Races: gallery and creation

Xereq

First Post
This is a thread for design discussion, browsing for material, and participation in the ongoing project of support for and by the community in regards to Races.
I have created a few races on these and other boards. I am now going to explore possibilities and flesh out these races. The finished product should be exiting enough to get you thinking metagame but generic enough to fit into any campaign, with subraces and variants that will have a more specific focus.
To that end I want to keep races at LA +0. Subraces can be the exeption to this rule, and racial paragon and prestige classes can grant powerful abilities, but the core rules of the race should keep it balanced at the high end of LA +0
If you wish to suggest a concept for a race or a race of your own, I will put it in the original post. The creiteria for entry of a race are as follows:
Concept - what concept does the race explore. What makes this race different from other races
Mechanics - What mechanics make this race different than other races
Balance - Try to keep the race as close to LA +0 as possible. You can write exes uberpowerful mechanics that you want the race to have that can be granted by feats, PrCs, or Paragon classes, but the objective here is to create LA +0 races that can be dropped into anybody's campaign setting, and giving them accessories.

The last time I tried to initiate a project like this I allowed myself to be offended by certain other peoples opinion's. I found that I was unwilling to let some peices of my design go to acchieve universal acceptance of the of the race in question. For this to work I feel that everyone should feel free to comment or debate, I am asking for community participation. If you see a race as balanced or unbalanced, please post the scenario in which the race is unbalanced and I will try to post either a rational counter argument or make a change to the race in th original post.
 
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Xereq

First Post
The Races

Echto (By Xereq)

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Overview
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They are made from the ectoplasm of ghostwalk and 3.5 psionics. They are the vessels of the psionic conciousness of psychics that die of old age, a conciousness that does not include the experience of the donor psychic. They are echos made manifest, given form, and a chance to live. They do not technically have souls, the soul of the donor passes on, but they can be brought back to life or reincarnated.

Personality: Echtos enjoy life, enjoy every moment they experience and seek to suck the marrow out of life. They are living second chances after all! It rarly occors to an Echto that it has no soul, but when it does occor the echo could react violently to the information or simply blow it off and continue enjoying living. Echto enjoy combat, most are the ehcos of venerable elders who died of old age, so they feel exileration at having young, strong bodies with which to practice thier forms or martial combat.
Pysical Description: Echtos are composed of ectoplasm, in the shape and form of a complete humanoid body, organs, bones, skin, muscles, even a blood. Though most of this is mearly vestigal, after all the Echto's body is immune to fatigue and poison, it is still partialy organic. The Ectoplasm that makes up the echtos body exists similtaineosly on the material, incorporeal and etherial planes of existence. An Echto's eyes see things that others need psionics or magic to see everyday, so somethimes it forgets to tell its companions when it sees a ghost or a psionic projection.
Relations: Echtos are more comfortable around psionic races because they tend to be more accepting of a crature of ectoplasm than the psionicly uninitiated. THe churchs of Nerul and Vecna disslike Echtos because they seem to defy the laws of death and are born with a few of the secrets of thier donors. The fist of Zouken do a decent job protecting them though. The fists of Zouken take a special intrest in Echtos, becase they believe that if they can find the Echto of Zouken they can help him accend to divinity and efectivly double thier god's power, and one never knows who's Echto a given Echto is.
Alignment: Echtos view life as a second chance. What Echtos beleive the second chance is can differ widely form Echto to Echto. While most see the second chance as a way to travel the world and experiance new things, and some evil Echto see it as a chance to repent, there are some who see it as a chance to experience acts of evil they never got to experience in life. These Echto spread suffering and misery in thier wake. They are the exeption, not the rule. Echtos are usually Chaotic nuetral or Chaotic good, as some laws can get in the way of thier experianceing the world
Example Lands: When a large number of Echtos are born in the same area, often near psionic communities, they will establish a Monastary to Zouken, training to defend themselves and the communities, and produceing craft items that can be exchanged for the luxuries of far off lands. However, an Echto can be born anywhere, in any land.
Religion: Many Echto revere Zouken because he offers them protection, but Echtos rarly spend time worshiping other biengs, even the gods. Many other races view this as arrogence but the truth is that Echtos would rather learn more about themselves or the world around them than to spend time learnbing about some more powerfull bieng.
Language: Most Echtos are able to speak common from their 'birth.' They are also likely to speak whatever language is spoken primarily in the region they are 'born' into.
Names: Echto don't think of themselves in terms of names, each of them is unique in it's own way, that is how they tell eahc other appart. Echto often recieve a name form the first cummunity they stumble upon, or the first new thing they experience. Am Echto that wandered into a clothing shop and felt silk fabric would ask the name of the fabric, and from then on be known as 'Silk'. Echtos from monestaries tend to develope a sort of culture among themselves, adopting 'Vessel' as a title of respect, for example: Lets say Silk visited an Echto MOnestary and spent some time amoung the Echto there, he would learn of Echto culture and from then on refer to himself as 'Vessel Silk.'
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Echto Racial Traits
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  • Ectoplasmic Trinity: An Ecto's ectoplamic body has identical components on the etherial plane, prime material and incorporeal material. The three bodies are linked as one; if one takes damage they all take damage. If one is repaired they are all repaired. All this occors simultaineosly. This means that the Echto's body is treated as a ghost touch weapon, and that It's natural armor bonus applies against incorporial touch attacks.
  • Base Speed 30 ft
  • Ghost Sight An Echto's eyes are attuned to the ether and the incorporial plane of existance, due to this ability they can see invisible and etherial creatures, as well as psionic projections and scrying sensors. The Echto is never surprized by such invisible things, and while thay are never caught flat footed by them, they must make a sense motive check DC 15 to recognize what they are seeing as an non material creature and be able to warn thier allies in time. This does not allow Echtos to see incorporeal creatures though opaque barriers.
  • An Echto targeted by the Dissmiss ectoplasm power deals 5d6 points of damage to an Echto, with a will save to ruduce the damage to none.
  • Medium: Echtos recieve no penalties or bunuses due to size
  • Shape Body: Once per day an Echto can manifest one of the following powers, its durration is changed to 1 round/per level, manifester level 1/2 HD: Vigor, thicken skin, biofeedback, claws of the beast, burst.
  • Repairing Meditaion: while psionically focused, an Echto can rest for 8 hours to gain the benefits of 8 hours of sleep, a psionically focused echto also recieves the full benefits of any spell of the healing subschool
  • Living Construact Subtype
    * Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
    * Unlike other constructs, a living construct does not have low-light vision or darkvision.
    * Unlike other constructs, a living construct is not immune to mind-influencing effects.
    * Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
    * A living construct cannot heal damage naturally.
    * Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    * Unlike other constructs, a living construct can use the run action.
    * Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
    * A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    * Can be raised or resurrected.
    * Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    * Does not need to sleep, but must rest for 8 hours before preparing spells.
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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Echto Discorperation

You may dissmiss one component of your trinity temporarily, allowing you to ignore attacks from that plane.
Prerequisits: Echto race, Charisma 13
Benefit: You may choose to become ethereal for a number of rounds equal to your charisma modifier x 2. While you are ethereal you may ignore all attacks from material sources. You may also choose to become completly material, allowing you to pass through etherial barriers and ignore all attacks from ethereal sources. You may use two of your daily rounds to pass through an ether curtian, a naturaly occuring portal on the ethereal plane.
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Design Notes
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From the moment I opened the psionics handbook and looked at the pictures I had wanted to createa peranet Astral construct, they are just so cool looking I wanted to have one as a servant or character. With the Ghostwalk campeign setting you could be ghost that could produce ectoplasm to affect the material world. The idea of a ghost made entirely of ectoplasm relaly apealed to me back then, but there were no rules for it. Eventually with the creation of the warforged I realized that Cognizant Livng Astral constructs would be a viable race, and so combining all those ideas I came up with The Echto.
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Plot hooks
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  • Delecate sliken strands fuse and weave into an androgenous humanoid form, and before the parties very eyes, an Echto is born
  • THe party is contacted by an Echto monestary to carry thier goods for trade to a bordering kingdom, a young Echto monk (or fist of Zouken if the party is of sufficient level) joins the party for this mission, and may be convinced to stay with the party.
  • A church inquisition party of Nerul is hunting Echtoes, the psionic community requests the party smuggle out the few Echtos that lkive in the town before it is to late.
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Crystalkin, the psionic gnomes (By Arkhandus)

