense Motive and Spot checks
    • Blur or Darkness (Sp): A Far-Touched Tiefling can use either Blur or Darkness once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, and fire
    • Alloprax Blood
    • Tiefling Blood
    • Common, Infernal, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
    • Favored Class: Rogue or Lurk
    • Level Adjustment: +1


    Alloprax/Zenythri
    {table=head]-|Alloprax|Zenythri|Parathri
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|-|Native
    RHD|0|0|0
    Ability Modifiers|+2 Con, +2 Wis, -2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|+2 Wis, -2 Cha
    Speed|30ft|30ft|30ft
    Vision|Blindsight 60ft|Darkvision 60ft|Blindsight 30ft, Darkvision 30ft
    Immunities/Resistances|Resistance to acid 5 and electricity 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to acid 5, electricity 5, fire 5, and sonic 5
    Other Racial Traits|Blur 1/day|True Strike 1/day|(Blur or True Strike) 1/day
    Skill Bonuses|+2 Sense Motive, +2 Spot|+2 Balance, +2 Survival|+1 Balance, +1 Sense Motive, +1 Spot, +1 Survival
    Languages|Common and Undercommon|Common|Common and Undercommon
    Favored Class|Cleric/Ardent|Monk|Monk
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • +2 Wisdom, -2 Charisma
    • Outsider (native): Parathri are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Parathri have no special bonuses or penalties due to size.
    • Parathri base land speed is 30 feet
    • Blindsight out to 30 feet
    • Darkvision out to 30 feet
    • +1 racial bonus on Balance, Sense Motive, Spot, and Survival checks
    • Blur or True Strike (Sp): A Parathri can use either Blur or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, electricity 5, fire 5, and sonic 5
    • Alloprax Blood
    • Zenythri Blood
    • Common, and Undercommon. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
    • Favored Class: Any
    • Level Adjustment: +1


    Chaond/Tiefling
    {table=head]-|Chaond|Tiefling|Tanarling
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|-|native|native
    RHD|0|0|0
    Ability Modifiers|+4 Dex, +2 Con, -2 Cha|+2 Dex, +2 Int, -2 Cha|+2 Dex, -2 Cha
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to acid 5, cold 5, and sonic 5|Resistance to cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
    Other Racial Traits|Shatter 1/day|Darkness 1/day|(Darkness or Shatter) 1/day
    Skill Bonuses|+2 Escape Artist, +2 Tumble|+2 Bluff, +2 Hide|+1 Bluff, +1 Escape Artist, +1 Hide, +1 Tumble
    Languages|Common|Common, and Infernal|Common, and Infernal
    Favored Class|Any|Rogue|Any
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • +2 Dex, -2 Cha
    • Outsider (native): Tanarlings are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Tanarlings have no special bonuses or penalties due to size.
    • Tanarling base land speed is 30 feet
    • Darkvision out to 60 feet
    • +1 racial bonus on bluff, escape artist, hide and tumble checks
    • Darkness or Shatter (Sp): A Tanarling can use either Darkness or Shatter once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
    • Chaond Blood
    • Tiefling Blood
    • Common, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
    • Favored Class: Any
    • Level Adjustment: +1


    Chaond/Zenythri
    {table=head]-|Chaond|Zenythri|Dynthri
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|-|-|-
    RHD|0|0|0
    Ability Modifiers|+4 Dex, +2 Con, -2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|+2 Dex, -2 Cha
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to acid 5, cold 5, and sonic 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5
    Other Racial Traits|Shatter 1/day|True Strike 1/day|(Shatter or True Strike) 1/day
    Skill Bonuses|+2 Escape Artist, +2 Tumble|+2 Balance, +2 Survival|+1 Balance, +1 Escape Artist, +1 Survival, +1 Tumble
    Languages|Common|Common|Common
    Favored Class|Any|Monk|Any
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • +2 Dexterity, -2 Charimsa
    • Outsider: Dynthri are Outsiders considered native to the Outlands.
    • Medium: As Medium creatures, Dynthri have no special bonuses or penalties due to size.
    • Dynthri base land speed is 30 feet
    • Darkvision out to 60 feet
    • +1 racial bonus on Balance, Escape Artist, Survival and Tumble checks.
    • Shatter or True Strike (Sp): A Dynthri can use either Shatter or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, fire 5 and sonic 5
    • Chaond Blood
    • Zenythri Blood
    • Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
    • Favored Class: Any
    • Level Adjustment: +1


