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    Barbarian in the Playground
     
    OrcBarbarianGuy

    Join Date
    Feb 2014

    Default The 3.5 Race Conversion Project, now with a new and improved thread

    I have set out to create or compile conversions of every race in Dungeons and Dragons 3.5. My ultimate goal: to fill pathfinder with every single 3.5 race. This is the second thread I have devoted to that pursuit, and I hope it is as productive, if not more so. Enjoy!

    These are the conversions I know exist (Using dreamscarred press, paizo, and ths: http://pf-eberron.wikidot.com/races). Feel free to show me others.
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    Human
    Elf
    Halfling
    Gnome
    Dwarf
    Half-Elf
    Aasimar
    Catfolk
    Drow
    Goblin
    Hobgoblin
    Kobold (Though they could use tweaking)
    Orcs
    Tieflings
    Duergar
    (PF Changelings do not count)
    Svirfneblin
    Vanara
    Blue
    Dromites
    Elan
    Half-Giants
    Maenads
    Xephs
    Warforged
    Warforged Scout
    Shifter
    Changelings (actual)
    Kalashtar


    Let's make this list as big as possible. My goal is to obtain updated versions of all of the 3.5 races. Direct me towards any you know of or help me by homebrewing them yourself, as I have already begun. If you want to cover them through alternate racial traits as well, that is also great.

    Races I have updated myself
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    Karsite
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    (These are alternate racial traits for humans)
    Spell Absorption: You gain Spell Resistance equal to your 6 + your class level. In addition, any spell you prevent from hurting you with your spell resistance heals you by 2 hp per spell level. This ability replaces the normal human bonus feat.

    Magic Drain: When you strike a creature in melee, they must make a saving throw with a DC equal to 10 + your Charisma modifier. If they fail, one magic weapon, armor, or shield in their possession no longer counts as magic until the end of your next turn. You may choose the item to drain, otherwise it is determined randomly. However, whenever you cast an arcane or divine spell, you have a 25% chance of failure. This ability replaces skilled.


    Githyanki
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    +2 Dexterity, +2 Constitution, –2 Wisdom: Agile and hardy,
    githyanki tend to be impatient and overconfident.

    Medium: As Medium creatures, githyanki have no special
    bonuses or penalties due to their size.

    Githyanki base land speed is 30 feet.

    Darkvision out to 60 feet.

    Naturally Psionic: Githyanki gain the Wild Talent feat as a bonus feat at 1st level. If a githyanki takes levels in a psionic class, he instead gains the Psionic Talent feat.

    Githyanki Psionics: As a githyanki advances in level, he
    gains psi-like abilities as indicated on the table below. The
    benefi ts are cumulative. Manifester level is equal to 1/2 Hit
    Dice (minimum 1st). The save DCs are Charisma-based.
    Level Psi-Like Abilities
    1st 3/day—far hand, telepathic lash, astral traveler
    3rd 1/day—concealing amorpha
    6th 1/day—astral caravan

    Power Resistance (Ex): A githyanki has power resistance
    equal to 6 + his class level

    Psionic Aptitude: When a githyanki takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.


    Thri-Kreen
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    +2 Strength, +2 Dexterity, –2 Intelligence, +2 Wisdom, –4
    Charisma: Thri-kreen are strong and quick, but they think
    differently from most humanoids and have a hard time
    relating to folk of other races.

    Monstrous Humanoid: Thri-kreen are not subject to spells
    or effects that affect humanoids only, such as charm person
    or dominate person.

    Medium: As Medium creatures, thri-kreen have no special
    bonuses or penalties due to their size.

    Thri-kreen base land speed is 30 feet.

    +1 Natural Armor: A thri-kreen’s exoskeleton is tough and
    resistant to blows.

    Multiple Limbs: Thhri-kreen have four arms, and thus can
    take the Multiweapon Fighting feat (page 304 of the Monster
    Manual) instead of the Two-Weapon Fighting feat. Thri-kreen
    can also take the Multiattack feat. (These are not bonus feats.)

    Natural Attacks: Thri-kreen can attack with four claws. The claws deal 1d4 points of damage. A thri-kreen can attack with a weapon (or multiple weapons)
    at its normal attack bonus, and make a claw attack as a
    secondary attack. For example, a thri-kreen
    ranger with the Multiweapon Fighting feat who is armed
    with three short swords could attack with all three swords
    at a –2 penalty (the normal penalty for fighting with multiple
    weapons while using light weapons in its off hands)
    and also make a claw attack at a –5 penalty.