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Overview
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Crystalkin are a race of gnomes who long ago sought psionic lore after fighting off an enclave of mind flayers, seeking to better understand the monsters and fight them for the safety of gnomish cousins closer to the surface. Crystalkin try to protect the surface-dwellers from underground psionic threats, but mostly just want to preserve themselves and not get conquered or forced out of their homes. They are also just a combative breed of gnome, so the mind flayers and similar beasts just give them an outlet for their aggression. For some reason or another lost to history, the gnomes fused various durable crystals to their bodies, and thereafter each gnome born to those bloodlines has inherited naturally-growing crystal formations like this.
Personality: As per gnomes of the Player's Handbook. Crystalkin gnomes are a militant offshoot of common gnomes. They are less inclined towards pranks and jokes than their cousins, but still don't take things quite as seriously as humans. Crystalkin are a bit more contemplative than their cousins, also.
Physical Description: As per gnomes of the Player's Handbook. However, crystalkin gnomes have patches of translucent and opaque crystal fused to parts of their flesh and skeleton, including a pair of short blade-like protrusions on the lower arms. Some of these crystal pieces are sharp on the outer edges.
Relations: As per gnomes of the Player's Handbook. Crystalkin are more actively opposed to mind flayers, aboleths, and other subterranean psionic threats than their fellow gnomes. Crystalkin are also less in-touch with fey than other gnomes. Also, the crystalkin gnomes are just generally more militant than their cousins. They get along better with dwarves than other gnomes do.
Alignment: As per gnomes of the Player's Handbook. Crystalkin are more likely than other gnomes to be lawful in alignment.
Example Lands: As per gnomes of the Player's Handbook.
Religion: As per gnomes of the Player's Handbook.
Language: As per gnomes of the Player's Handbook.
Names: As per gnomes of the Player's Handbook.
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Crystalkin Racial Traits
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  • Strength -2, Dexterity -2, Constitution +2; crystalkin are as short, tough, and leanly muscled as other gnomes. They are also a bit more bulky and inflexible thanks to their fused crystals.
  • Base speed 20 ft
  • Small-sized: Crystalkin have a +1 size bonus on attack rolls and Armor Class, as well as a +4 size bonus on Hide checks, but they suffer a size penalty on certain rolls, such as -4 on grapple checks. Crystalkin deal a base of 1d2 nonlethal (subdual in 3.0 rules) damage unarmed, and must use smaller equipment than humans. Their carrying capacities are only three-quarters those of a Medium-sized creature with the same Strength score.
  • Type: Crystalkin are Humanoids of the Gnome subtype.
  • +2 natural armor bonus to AC: The crystalkin are sometimes protected from harm by their fused crystal formations.
  • -1 racial penalty on saving throws against magical spells and effects: The crystalkin gnomes are oddly susceptible to magic, after their attunement to psionic forces.
  • +1 to the save DC of any psionic powers the crystalkin manifests: Crystalkin gnomes are good at focusing psionic energies, thanks to their crystal infusions.
  • Naturally Psionic: The crystalkin gnomes are naturally psionic and get 1 free power point. They may take psionic feats as a result. Also, once per day crystalkin may manifest Empty Mind, Hammer, or Mind Thrust, at no cost in power points, as per a 1st-level psion. These powers cannot be augmented nor modified with metapsionics.
  • +2 racial bonus on Craft (alchemy) and Listen checks: Crystalkin have the same keen nose and ears as other gnomes.
  • +2 racial bonus on Climb skill checks: A crystalkin's claws allow them to climb fairly well. Also, this bonus applies on any Escape Artist checks related to ropes or other such cloth-like bindings.
  • Natural weapons: Crystalkin have 2 claw attacks, which each deal 1d3 damage plus the crystalkin's Strength modifier. Crystalkin are, of course, proficient in their natural weapons.
  • Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Giant, Goblin, Ignan, Terran, or Undercommon.
  • Favored Class: A crystalkin's favored class is psychic warrior.
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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No race-specific feat as of yet
Prerequisits: nothing yet
Benefit: nothing yet
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Design Notes
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not really sure what to put here
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Plot hooks
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  • none as of yet
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Drelanni (By Presto2112)

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Overview
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Personality:The Drelanni are a smallish race of humanoids that dwell in the canopy of largely forested areas. The majority of the population rarely set foot upon solid ground, and fewer still ever leave the forests that they call home, not because of any xenophobic tendencies, but because almost everything they require to survive is available among the treetops.
Pysical Description:Drelanni are roughly 4 feet tall on average. The body of an adult drelanni is roughly proportionate to an elven youth. They're typically olive skinned, with hair ranging iin black to a mixture of browns and greens, and hey have a unique feature - a prehensile tail.
Relations: Most Drelanni communities have good standing relationships with elves if they inhabit the same forests. The mostly nomadic halflings are also held in fairly high regard for thei penchant of only using what they need from their surroundings. Humans are an enigma to the Drelanni for a number of reasons, mainly because they are so numerous, yet so wasteful of their resources. Like most civilized races, the Drelanni despise orcs and goblinoids because of their wantonly destructive tendencies and complete disregard for the natural world. Dwarves and gnomes are only peripherally known, as these races do not typically spend a lot of time in forested areas.
Alignment:The drelanni very much keep to themselves and leave well enough alone, and very much personify the neutral alignments.
Religion:Drelanni as a culture do not typically practice religion as most humanoids do, instead deifying their surroundings, although some drelanni who have been exposed to elf or human cultures may hold some reverence for Obad-hai, Ehlonna, or the elf pantheon.
Language:Drelanni have their own language, although most also know Sylvan, and some have taken well to elven. Only the last three or four generations have taken to the written word, and they use the elven alphabet.
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Drelanni Racial Traits
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• -2 Strength, +4 Dexterity,–2 Constitution. Drelanni are very lithe and agile, but lack in the way of physical power and fortitude.

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

• Base land speed 30 ft. Drlanni also have a climb speed of 20 feet.

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

• Prehensile Tail: Drelannis possess a prehensile tail which can be used to grab and hold small objects. The tail is able to reach into an adjacent square to grab an object. A drelanni is able to carry a single object with his tail weighing up to one fifth of his maximum light load (any object carried by his tail counts towards his encumbrance). He can also wield - and use in combat - a light weapon (provided it meets the weight requirements). He can make an extra attack per round using the weapon held in the tail, but at a -5 penalty from his highest attack bonus. If a drelanni wears normal armor, the tail cannot be used in this fashion; he must use armor specially made to accommodate the appendage, or get existing armor fitted for his tail (Craft (Armorsmith) check DC 20, failure means the armor bonus is reduced by 1). The drelanni can also use his tail to hang from branches, overhead beams, etc., with a successful Strength check. If the drelanni’s load is light, or he is wearing light or no armor, no check is needed. A medium load or wearing medium armor must succeed a Strength check DC 10. A heavy load, or wearing heavy armor needs a Strength check DC of 15 to pass.

• Lean Build: Drelanni are big enough to classified as considered Medium, but their stature is so small that they actually get many of the benefits of being one size smaller. They receive a +1 size bonus to Armor Class and Attack Bonus, a +4 size bonus to Hide checks, but they keep their 30 ft speed, they can use either Small or Medium sized weapons without penalty, and their carrying capacity stays the same. Drelanni wear medium sized armor. Drelanni are also able to take feats which are only accessible to Small creatures.

• Illiterate: Drelanni culture has only recently adapted to the written word, and most are not able to read or write, no matter what class they advance in, unless they take ranks in the Speak Language skill.

• Weapon Familiarity: Drelanni treat bolas as martial weapons instead of exotic weapons.

• +2 racial bonus on saving throws against natural poisons (animal and vermin venom, certain plant poisons, etc.).

• +1 racial bonus on attack rolls made on higher ground than opponent.

• +2 racial bonus on Jump and Knowledge (nature) checks. Knowledge (nature) is always an untrained skill for the drelanni.