    Tiefling/Zenythri
    {table=head]-|Tiefling|Zenythri|Baatzri
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|Native|-|Native
    RHD|0|0|0
    Ability Modifiers|+2 Dex, +2 Int, -2 Cha|+2 Str, +2 Dex, +2 Wis, -2 Cha|-2 Cha
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to cold 5, electricity 5, and fire 5|Resistance to electricity 5, fire 5, and sonic 5|Resistance to cold 5, electricity 5, fire 5 and sonic 5
    Other Racial Traits|Darkness 1/day|True Strike 1/day|(Darkness or True Strike) 1/day
    Skill Bonuses|+2 Bluff, +2 Hide|+2 Balance, +2 Survival|+1 Balance, +1 Bluff, +1 Hide, +1 Survival
    Languages|Common, and Infernal|Common|Common, and Infernal
    Favored Class|Rogue|Monk|Rogue
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • -2 Charimsa
    • Outsider (native): Baatzri are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Baatzri have no special bonuses or penalties due to size.
    • Baatzri base land speed is 30 feet
    • Darkvision out to 60 feet
    • +1 racial bonus on Balance, Bluff, Hide and Survival checks.
    • Darkness or True Strike (Sp): A Baatzri can use either Darkness or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to cold 5, electricity 5, fire 5 and sonic 5
    • Tiefling Blood
    • Zenythri Blood
    • Common, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and Orc.
    • Favored Class: Rogue
    • Level Adjustment: +1



    Also, as a Bonus. Here is a mix of Aasimar, Chaond, Tiefling, and Zenythri. I shall call them, Outlanders.
    Spoiler
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    {table=head]-|Concordant-Born|Dynthri|Outlander
    Size|Medium|Medium|Medium
    Type|Outsider|Outsider|Outsider
    Subtypes|native|-|native
    RHD|0|0|0
    Ability Modifiers|-|+2 Dex, -2 Cha|-
    Speed|30ft|30ft|30ft
    Vision|Darkvision 60ft|Darkvision 60ft|Darkvision 60ft
    Immunities/Resistances|Resistance to acid 5, cold 5, electricity 5, and fire 5|Resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5|Resistance to acid 5, cold 5, electricity 5, and sonic 5
    Other Racial Traits|(Darkness or Daylight) 1/day|(Shatter or True Strike) 1/day|(Darkness, Daylight, Shatter, or True Strike) 1/day
    Skill Bonuses|+1 Bluff, +1 Hide, +1 Listen, +1 Spot|+1 Balance, +1 Escape Artist, +1 Survival, +1 Tumble|-
    Languages|Common, Celestial, and Infernal|Common|Common, Celestial, and Infernal
    Favored Class|Rogue|Any|Any
    Level Adjustment|+1|+1|+1 [/table]

    Racial Traits:
    • Outsider (native): Outlanders are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep
    • Medium: As Medium creatures, Outlanders have no special bonuses or penalties due to size.
    • Outlander base land speed is 30 feet
    • Darkvision out to 60 feet
    • Spell-Like Abilities: An Outlander can use either Darkness, Daylight, Shatter or True Strike once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
    • Resistance to acid 5, cold 5, electricity 5, and sonic 5
    • Aasimar Blood
    • Chaond Blood
    • Tiefling Blood
    • Zenythri Blood
    • Common, Celestial, and Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc and Sylvan.
    • Favored Class: Any
    • Level Adjustment: +1

    Last edited by Xuldarinar; 2013-12-19 at 11:00 AM.

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    Ogre in the Playground
     
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    Default Re: [D&D 3.5 Races] Hybrid Race Compendium

    Have a hobgnolblin

    Spoiler: Hobgnolblin
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    The hobgoblin, the head of the goblin types, the smartest one, the leader, and the most ignored, and the gnoll, the lowly (but still strong) hyena headed brute, when they reproduced together it created an abomination, as tough as an orc, and as smart and social as a man. These horrid things now rule many goblin and gnoll tribes, as they are smarter than the rest. Hobgnolblins are almost exclusively male, but the ones that are female are usually rangers instead of fighters
    - Gnoll Hobgoblin Hobgnolblin
    Size medium medium medium
    Type humanoid humanoid humanoid
    Subtypes gnoll goblinoid -
    RHD 2 - 1
    Modifiers +2 con +4 str -2 int -2 cha +2 con +2 dex +2 str +2 con
    Speed 30 30 30
    Vision darkvision 60 darkvision 60 darkvision 60
    Immunities/Resistances - - -
    Other racial traits - - gnoll blood, hobgoblin blood
    Skill Bonuses - +4 move silently +2 move silently
    Languages gnoll common, goblin gnoll, goblin, common
    Favored Class ranger fighter fighter
    LA 1 1 1