    Naturally Psionic: Thri-Kreen gain the Wild Talent feat as a bonus feat at 1st level. If a thri-kreen takes levels in a psionic class, he instead gains the Psionic Talent feat.

    Thri-Kreen Psionics: Thri-Kreen gain the following Psy-like ability: 1/day—metaphysical claw. The manifester level for this effect is equal to 1/2 the Thri-Kreen's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the Thri-Kreen's Charisma modifier.

    Psionic Aptitude: When a thri-kreen takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.


    Hengeyokai
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    +2 Charisma, –2 Wisdom. Hengeyokai tend to be flighty and weak-willed, but have powerful personalities. In addition, Hengeyokai receive a bonus to one physical ability score based on their animal form while in hybrid form.

    In human form, hengeyokai are Medium-size. As Medium- size creatures, hengeyokai have no special bonuses or penalties due to size.

    Hengeyokai have darkvision out to 60 feet

    Monstrous Humanoid: Hengeyokai are not subject to spells
    or effects that affect humanoids only, such as charm person
    or dominate person.

    In human and hybrid form, hengeyokai base speed is 30 feet.

    Alternate Form: Hengeyokai can change their shape into that of a specific animal, assuming one of three possible forms: Humanoid, Animal, and Hybrid form. The animal form functions as Beast Shape III, except that the Hengeyokai can only assume the form of their chosen animal. In hybrid form, the Hengeyokai appears to be a mixture of human and animal. It receives a +2 bonus to a physical stat depending on their animal form, and also receives bonuses depending on the animal form (see the table). Otherwise, it’s game statistics are the same as in human form. While in human or animal form, the Hengeyokai gains a +10 bonus to disguise checks to impersonate the creature it takes the shape of. This ability is usable by the Hengeyokai a number of times per day equal to the 3 + his Charisma modifier.

    Wild Empathy: This functions like the druid or ranger class feature, except that the Hengeyokai adds its character level instead of its class level.

    Hengeyokai Table: https://docs.google.com/document/d/1...hidhhjRts/edit


    Spellscale
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    +2 Intelligence, +2 Charisma, –2 Constitution. Spellscales are charming
    creatures who often neglect their physical bodies while
    pursuing intellectual or social interests.

    Medium: As Medium creatures, spellscales have no
    special bonuses or penalties due to their size.
    Spellscale base land speed is 30 feet.

    Low-Light Vision: A spellscale can see twice as far as a
    human in starlight, moonlight, torchlight, and similar
    conditions of poor illumination. He retains the ability to
    distinguish color and detail under these conditions.

    Humanoid (dragonblood): Spellscales are humanoids
    with the dragonblood subtype. For all effects related to
    race, a spellscale is considered a dragon.

    Focused Study: Spellscales receive Skill Focus as a bonus feat at first level.

    Draconic Meditation: At the beginning of a day, a Spellscale may meditate on the draconic mysteries for one hour, and in doing so may call upon latent magical energy that lies within himself. During the meditation, the Spellscale may choose a metamagic feat, spell focus (chosen at the time of meditation), eschew materials, or improved counterspell. He may spontaneously apply that feat to a spell he is casting without altering the casting time or level of the spell a number of times equal to 5 - the level alteration for the spell. At 10th level, this improves to 7-the level alteration for the spell. For example, a 7th-level Spellscale sorcerer who had meditated that morning and chosen Empower Spell as his meditation feat could spontaneously empower up to three spells that he casts that day (5-2=3).
    Alternatively, a Spellscale may choose to use their Draconic Meditation to add a single spell to their spells known. The spell must be of a level that you can cast. This spell is useable once per day, and does not have to be on your class spell list (it does, however, consume a spell slot). You can only perform one Draconic Meditation in a day.
    None of the abilities granted by Draconic Meditation count towards meeting prerequisites or requirements


    Neraphim
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    +2 to One Ability Score: Neraph characters gain a +2 bonus to one ability score of their choice at creation to represent the chaotic and variable nature of their species.

    Outsider: Neraphim are native to the plane of Limbo, and thus have the outsider type. They gain the extraplanar subytpe when not on Limbo. They are not subject to spells or effects that affect only humanoids, such as charm person or dominate person.

    Medium: As Medium creatures, neraphim have no special bonuses or penalties due to their size.