• +4 racial bonus on Balance checks.

• Automatic Languages: Drelanni. Bonus Languages: Common, Elf, Goblin, Halfling, and Sylvan. The Drelanni language has only recently been written, and uses the elven alphabet.

• Favored Class: Ranger. A multiclass drelanni’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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None as of yet
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Design Notes
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This race formed in my mind shortly after I bought Races of Stone. In many ways, I see the Drelanni as very similar to , yet the opposite of, the Goliath race.
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Plot hooks
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  • None as of yet
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more optional catagories to come


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Gwthnvrg, the vinefolk (By Arkhandus)

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Overview
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Vinefolk are a race of sentient, mobile plants, created some time ago by a fey wizard of questionable sanity but, perhaps, reasonably good intentions. Vinefolk, who call themselves gwthnvrg in their own language, are still adapting to life as humanoid-shaped, fey-minded creatures, having formerly been just a species of vine-growing plant in the fey realms. Now vinefolk live in the Prime Material as well as the realms of fey, and in both they are beginning to grow from rare curiosities to uncommon pests. Vinefolk feed on plant matter, fungi, and insects, while showing no aversion to hunting and eating non-vinefolk plant creatures. Vinefolk are somewhat like coldlbooded reptiles, in that they absorb heat from sunlight or nearby fires to metabolize any ingested food. Vinefolk need only one-quarter as much food and one-half as much water as a human would need, however, since they are not warmblooded. Vinefolk require sleep-like rest periods each day, as a humanoid would.
Personality: The gwthnvrg are curious and expansionistic, but feel an instinctual desire not to overburden nature, so they may move on from an area after a generation or two have fed on portions of that area's plantlife, allowing that land to eventually regenerate its flora. Vinefolk are usually unconcerned about the welfare or feelings of other races, but only because they're used to thinking somewhat like fey, and don't really know yet how they should act. Gwthnvrg would like to be accepted by other races, but aren't even sure yet why other races dislike them. The vinefolk are driven simply by curiousity and hunger most of the time. They have a slightly greedy or selfish disposition, but not so noticeable as that of dwarves or orcs for instance.
Physical Description: Gwthnvrg appear at first glance to be little more than man-shaped masses of vines, bound together in spots with treebark, standing roughly 7 feet tall. Each arm and leg is formed of several vines, with varying thickness, seemingly stuck together by glue or the like, and a few bands of bark-like material are wrapped around portions of each arm or leg. In actuality they are loosely fused together by flesh and a sap-like substance, and at the core of each limb is a thicker central vine. A gwthnvrg's arms each end in a hand of five thin vines, tightly fused at the 'palm', and each leg ends in a splayed foot of several small vines, tightly fused at the 'ankle'. Vinefolk torsos are mostly-surrounded by a mass similar to bark, but there are gaps such as around the waist, neck, and shoulders. The gwthnvrg's head has a similar bark-like covering, but not as complete as that around the torso. Vinefolk have several small, yellowish nodes across the front of their 'face' that constitute eyes, and they have a few black, vibration-sensitive nodes along the sides of their head which constitute ears. They possess a mouth similar to that of a human's, but in place of teeth they have wood-like upper and lower jaw-strips for gnashing plant matter. These jaw-strips have a few short, jagged points near the front for use like incizors. Vinefolk have no true nostrils, but instead there are several thin gaps amongst their vines that lead to minute olfactory nodes. Vinefolk sprout various white, pink, yellow, or violet flowers across their bodies during the springtime, which produce a light but pleasant smell. Vinefolk, being genderless, reproduce through the pollen of these flowers, carried by wind or insects to suitable planting spots. Most pollen produced by vinefolk is inert, however, and the rest of their pollen will only grow into new vinefolk under optimal conditions. Vinefolk mature into sentience and mobility after 3 years of gestation as a budding vine. They reach adulthood at 10 years of age, middle age at 25 years, old age at 35 years, and venerable age at 45 years. Vinefolk live for 1d8 years after becoming venerable.
Relations: Vinefolk only really get along reasonably well with each other and with some fey. They tend to feed on other plant and fungus creatures. Gwthnvrg are generally just not well-understood by other races, and have difficulty understanding non-fey and non-vinefolk. They live in small groups or individually, so they rarely get involved in any real wars as a people. Generally, vinefolk are most likely to befriend fey, elves, and gnomes.
Alignment: Vinefolk tend towards chaotic alignment, and have no particular tendencies towards good or evil.
Example Lands: Vinefolk have no lands of their own. They form small, isolated communities at the best of times, and are nomadic and scattered the rest of the time.
Religion: Gwthnvrg possess no religion of their own, but do tend to learn about nature deities or spirits and then decide it would be good to worship them. Vinefolk are not very wise in general so they tend to be easy converts to the religions of nature deities, such as Ehlonna or Obad-Hai. The latter is more often than not the patron deity of vinefolk, since Ehlonna's dogma is a bit tougher for vinefolk to buy into and understand.
Language: Vinefolk 'speak' their own language, but also tend to understand a few others. They have a close approximation of vocal cords, teeth, and a tongue, so they can generally speak other languages with only a moderate slur, lisp, or roughness. The Vinefolk language is basically unlearnable and unpronouncable by most other races, since it is a peculiar method of communication through tendril movements, low vibrations, and sibilant rustlings like reeds in the wind. There is no written form of the Vinefolk language.
Names: The vinefolk have rather simply but odd names, usually. They identify each other by a particular rustling and tendril movement, which they attempt to translate into a sound in the Common tongue for the sake of other races. Names might include Rthns, Klspn, Vrthnk, Gssk, Yllthn, or Tchnk. Of course, other races tend to just give vinefolk a less-annoyingly-pronounced nickname, which vinefolk tend to find unusual after they've already gone to the effort of trying to pronounce their own name in Common.
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Gwthnvrg Vinefolk Racial Traits
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  • Strength -2, Dexterity +2, Wisdom -2; vinefolk have less-developed muscular tendrils than most humanoids, but their lack of bones or any significant carapace makes them quite flexible and good at delicate movements; their curiousity and limited instincts make vinefolk somewhat brash, gullible, and naive.
  • Base speed 40 ft, vinefolk are fairly swift
  • Medium-sized: Vinefolk have no particular bonuses or penalties due to size
  • Plant type: Gwthnvrg are not Humanoids, but rather they belong to the Plant creature type. However, gwthnvrg lack certain aspects of that type; while gwthnvrg are immune to poisons, paralysis, stunning, and polymorphing, they are otherwise somewhat different from fellow Plants. Vinefolk are susceptible to sleep effects, mind-affecting effects, and critical hits. However, like other plants, vinefolk possess low-light vision.
  • -2 racial penalty on Listen, Search, and Spot checks: Vinefolk have visual and auditory nodes that are poorly-developed for the most part, not quite as good as humanoid eyes and ears. Their senses of smell and taste are just a bit superior to a human's, though.
  • -4 racial penalty on Bluff, Diplomacy, and Sense Motive checks regarding humanoids and monstrous humanoids: Vinefolk do not get along very well yet with the most common humanoid-shaped creatures, and it is difficult for such races to take vinefolk seriously or consider them worth listening to. Vinefolk just don't yet understand people very well.
  • +4 racial bonus on Escape Artist skill checks: Vinefolk are very flexible, and their boneless flesh can often be squeezed through tighter spaces than a human's body.
  • Proficiency: Vinefolk are automatically proficient in the use of all whips.
  • Natural weapons: Vinefolk have 2 slam attacks, which each deal 1d3 damage plus the vinefolk's Strength modifier. These slam attacks have a natural reach of 10 feet, rather than 5 feet. Vinefolk may deal nonlethal (subdual in 3.0 rules) damage at no penalty with their slam attacks. Also, vinefolk may use their slam attacks in the same manner as whips, when desired, but then they deal damage as whips instead of the aforementioned value. Regardless, vinefolk may use their Strength or Dexterity modifier, whichever is highest, for attack rolls with their slams, rather than being forced to use Strength for melee attacks and Dexterity for whip-like uses. A vinefolk's slam attacks represent lashing out with some arm-tendrils that are particularly stretchy but not so good for gripping anything. Vinefolk are, of course, proficient in their natural weapons.
  • Automatic Languages: Common, Sylvan, and Vinefolk. Bonus Languages: Aquan, Elven, Gnome, Terran, or Undercommon. Gwthnvrg often live amidst jungles, marshes, and caves, so they tend to learn how to speak with certain dwellers of those domains.
  • Favored Class: A gwthnvrg's favored class is ranger.
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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No race-specific feat as of yet
Prerequisits: nothing yet
Benefit: nothing yet
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Design Notes
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not really sure what to put here
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Plot hooks
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  • none as of yet
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Mushroomfolk (By Xereq)

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Mushroomfolk.jpg

This Mushroomfolk has taken the Mushroomfolk growth feat

Overview
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Mushroomfolk were originally created by a group or necromancers and healers seeking to convert death into life (see Golgari). They fed magically altered mushroom spore gruel to a slum district, passing the experiment off as an act of charity. When a man from that district was mugged and killed a miraculous transmutation occurred, the man's wounds healed, and pale fleshed literally mushroomed up around his organs: preserving, reconstructing, and suspending them to the new life form that was commandeering his body.