    And the Wild goblin

    Spoiler: Wild goblin
    Show

    While the hobgoblins were having their fun, the goblins were running low on archers, and hated elves, and well...there was a wild elf camp nearby, now these strangely pretty elves are running around and taking everything for their camps, but remind the other goblins of their elven ancestry, and make sure they fear that.
    Goblin Wild elf Wild goblin
    Size Small Medium Medium
    Type Humanoid Humanoid Humanoid
    Subtypes Goblin Elf -
    RHD - - -
    Modifiers -2 Str +2 Dex -2 cha +4 dex -2 con -2 int +2 dex
    Speed 30 30 30
    Vision darkvision 60ft. lowlight vision darkvision 30ft, lowlight vision
    Immunities/Resistances - immune to sleep spells, +2 vs. enchantment Immune to sleep spells, +2 vs. enchantment
    Other racial traits - Detect secret doors 5ft. -
    Skill Bonuses +4 ride, +4 move silently +2 search, +2 listen, +2 spot +2 ride, +2 move silently, +1 listen, +1 spot, +1 search
    Languages Goblin, common elven, common goblin, elven, common
    Favored Class rogue sorcerer rogue
    LA - - -
    Last edited by inuyasha; 2014-08-05 at 12:15 PM.
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  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: [D&D 3.5 Races] Hybrid Race Compendium

    Vrow of the Underdark

    Born of curiosity or brutality far more often than not, vrow are the offspring of drow and vril, a race of goblinoids created through dark elven experiments.

    Spoiler
    Show

    {table=head]-|Drow|Vril|Vrow
    Size|Medium|Small|Medium or Small
    Type|Humanoid|Humanoid|Humanoid
    Subtypes|Elf|Goblinoid|-
    RHD|0|0|0
    Ability Modifiers|+2 Dex, +2 Int, +2 Cha, -2 Con|+2 Con, -2 Int, -2 Cha|-
    Speed|30ft|30ft|30ft
    Vision|Darkvision 120ft|Darkvision 60ft|Darkvision 90ft
    Immunities/Resistances|Immunity magic sleep, +2 vs enchantment spells, +2 will saves vs spells, SR 11 + class levels|resistance to sonic 5|Immunity magic sleep, +2 vs enchantment spells, +2 will saves vs spells, SR 11 + class levels, Resistance to sonic 5
    Other Racial Traits|dancing lights 1/day, darkness 1/day, faerie fire 1/day, Weapon proficiencies, light blindness|light blindness, skinshift, shriek, vulnerability to poison|Light Blindness, (+)
    Skill Bonuses|+2 Listen, +2 Search, +2 Spot|+4 Climb, +2 Balance, +2 Jump|+1 Balance, +2 Climb, +1 Jump, +1 Listen, +1 Search, +1 Spot
    Languages|Common, Elven, Undercommon|Goblin, Undercommon|Common, Elven, Goblin, Undercommon
    Favored Class|Wizard (male), Cleric (female)|Barbarian|Barbarian
    Level Adjustment|+2|-|+1 [/table]


    Racial Traits:
    • Humanoid
    • Medium or Small: Vrow can be either small or medium humanoid, varying from vrow to vrow. As Medium creatures, grow have no special bonuses or penalties due to their size. As Small creatures, vrow gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use and their lifting and caring limits are three-quarters of those of a Medium character.
    • Vrow base land speed is 30 feet.
    • Darkvision out to 90 feet.
    • Immunity to magic sleep effects, a +2 racial saving throw bonus against enchantment spells or effects, and +2 racial bonus on Will saves against spells and spell-like abilities.
    • Resistance to sonic 5.
    • Vulnerability to Poison.
    • +2 bonus on Climb checks.
    • +1 bonus on Balance, Jump, Listen, Search, and Spot checks.
    • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vrow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
    • Drow Blood
    • Vril Blood
    • In addition to the racial traits listed above, vrow possess one of the following racial traits: Spell-Like Abilities (as Drow), Skinshift, Shriek,
    • Favored Class: Barbarian
    • Level adjustment: +1



    For information on Vulnerability to Poison, Skinshift, and Shriek: (*)

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