    A neraph's base land speed is 30 feet.

    Neraphim have darkvision out to 60 feet.

    Neraph Camouflage (Ex): When charging an opponent or when using a thrown weapon, neraphim can use a technique known as motion camouflage (also called neraph camouflage by other races), which predatory insects use to trick prey into thinking they are stationary even though they are moving closer. The target creature can be fooled into believing that the charging neraph or the neraph's thrown weapon is in fact not moving closer, or moving closer only very slowly.

    A neraph may make only one camouflage attack per enemy per encounter (once a foe sees the attack in action, the foe can discern it for what it is for the duration of that combat). Creatures that are subject to a neraph charge or who are targeted by a weapon thrown by a neraph may not apply their Dexterity bonuses to their Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the neraph's attack (for instance, a sneak attack could also be made with this attack, if the neraph can make such an attack).

    Skilled Hunter: Neraphim have a +2 bonus to Acrobatics and Perception checks

    Weapon Familiarity: Neraphim may treat the annulat (Planar Handbook) as a martial weapon rather than an exotic weapon.

    +2 natural armor: Natural skin encrustations grant neraphim some protection against attacks.


    Diopsid
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    Monstrous Humanoid: As monstrous humanoids, diopsids are immune to spells that only affect humanoids, such as charm person and hold person.

    +4 Constitution, -2 Dexterity, -2 Intelligence: Diopsids are tough, but they are clumsy and slow witted compared to other races. A diopsid's young age at adulthood makes it inexperienced and ignorant compared to other folk.

    Medium: As size Medium creatures, diopsids gain no special benefits or penalties due to their size. Diopsid base land speed is 30 feet.

    Darkvision: Diopsids can see in the dark to a range of up to 60 feet.

    Bioluminescence: A diopsid has a number of glands on its body that allow it to shed light much like a firefly. At will, the diopsid can shed light in a 10- foot radius around its body. Shadowy illumination extends another 20 feet around this area. The diopsid can create or douse this light as a free action.

    Natural Armor: A diopsid's tough carapace gives it a +2 natural armor bonus.

    Support Arms: Diopsids have four arms: their two primary limbs and a secondary, weaker set of arms. The weaker arms cannot wield weapons, but enable the diopsid to wield weapons of one size larger using their weaker arms for stability.
    Alternatively, a diopsid may use its support arms to carry a light or heavy shield that it is proficient with, but while it gains the armor bonus it may not make attacks with the shield.
    Finally, these extra arms may be used to retrieve an item as a swift action. You cannot perform the other functions if the Support Arms are being used for another. Switching between functions is a move action.

    Limb Symmetry: A diopsid's four arms allow it to carry and use multiple items with relative ease. A diopsid ignores the Dexterity prerequisite, if any, for the Two-Weapon Fighting feat or any feat that has it as a prerequisite. The diopsid must fulfill the rest of the feat's requirements as normal.

    Immune to Sleep: Diopsids do not need to sleep and are immune to all sleep effects. However, a Diopsid still needs to rest for 8 hours before preparing spells


    Mechanatrix
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    +2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma. Mechanatrixes are resilient and calculating, but lack empathy and flexibility due to their clockwork nature

    Outsider: Mechanatrixes are Outsiders with the native subtype

    Medium: Mechanatrixes are Medium creatures and receive no bonuses or
    penalties due to their size.

    Normal Speed: Mechanatrixes have a base speed of 30 feet.

    Darkvision: Mechanatrixes see in the dark for up to 60 feet.

    Skilled: Mechanatrixes gain a +2 racial bonus on Perception, Craft, and Knowledge (Engineering) checks.*

    Spell-Like Ability: Mechanatrixes can use shocking grasp once per day as a spell-like*ability. The caster level for this ability equals the mechanatrix's class level.*

    Mechanical Resistance: Mechanatrixes have cold resistance 5, and fire resistance 5.

    Electricity Healing (Ex): Mechanatrixes are boosted by electricity, rather than harmed by it. Whenever a Mechanatrix would take electricity damage, it instead recovers one hit point for every 3 damage it would have taken.


    Neogi
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    +2 Dexterity, +2 Intelligence, +2 Charisma, -4 Strength, -2 Constitution. Neogi are agile and have incredible mental faculties, but their bodies are frail

    Small: Neogi are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on
    Stealth checks.