The Golgari found it before their rivals did and studied it for many days; it had a life and will of its own. Its flesh had grown around the bone structure of its host, though it was small initially with access to fertilizers and Golgari magic, it soon mushroomed up in size, becoming a foot and a few inches talller than the average human, with such impressive bulk that it was able to weild a glaive taken from a Bearded devil summoned by the Radkos cult and slain by a gravetroll. It was largely immune to their deseases and the spores of their prior creations and was proportionally faster than thier typical plant-zombie minions.

Mushromfolk, or 'shroomish for short are a race born from the union between nature magic, healing magic, necromancy and a freshly dead body.
Personality:Mushroomfolk are "trained" *cough*brainwashed*cough* by the cult that created them and are commonly used as gaurdians. The more intellegent among them go rogue (litteraly and/or figuratively) and live like homeless people in the sewers, with few exeptions. THe extrordinary among the 'shroomish become adventurers to ern the respect of the community and gain power they hope to obtain in order to free their cousins from servitude to the Cult that controls them. These individuals are more often born by budding off of a corpseborn Mushroomfolk and are usualy smaller in stature.
Pysical Description: Mushroom folk resemble nothing so much as mushrooms with bloated stalks, and three digit hands and feet. Ocasionally other types of fungus will grom on a mushroomfolk's body
Relations: Mushroomfolk get along well with most toher races. Races that revear nature are split down the middle about what mushroomfolk are, abomintion or nature evolved to survive in the city
Alignment: Shroomish tend toward nuetral alignments, although those brainwashed by the golgari particularly effectivly tend toward nuetral evil or lawful evil. Mushroomfolk heroes tend toward chaotic alignments, usually chaotic good but occasionally chaotic evil like Batman or Hitler, leading thier fellow mushroomfolk down a path of darkness matching the Golgari atrocity for atrocity.
Example Lands: Most Mushroomfolk are created by the Cult of Zuggtmoy in the city, though some have escaped to the underdark and snowballed in popolation there. Others Have scaped to the Forest, where they have taken up the role of gaurdians of the plants and trees, often befrending and swearing fealty to treants.
Religion: Brainwashed Mushroomfolk worship Zuggtmoy, while free mushroomfolk tend toward worship of Ilmater and Obad Hai.
Language: Mushroomfolk generally speak common and undercommon
Names: Mushroomfolk generally take nicknames or choose the names of varius species of fungus as names.
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Mushroomfolk Racial Traits
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  • +2 constitution, -2 dexterity - Mushroomfolk have more flesh and are heartier than other races, but this extra bulk gets into their way when they want to be nimble
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • A Mushroomfolk’s base land speed is 20 feet. However, Mushroomfolk can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Powerful Build: (Ex.) the physical stature of Mushroomfolk lets them function in many ways as if they were one size category larger. Whenever a Mushroomfolk 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 Mushroomfolk is treated as one size larger if doing so is advantageous to him. A Mushroomfolk 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 Mushroomfolk 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.
  • A Mushroomfolk has DR 2/ slashing or bludgeoning. - Mushroomfolk, because of the unique transformative transformation that births them, have supple flesh that is easily cut and bruised, but is largely unaffected by arrows and spears. Arrows tend to imbed themselves without even disturbing the Mushroomfolk in question, and some eccentric Golgari have even taken to planting their flag literally on the Mushroomfolk's head.
  • Spores (Ex): The Mushroomfolk can use it's spores to olfactory express basic feelings (anger, joy, sadness,) to everybody within 10 ft. Through non-Mushroomfolk can also smell it, they still need to make a DC 20 Wisdom check to interpret it right.
  • +2 racial bonus on saves against disease and poison - Mushroomfolk are resilient against poison and disease because of their physical composition.
  • LA +0
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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Mushroomfolk Growth
Your body takes in fertilizers and flourishes, imbedding your body in a mass of fungiod flesh that makes you larger and more formidable in combat
Prerequisites: Mushroomfolk, Con 13+, STR 13+
Benefit: You increase your size from small to medium without adjusting your ability scores. Your DR increases to 5/slashing and bludgeoning. Your flesh is now more supple and easily cut, you gain vulnerability to slashing damage.

Battle Spores
Though all Mushroomfolk can use their spores to olfactorily express basic feelings;
By releasing all spores at once, you can sicken others.
Prerequisites: Mushroomfolk, con 13+,
Benefit: You gain the extraordinary ability to release your spores in a cloud a number of times per day equal to 2 + your constitution modifier. You can create a spore cloud with a 15 ft radius (25 ft if you are medium). All non-Mushroomfolk, within the area of effect must make a fortitude save DC 10 + the Mushroomfolk's Con-Modifier, or become sickened for one minute or until the spores are washed off.
The cloud lasts 1d4+1 rounds or until a moderate wind dissipates it.
The Mushroomfolk must wait 1d4 minutes, before he can use this ability again.
This is a disease effect.


Improved BattleSpores
You may generate spores that harmfully grow into your enemies flesh
Prerequisites: Mushroomfolk, Battlespores, con 15+,
Benefit: You can release masses of spores from you body once every 3 rounds as a free action. You may use this ability a number of times per day equal to your constitution modifier+2. The spores automatically deal 1d6 points of damage to all creatures adjacent to you. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for a number of rounds equal to your constitution modifier +2. At the end of this time, the victim is covered with a tangle of fungus like growths. (The shrooms are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does any fire damage taken during the duration of this effect. This is a supernatural disease effect.

Rot Spore Fist
The skin on your fists generates spores which poison in the wounds they cause, eating the flesh of the victim.
Prerequisites: Mushroomfolk, Battlespores, Improved unarmed strike, Con 13+
Benefit: Your unarmed attacks leave spores that rot the flesh and prevent healing. The wound does not heal naturally and resists healing spells. The hit point loss cannot be restored exept after a succesful Heal check, a cure spell, or a heal spell DC (10 + 1/2 your HD + your constitution modifier). However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a Mushroomfolk's spores must succeed on a caster level check DC (10 + 1/2 your HD + your constitution modifier), or the spell does not have any effect on the injured character.A successful Heal or caster level check automatically stops the continuing hit point loss as well as restoring hit points. this is a supernatural disease effect. A mushroomfolk can use this ability a number of times per day equal to his constitution modifier.

Improved Rot Spore Fist
The skin on your fists generates spores which poison in the wounds they cause, eating the flesh of the victim.
Prerequisites: Mushroomfolk, Improved unarmed strike, Battlespores, Rot Spore Fist, Con 15+
Benefit: Your unarmed attacks leave spores that eat the flesh and prevent healing, spreading a flesh eating fungus through your rotting spores. A creature injured by your rot spore fist loses 2 additional hit points each round for a number of rounds equal to the Mushroomfolk's constitution modifier. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC (10 + 1/2 your HD + your constitution modifier) Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a Mushroomfolk's spores must succeed on a DC (10 + 1/2 your HD + your constitution modifier) caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. this is a supernatural disease effect.

Greater Rot Spore Fist
The skin on your fists generates spores which poison in the wounds they cause, eating the flesh of the victim.
Prerequisites: Mushroomfolk, Improved unarmed strike, Battlespores, Rot Spore fist, Improved Rot Spore Fist, Con 17+
Benefit: Your unarmed attacks can leave special spores that eat the flesh and convert it to inert Mushroom-like flesh. You generate enough doses within you to use this poison a number of times per day equal to your constitution modifier +1 for every four character levels. On a successful unarmed strike you may declare that you are expelling a dose of your poison spores. The creature hit must make a fortitude save DC (10 + 1/2 your HD + your constitution modifier) the damage is 1d3 constitution, initial and secondary.


The Sickened condition said:
Sickened

The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
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Design Notes
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I thought of a cool concept for a race and went with it. I wanted It to be a interesting choice whether or not to take mushroomfolk growth. If you don't, you can become an interesting small rogue that can use medium sized weapons. If you do, you can become a Large weapon wielding fighter or barbarian with an interesting drawback. The fact tahat you get the bonii of small size with the penalties is mitigated by the fact that the bonii to skills that you get are reduced by your penalty to dextarity.
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Plot hooks
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  • A rot cult plots sinister activities. The cities vagrants begin to disapear, and rumors of humanoid creatures in the sewers prompts someone to hire the PCs to Investigate
  • The PC's poke a spore sac in an alley, the sac ruptures and a Mushroomfolk is born, It's wide and innocent eyes looking desprately to the PCs. will the PC's protect it until it has matured?
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more optional catagories to come


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Nemeons, the eaters of memory (By Arkhandus)
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Overview
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The small, rarely-seen race of people called nemeons is unusual in that they feed on the memories of other races, just as other races would feed on the flesh of animals and plants. Nemeons have little in the way of culture or civilization, generally living in small nomadic families.
Physical Description: Nemeons look somewhat like a cross between gnomes, kobolds, goblins, and bugbears, in that they are short, furry, wiry, and possess both long, ragged ears and protruding noses. Their face, chest, hands and feet are the only hairless parts, and nemeons have wrinkly tan-colored skin. Their fur is generally some shade of green or gray, while their eyes are catlike and amber-hued. Nemeons have a slightly hunched posture, and stand about 4 feet tall, with slightly long limbs and an oddly-short torso. Nemeons also have a short bone crest down the center of their scalp, starting at the center of their forehead. Impregnated nemeon females lay eggs from which their young are later born, generally in a batch of 1-3 eggs, and nemeon females may only give birth once. Nemeons mature to adulthood at 8 years of age, then reach middle age at 15, old age at 21, and venerable age at 26 years, with a maximum age of 1d8 years beyond venerable.
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Nemeon Racial Traits
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  • Abilities: Nemeons are rather short and mildly muscled, so they suffer a -2 racial adjustment to Strength, but their short stature combined with quick mental reflexes give Nemeons a +2 racial adjustment to Dexterity. They also have an unnerving tendency to consider other races as little more than livestock and pets, which, combined with their memory-devouring nature, makes nemeons universally unpopular and distrusted by other races. Their somewhat ugly visage and furry body make them distinguishable enough most of the time. They also have little talent for sorcery, music, and lyrics or poetry, so nemeons make poor bards and sorcerers. They get a -2 racial adjustment on Charisma.
  • Size/Type: Nemeons are Small humanoids of the Nemeon subtype. Their Small size provides a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, it also means they must use smaller weapons, armor, clothing, and other equipment than Medium humanoids. Nemeons deal a base of 1d2 nonlethal (subdual in 3.0) damage unarmed, plus their Strength modifier. They suffer a size penalty on certain rolls, such as a -4 size penalty on grapple checks.
  • Speed: A nemeon's base speed is 20 feet.
  • +1 racial bonus on Will saving throws against psionic effects: The minds of nemeons are slightly resistant to psionics, protecting them a bit from rival nemeons and other psionic foes.
  • +2 racial bonus on Listen and Sense Motive skill checks: The nemeons possess large, acute ears and a good sense for emotional cues.
  • +4 racial bonus on Knowledge skill checks, +4 racial bonus on other Intelligence checks related to memory: Nemeons have good recall, and have some latent shreds of memory from the people they have fed on previously.
  • All Knowledge skills are considered class skills: Nemeons tend to possess a wide body of knowledge, much of it picked up from stray bits of other people's memory that the nemeon has retained from feeding.
  • Psionic Spell-Like Abilities: A nemeon may use the spell-like abilities of Detect Thoughts, Doom, and Sleep, each once per day, as per the spells of the same name. These are psionic in nature, however, not magical. As spell-like abilities, the save DC against any of these abilities is equal to 10 + the spell's level + the nemeon's Charisma modifier.
  • Unusual Sustenance: Nemeons feed on the memories of other intelligent creatures, rather than needing material food and drink. Though they still need to breathe like other humanoids, nemeons have no need for material food and drink, and in fact have no digestive system. Instead, nemeons must feed on 1 month's worth of memories each day, in place of any need for food. They need nothing in place of drink, but nemeons may ingest magical or psionic fluids and receive their effects; other fluids just pass through to a nemeon's endocrine system, never to be metabolized or otherwise absorbed. Thus, nemeons are immune to any ingested poisons that are neither magical nor psionic. This does not render them immune to moisture-draining attacks or nutrient-draining attacks, but their bodies simply generate necessary fluids and nutrients through innate psionic means by way of the memories they devour. Nemeons may grow fat if they 'over-eat', just like any other living creature.
  • Memory Eater: Nemeons cannot feed on the memories of nemeons, non-living creatures, creatures with Intelligence less than 3, creatures lacking an Intelligence score, or creatures that are immune to mind-affecting effects. A nemeon notices that they cannot feed in these cases, when they perform the action attempting to feed on such creatures, sensing a lack of mental flavor. A feeding nemeon devours 8 hours' worth of memories from a single creature each round (6 seconds); thus, 80 hours' worth in 1 minute, 100 days' worth in 1 hour, etc. (assuming standard Earth timekeeping scales). This is a full-round action, and is considered a supernatural ability of psionic nature, counted as a Telepathy discipline effect and with the Mind-Affecting descriptor. It does not provoke attacks of opportunity, and may be done from a distance of up to 20 feet.

    Line of sight to the target is required, and the target is allowed a Will save each round to negate the memory-devouring of that round (DC = 10 + the nemeon's Charisma modifier + half the nemeon's character level). Any creature the nemeon attempts to devour memories from is immediately aware that someone is trying to affect their mind, if that creature is conscious at the time. Any memories successfully devoured are permanently and irrevocably removed from the target creature's mind; only a Wish or Miracle may restore these lost memories. The nemeon does not know exactly what memories it has devoured, but each kind of memory has an associated taste, so nemeons have a good general idea of what sort of memories they are devouring.

    Unimportant memories are devoured first, followed by increasingly-important memories the longer a nemeon feeds, until all of the subject's memories are devoured. Memories from the subject's past week of existence are the last to be devoured, however. For every one-tenth of the subject's current age worth of memories devoured, rounded up, the subject permanently loses 1 point of Intelligence, which may only be restored by a Wish or Miracle. A subject completely drained of memories, or reduced to 2 Intelligence, whichever comes first, dies of mental shock and a psionic sort of 'mind bleed' as even basic bodily function controls are lost from their mind, resulting in their bodily systems shutting down.
  • Languages: Nemeons speak Common and Nemeon. They may select any unrestricted languages as bonus languages for high Intelligence.
  • Favored Class: A nemeon character treats both psion and wizard as favored classes.
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Somnii, incarnate dream-folk (By Arkhandus)