    Normal Speed: Neogi have a base speed of 30 feet and a climb speed of 20 feet.

    Aberration: Neogi are aberrations with the neogi subtype

    Darkvision: Neogi can see in the dark up to 60 feet.

    Natural Weapons: Neogi possess two claws which deal 1d3 damage and a bite attack which deals 1d4 damage.

    Multiple legs: Neogi gain a +2 bonus to CMD against trip attempts

    Neogi Spellcasting: Neogi can cast charm person 3/day as a spell-like ability. The save DCs are charisma-based, and the caster level is equal to the Neogi's character level. As the Neogi's level increases, the spell-like ability changes.
    1st-Charm Person
    7th-Charm Monster
    9th-Dominate Person
    17th-Dominate Monster


    Underfolk
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    Underground Denizen: Some humans live underground, and have adapted to living beneath the surface. You gain Darkvision out to 60 feet and receive a +2 bonus to Stealth and Perception checks. However, you become dazzled in bright sunlight or within the radius of a daylight spell. This ability replaces the human bonus feat.


    Strongheart Halfling
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    Strongheart: Some Halflings possess the tenacity and skill usually attributed to humans. You may select one additional feat at 1st level. This replaces the Sure-footed and Halfling Luck racial traits


    Goliath
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    +4 Strength, -2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk sometimes gets in the way when they're trying to be nimble.
    Goliath base land speed is 30 feet.

    Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size.

    Monstrous Humanoid: As monstrous humanoids, diopsids are immune to spells that only affect humanoids, such as charm person and hold person.

    Powerful Build: The physical stature of goliaths lets them function in many ways as if they were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for a CMB or CMD (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A goliath 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.

    Natural Mountaineers: Goliaths are automatically acclimated to life at high altitude. They do not receive penalties normally associated with acting at high altitudes. In addition, goliaths gain a +2 bonus to climb and acrobatics checks, and are always considered to have a running start while making an acrobatics check to jump.

    Analytical: Goliaths gain a +2 bonus to Sense Motive checks


    Illumian
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    Power Sigils: Magical symbols orbit your body, bestowing special powers.These sigils glow, providing illumination equal to that of a candle. At first level, choose two ability scores. You gain a +2 bonus to skill checks related to each selected ability score. You may choose to forgo the selection of one ability score to instead gain a +2 bonus to all caster level checks. In addition, twice per day you may choose to add your character level to any skill check, caster level check, attack roll, or saving throw. This ability replaces bonus feat and skilled.



    Half-Ogre
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    +6 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Charisma. Half-Ogres are immensely strong, but lack finesse and social graces.

    Humanoid: Half-Ogres are humanoids with the giant subtype

    Large: Half-Ogres are Large and take a –1 size penalty to AC and attack rolls. They also take a –4 size penalty on Stealth checks. Half-Ogres gain a +1 size bonus on CMB checks and to CMD.

    Half-Ogres have a base land speed of 30 feet

    Darkvision: Half-Ogres have darkvision out to 60 feet

    Thick Hide: Half-Ogres gain a +1 bonus to natural armor


    Sharakim
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    +2 Strength, +2 Intelligence, -2 Charisma: Sharakim are naturally strong but their monstrous appearance works against them in social settings and maneuverability. Their culture forces them to be well educated.

    Humanoid (human): Sharakim are humanoid creatures with the human subtype.

    Medium: As Medium creatures, sharakim have no special bonuses or penalties due to size.

    Sharakim base land speed is 30 feet.

    Darkvision: Sharakim can see in the dark out to 60 feet.

    Tough Skin: Sharakim have a +1 natural armor bonus

    Keen Hunters: sharakim gain a +2 racial bonus on Perception and Stealth checks.

    Hatred: Sharakim despise orcs, and as a result gain a +1 bonus to attack rolls against humanoids of the orc subtype

    Resilient Mind: Sharakim receive a +2 bonus to will saving throws against mind-affecting effects

    Acclimated Shaping: Sharakim gain a +1 bonus to their caster level for the purpose of casting spells of the transmutation school

    Orc-Blooded: Sharakim are treated as Orcs for the purpose of meeting prerequisites



    Ones I am working on:
    Spikers
    Killoren
    (I accept requests)
    Last edited by Thealtruistorc; 2014-09-15 at 07:30 AM.
    Dark Green, the color of Chaotic Evil

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    Altruistorc is leaving me deeply disturbed and intrigued at the same time...

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