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Overview
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Somnii, incarnate dream-folk
The somnii (singular: somnus) are a peculiar race of misshapen, unusual-looking humanoids with quite varied features. They are incarnations from the dream-personae of people with latent psionic talent when they sleep. However, when those latent psionics awaken, sometimes their dream-personae take on a life of their own in the dreamscape, rather than disappearing until the person's next rest. These dream-personae occasionally find their way into the real, waking realm, where their shape and abilities are distorted but still somewhat recognizeable. These are the somnii.[/sblock]
Somnii Racial Traits
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  • Ability Scores: Somnii suffer a -2 racial adjustment to Charisma, as their mindsets and personalities are unusual. They have some trouble adapting to the thinking and behavior of real people, and their connection to real magic is less solid than that of Prime Material natives. Furthermore, each somnus suffers a -2 racial adjustment to one other ability score from amongst Strength, Dexterity, and Constitution, while enjoying a +2 racial adjustment to one other score chosen from amongst those. Many somnii are unusually strong, tough, or nimble, but tend to be flawed in another physical trait.
  • Size/Type: Somnii are Medium-sized outsiders. As outsiders, they possess darkvision with a range of 60 feet, and they cannot be raised or resurrected, though a Wish or Miracle effect can return them to life. Somnii are native to the dreamscape, by whatever name mortals may call it. Somnii carry the Extraplanar subtype while outside the dreamscape.
  • Speed: A somnus' base speed is 30 feet. Some may possess a greater speed or an additional movement speed, depending on their Dreamform.
  • +2 racial bonus on all Craft skill checks and Perform skill checks: Somnii are, by their very nature, creative entities.
  • +2 racial bonus on saving throws against Mind-Affecting effects: A somnus has some unusual thinking patterns, and is a creation of psionic dreaming, so they are somewhat resistant to mental influences and mental disturbances.

    Dreamform: Each somnus possesses a peculiar trait resulting from their dream-based form, such as wings for flying, fins for swimming, sticky pads for climbing, sharp-toothed jaws, feral claws, a spiked tail, or especially-springy legs. Thus, each somnus character receives one of the following Dreamform traits (additional traits may be added for selection at the DM's purview):

    Sharp Jaws: The somnus has powerful jaws, a well-muscled neck, a wide-opening mouth, and sharp teeth. The somnus gains a bite as a natural weapon. This bite deals a base of 1d4 damage, plus one-and-a-half-times the character's Strength modifier. The damage is bludgeoning, piercing, and slashing.

    Monstrous Claws: The somnus has slightly-enlarged hands with muscular fingers and sharp, retractable claws. He or she gains two claws as natural weapons. Each claw deals a base of 1d2 damage, plus the somnus' Strength modifier. The damage is piercing and slashing. These claws cannot be used if the hands are covered in gauntlets that lack appropriate holes for the finger-claws.

    Sturdy Tail: The somnus has a somewhat-short but tough tail, either reptilian or leathery, which is only moderately flexible. This gives him or her a +1 racial bonus on Balance and Swim checks, as well as providing the somnus with a tail slap natural weapon. This tail slap deals a base of 1d3 damage, plus one-and-a-half-times the somnus' Strength modifier. The damage is bludgeoning. However, the mostly-rigid tail makes some acrobatic stunts more difficult, so it imposes a -1 racial penalty on Tumble skill checks.

    Spiked Tail: The somnus possesses a long, somewhat-thin tail with spikes of some sort near the end. This gives the somnus a tail spike natural weapon. It deals a base of 1d4 damage, plus one-and-a-half-times the character's Strength modifier. The damage is bludgeoning and piercing.

    Wings: The somnus has a pair of feathery, bat-like, or insectoid wings, allowing the somnus to fly, but only for limited times due to underdeveloped shoulder muscles. These wings provide the somnus a fly speed of 10 feet with average maneuverability. Flying in this manner is considered 'running' for purposes of determining how long the somnus may continue, and for purposes of fatigue, but the somnus cannot actually take the 'run' action while flying this way. Regardless, the somnus cannot fly with these wings for more than 1 minute total each hour.

    Fins: The somnus possesses numerous large, flexible fins, as well as webbed hands and feet, which allow for very capable swimming. This grants the somnus a natural swim speed of 30 feet. This carries the usual commensurate benefits of a +8 racial bonus on Swim checks, the ability to take 10 on Swim checks at any time except when threatened or dealing with dangerous obstacles, and the capacity to take the 'run' action while swimming in a straight line. This Dreamform trait only applies when the somnus has at least both hands free or both feet free, not wearing gloves, gauntlets, or boots on those two appendages.

    Sticky Pads: The somnus has special pads on the palm of his or her hands and the soles of his or her feet, with particularly wide-spreading fingers and toes. These pads possess incredibly-minute, retractable claws, usually unnoticeable, as well as the capacity to exude a sticky film. This allows him or her to climb fairly well, as well as grapple enemies more effectively and resist bull rushes more easily. Thus, the somnus gets a natural climb speed of 20 feet, with the usual commensurate +8 racial bonus on Climb checks and the ability to take 10 on Climb checks under any circumstances. The somnus may climb even upside-down, but loses the +8 on Climb checks in those circumstances. While climbing, the somnus retains its Dexterity bonus to AC, if any, and opponents get no bonus on attack rolls for attacking the climbing somnus. The somnus cannot run while climbing, but when it makes an accelerated climb, it moves at double its climb speed and uses a single Climb check with a -5 penalty. The somnus also gets a +2 racial bonus on grapple checks to grab a foe or maintain a grapple, as well as a +2 racial bonus on Strength checks to resist a bull rush. However, the character's Sticky Pads trait only applies when he or she is wearing no more than one boot, glove, or gauntlet, and has at least both hands and one foot, or both feet and one hand, free for climbing; a gloved or gauntleted hand counts as not being free for this purpose.

    Springy Legs: The somnus has very good legs for jumping and dashing. This gives the somnus a +2 racial bonus on Jump skill checks, and increases the somnus' base speed to 40 feet.

    Resistant Hide: The somnus' flesh is particularly resistant to a certain kind of energy. The somnus gains either Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5, or Sonic Resistance 5. This is an extraordinary ability, and reduces the amount of damage taken by the somnus each round from the chosen energy type, by 5 points.

    Chameleonic Hide: The somnus' skin, or scales or fur as appropriate, slowly shifts color to blend in with surroundings. This provides a +8 circumstance bonus on Hide checks when the somnus is not moving and not wearing much clothing or armor.

    Toughened Hide: The somnus has thick, leathery skin, hard scales, or some manner of chitinous or bony plates on their body. This provides the somnus with a +1 natural armor bonus to Armor Class.
  • Languages: Somnii speak Common. They may choose any non-restricted languages as bonus languages for high Intelligence.
  • Favored Class: A somnus character's highest-level class is considered to be his or her favored class.[/QUOTE]
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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None Yet
Prerequisits: None yet
Benefit: None yet
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Design Notes
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None yet
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Plot hooks
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  • After an engagemant with a monster with a sleep based attack a rift to Dal Quor opens in the night, form that rift step Sonmii of the townsfolk's subconcious. Perhaps they think they are actually the townsfolk and are shocked to find that they are not, perhaps they experiance a reawakening and have their own minds and go off to found thier own town and bring more Somnii into the world. How are the townsfolk affected? How do they react to the dreamfolk? Are they irrationally phobic or unervingly nonchelant? what affect does it have on their psyche? Are they damaged, or perhaps awakened psionically? (plothook by Xereq)
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more optional catagories to come


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Last edited:

Sir Brennen

Legend
Dante, did you change your user name? The last paragraph which basically says you will try not to be combative might be a disincentive for people to post.

Anyway, here's a contribution, falling under the "browsing for material" purpose of the thread:

Here's a wiki with a pretty interesting list of races gleaned from the WotC boards and elsewhere. My contributions to that site are the Arasi - a race of humanoids modeled after the big cat species and the Ulykos - a race of "half giants".

These are all LA 0 races, but if you take a look, you can see I'm a big fan of racial ("paragon") levels...

Sorry for not re-posting all the material here, but it's a lot of work reformatting from Wiki to vB Code.
 

Arkhandus

First Post
Far as I know, Xereq has been around on the boards longer than dante, so I don't think they're the same poster. FYI. I think.....Xereq, your previous attempt was posting some mushroom-folk, with feats and such that gave them combat uses for their spores?
 

SpiralBound

Explorer
Yeah, unless Dante's been Xereg all along (highly doubtful), they're two diff.erent people. In fact, I'm fairly certain they're two different people : they have diff. sense of humour and different writing styles & levels of writing complexities. ;)

As for the initially proposed race, can we have a bit more than three words? I'm not even sure what you have in mind... a nebulous cloud race? "Slimer" from The Ghostbusters movie & cartoon show? Something else entirely? Elaborate please! :D
 

Xereq

First Post
@Sir Brennon - As far as I know I have never posted as a "Dante" before. I created a race called high trolls. It seemed to me that people were pestering me about how the race was never going to be LA +0 with regeneration in any form, which lead me to get a bit hot under the collar and it showed in my responses, I hope not to do so in the future.

@Arkhandus - That was me all right. I had a race and racial feats. I hoped to have a paragon class, racial PrC's and racial substitution levels though, a more complete flavor entry and well as a design notes section. This is what I will be posting in the second post. Discussions for individual races may have to have seprate devoted threads.

@SpiralBound - Why thank you!
I created a race called Echto on the wizards of the coast forums, I was going to copy and paste it here, and fix it up to be an example of what a completed entry, but it seems WotC's forum is down, I can only hope there hasn't been a crash and prune there too.

As for what I am going for. The Echto are born of the psionic imprint of conciousness leaving a mind, given form by some source. (Sources I will expand upon in a 'plot hooks' section.) An Echto's body is composed of ectopasm mimicing a biological humanoid form. The strangest aspect of Echtos is that they have three bodies, all linked and existing precisely and parrallel to one existing in the prime material, the etherial, and and an incorporeal material. THats all I am going to go into for now, hopefully the mechanics and flavor I labored over didn't just fry along with the WotC boards and I will have it up soon, If not I have some furious rewriting to do.
 

Arkhandus

First Post
Somnii, incarnate dream-folk (By Arkhandus)

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Overview
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The somnii (singular: somnus) are a peculiar race of misshapen, unusual-looking humanoids with quite varied features. They are incarnations from the dream-personae of people with latent psionic talent when they sleep. However, when those latent psionics awaken, sometimes their dream-personae take on a life of their own in the dreamscape, rather than disappearing until the person's next rest. These dream-personae occasionally find their way into the real, waking realm, where their shape and abilities are distorted but still somewhat recognizeable. These are the somnii.
Personality: I'll add something here soon.
Physical Description: I'll add something here soon.
Relations: I'll add something here soon.
Alignment: I'll add something here soon.
Example Lands: I'll add something here soon.
Religion: I'll add something here soon.
Language: I'll add something here soon.
Names: I'll add something here soon.
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Somnus Racial Traits
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  • Somnii suffer a -2 racial adjustment to Charisma, as their mindsets and personalities are unusual. They have some trouble adapting to the thinking and behavior of real people, and their connection to real magic is less solid than that of Prime Material natives. Furthermore, each somnus suffers a -2 racial adjustment to one other ability score from amongst Strength, Dexterity, and Constitution, while enjoying a +2 racial adjustment to one other score chosen from amongst those. Many somnii are unusually strong, tough, or nimble, but tend to be flawed in another physical trait.
  • Base speed 30 ft, some may possess a greater speed or an additional movement speed, depending on their Dreamform.
  • Medium-sized: Somnii have no particular bonuses or penalties due to size
  • Outsider type: Somnii are outsiders rather than humanoids. As outsiders, they possess darkvision with a range of 60 feet, and they cannot be raised or resurrected, though a Wish or Miracle effect can return them to life. Somnii are native to the dreamscape, by whatever name mortals may call it. Somnii carry the Extraplanar subtype while outside the dreamscape.
  • +2 racial bonus on saving throws against Mind-Affecting effects: A somnus has some unusual thinking patterns, and is a creation of psionic dreaming, so they are somewhat resistant to mental influences and mental disturbances.
  • +2 racial bonus on all Craft skill checks and Perform skill checks: Somnii are, by their very nature, creative entities.
  • Dreamform: Each somnus possesses a peculiar trait resulting from their dream-based form, such as wings for flying, fins for swimming, sticky pads for climbing, sharp-toothed jaws, feral claws, a spiked tail, or especially-springy legs. Thus, each somnus character receives one of the following Dreamform traits of his or her choice (additional traits may be added for selection at the DM's purview):

    Sharp Jaws: The somnus has powerful jaws, a well-muscled neck, a wide-opening mouth, and sharp teeth. The somnus gains a bite as a natural weapon. This bite deals a base of 1d4 damage, plus one-and-a-half-times the character's Strength modifier. The damage is bludgeoning, piercing, and slashing.

    Monstrous Claws: The somnus has slightly-enlarged hands with muscular fingers and sharp, retractable claws. The claws may be sheathed or unsheathed as a free action on the somnus' turn. While his or her claws are unsheathed, the somnus gains the benefits of the Improved Unarmed Strike feat, and may deal normal damage with unarmed strikes or grapple checks at no penalty to the attack roll or grapple check, but doing so causes the damage to be piercing and slashing, rather than bludgeoning. Furthermore, the piercing and slashing damage is increased by 1 point, which gets multiplied normally if a critical hit is scored. Also, with claws unsheathed, a somnus does not provoke attacks of opportunity when attempting to enter a grapple. This trait counts as the Improved Unarmed Strike feat for purposes of meeting any prerequisites. These claws cannot be used if the somnus' hands are covered in gauntlets that lack appropriate holes for the finger-claws.

    Sturdy Tail: The somnus has a somewhat-short but tough tail, either reptilian or leathery, which is only moderately flexible. This gives him or her a +1 racial bonus on Balance and Swim checks, as well as providing the somnus with a tail slap natural weapon. This tail slap deals a base of 1d3 damage, plus one-and-a-half-times the somnus' Strength modifier. The damage is bludgeoning. However, the mostly-rigid tail makes some acrobatic stunts more difficult, so it imposes a -1 racial penalty on Tumble skill checks.

    Spiked Tail: The somnus possesses a long, somewhat-thin tail with spikes of some sort near the end. This gives the somnus a tail spike natural weapon. It deals a base of 1d4 damage, plus one-and-a-half-times the character's Strength modifier. The damage is bludgeoning and piercing.

    Wings: The somnus has a pair of feathery, bat-like, or insectoid wings, allowing the somnus to fly, but only for brief periods due to underdeveloped shoulder muscles. These wings provide the somnus a fly speed of 10 feet with poor maneuverability. Flying in this manner is considered 'running' for purposes of determining how long the somnus may continue, and for purposes of fatigue, but the somnus cannot actually take the 'run' action while flying this way. Regardless, the somnus cannot fly with these wings for more than 1 minute (10 rounds) in total each hour.

    Fins: The somnus possesses numerous large, flexible fins, as well as webbed hands and feet, which allow for very capable swimming. This grants the somnus a natural swim speed of 30 feet. This carries the usual commensurate benefits of a +8 racial bonus on Swim checks, the ability to take 10 on Swim checks at any time except when threatened or dealing with dangerous obstacles, and the capacity to take the 'run' action while swimming in a straight line. This Dreamform trait only applies when the somnus has at least both hands free or both feet free, not wearing gloves, gauntlets, or boots on those two appendages.

    Sticky Pads: The somnus has special pads on the palm of his or her hands and the soles of his or her feet, with particularly wide-spreading fingers and toes. These pads possess incredibly-minute, retractable claws, usually unnoticeable, as well as the capacity to exude a sticky film. This allows him or her to climb fairly well, as well as grapple enemies more effectively and resist bull rushes more easily. Thus, the somnus gets a natural climb speed of 20 feet, with the usual commensurate +8 racial bonus on Climb checks and the ability to take 10 on Climb checks under any circumstances. The somnus may climb even upside-down, but loses the +8 on Climb checks in those circumstances. While climbing, the somnus retains its Dexterity bonus to AC, if any, and opponents get no bonus on attack rolls for attacking the climbing somnus. The somnus cannot run while climbing, but when it makes an accelerated climb, it moves at double its climb speed and uses a single Climb check with a -5 penalty. The somnus also gets a +2 racial bonus on grapple checks to grab a foe or maintain a grapple, as well as a +2 racial bonus on Strength checks to resist a bull rush. However, the character's Sticky Pads trait only applies when he or she is wearing no more than one boot, glove, or gauntlet, and has at least both hands and one foot, or both feet and one hand, free for climbing; a gloved or gauntleted hand counts as not being free for this purpose.

    Springy Legs: The somnus has very good legs for jumping and dashing. This gives the somnus a +2 racial bonus on Jump and Tumble skill checks, as well as increasing the somnus' base speed to 40 feet.

    Resistant Hide: The somnus' flesh is particularly resistant to a certain kind of energy. The somnus gains either Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, Fire Resistance 5, or Sonic Resistance 5. This is an extraordinary ability, and reduces the amount of damage taken by the somnus each round from the chosen energy type, by 5 points.

    Chameleonic Hide: The somnus' skin, or scales or fur as appropriate, slowly shifts color to blend in with surroundings. This provides a +8 circumstance bonus on Hide checks when the somnus is not moving and not wearing much clothing or armor; half or more of the somnus' exterior flesh must be visible in order for this trait to have any effect. The bonus is reduced to +2 when moving.

    Toughened Hide: The somnus has thick, leathery skin, hard scales, or some manner of chitinous or bony plates on their body. This provides the somnus with a +1 natural armor bonus to Armor Class, as well as 3 extra hit points added to their maximum.
  • Automatic Languages: Common. Bonus Languages: Any non-restricted languages.
  • Favored Class: A somnus character's highest-level class is considered to be his or her favored class.
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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No race-specific feat as of yet
Prerequisits: nothing yet
Benefit: nothing yet
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Design Notes
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not really sure what to put here
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Plot hooks
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  • none as of yet
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Sir Brennen

Legend
Xereq - my apologies. Your avatar, low post count (I'm guessing due to the crash) and initial opening statements led me to think you were someone else.

Arkhandus - interesting race. Some of the Dreamform abilities seem a might more powerful than others, but overall pretty balanced. I'm actually interested in some of the fluff about these guys. Do they look like the person who's dreamscape they were born from? How much knowledge and personal history do they have when they enter the world? What do they know about their "creators"? Do they have any interest in seeking these persons out? Does their "parentage" influence them in anyway - i.e., are there dwarf looking Somnii, elf-like Somnii, ect.

For the Cha penalty, I'd also think part of this would be due to a fairly sophist attitude - nothing is really real except for themselves, life is but a dream, etc.
 

Presto2112

Explorer
DRELANNI

The Drelanni are a smallish race of humanoids that dwell in the canopy of largely forested areas. The majority of the population rarely set foot upon solid ground, and fewer still ever leave the forests that they call home, not because of any xenophobic tendencies, but because almost everything they require to survive is available among the treetops.

Drelanni are roughly 4 feet tall on average. The body of an adult drelanni is roughly proportionate to an elven youth. They're typically olive skinned, with hair ranging iin black to a mixture of browns and greens, and hey have a unique feature - a prehensile tail.

Most Drelanni communities have good standing relationships with elves if they inhabit the same forests. The mostly nomadic halflings are also held in fairly high regard for thei penchant of only using what they need from their surroundings. Humans are an enigma to the Drelanni for a number of reasons, mainly because they are so numerous, yet so wasteful of their resources. Like most civilized races, the Drelanni despise orcs and goblinoids because of their wantonly destructive tendencies and complete disregard for the natural world. Dwarves and gnomes are only peripherally known, as these races do not typically spend a lot of time in forested areas.

The drelanni very much keep to themselves and leave well enough alone, and very much personify the neutral alignments.

Drelanni as a culture do not typically practice religion as most humanoids do, instead deifying their surroundings, although some drelanni who have been exposed to elf or human cultures may hold some reverence for Obad-hai, Ehlonna, or the elf pantheon.

Drelanni have their own language, although most also know Sylvan, and some have taken well to elven. Only the last three or four generations have taken to the written word, and they use the elven alphabet.

RACIAL TRAITS
• -2 Strength, +4 Dexterity,–2 Constitution. Drelanni are very lithe and agile, but lack in the way of physical power and fortitude.

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

• Base land speed 30 ft. Drlanni also have a climb speed of 20 feet.

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

• Prehensile Tail: Drelannis possess a prehensile tail which can be used to grab and hold small objects. The tail is able to reach into an adjacent square to grab an object. A drelanni is able to carry a single object with his tail weighing up to one fifth of his maximum light load (any object carried by his tail counts towards his encumbrance). He can also wield - and use in combat - a light weapon (provided it meets the weight requirements). He can make an extra attack per round using the weapon held in the tail, but at a -5 penalty from his highest attack bonus. If a drelanni wears normal armor, the tail cannot be used in this fashion; he must use armor specially made to accommodate the appendage, or get existing armor fitted for his tail (Craft (Armorsmith) check DC 20, failure means the armor bonus is reduced by 1). The drelanni can also use his tail to hang from branches, overhead beams, etc., with a successful Strength check. If the drelanni’s load is light, or he is wearing light or no armor, no check is needed. A medium load or wearing medium armor must succeed a Strength check DC 10. A heavy load, or wearing heavy armor needs a Strength check DC of 15 to pass.

• Lean Build: Drelanni are big enough to classified as considered Medium, but their stature is so small that they actually get many of the benefits of being one size smaller. They receive a +1 size bonus to Armor Class and Attack Bonus, a +4 size bonus to Hide checks, but they keep their 30 ft speed, they can use either Small or Medium sized weapons without penalty, and their carrying capacity stays the same. Drelanni wear medium sized armor. Drelanni are also able to take feats which are only accessible to Small creatures.

• Illiterate: Drelanni culture has only recently adapted to the written word, and most are not able to read or write, no matter what class they advance in, unless they take ranks in the Speak Language skill.

• Weapon Familiarity: Drelanni treat bolas as martial weapons instead of exotic weapons.

• +2 racial bonus on saving throws against natural poisons (animal and vermin venom, certain plant poisons, etc.).

• +1 racial bonus on attack rolls made on higher ground than opponent.

• +2 racial bonus on Jump and Knowledge (nature) checks. Knowledge (nature) is always an untrained skill for the drelanni.

• +4 racial bonus on Balance checks.

• Automatic Languages: Drelanni. Bonus Languages: Common, Elf, Goblin, Halfling, and Sylvan. The Drelanni language has only recently been written, and uses the elven alphabet.

• Favored Class: Ranger. A multiclass drelanni’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


This race formed in my mind shortly after I bought Races of Stone. In many ways, I see the Drelanni as very similar to , yet the opposite of, the Goliath race.
 

Arkhandus

First Post
Nemeons, the eaters of memory (By Arkhandus)

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Overview
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The small, rarely-seen race of people called nemeons is unusual in that they feed on the memories of other races, just as other races would feed on the flesh of animals and plants. Nemeons have little in the way of culture or civilization, generally living in small nomadic families. Impregnated nemeon females lay eggs from which their young are later born, generally in a batch of 1-3 eggs, and nemeon females may only give birth once. Nemeons mature to adulthood at 8 years of age, then reach middle age at 15, old age at 21, and venerable age at 26 years, with a maximum age of 1d8 years beyond venerable.
Personality: I'll add something here soon.
Physical Description: Nemeons look somewhat like a cross between gnomes, kobolds, goblins, and bugbears, in that they are short, furry, wiry, and possess both long, ragged ears and protruding noses. Their face, chest, hands and feet are the only hairless parts, and nemeons have wrinkly tan-colored skin. Their fur is generally some shade of green or gray, while their eyes are catlike and amber-hued. Nemeons have a slightly hunched posture, and stand about 4 feet tall, with slightly long limbs and an oddly-short torso. Nemeons also have a short bone crest down the center of their scalp, starting at the center of their forehead.
Relations: I'll add something here soon.
Alignment: Nemeons tend towards chaotic alignment more often than not, and they are usually of non-good alignments, holding to moral neutrality in most cases. Nemeons value travel and treasure-hunting far more than stability and social standing. Exploring, sampling local 'cuisines', expanding their horizons, admiring shiny prizes, and bartering over other creatures' treasures are the only things most nemeons are concerned about, aside from gaining a family of course. Nemeons will do vicious things to secure their rare offspring's survival to maturity, and they care not one bit about who they hurt or enslave along the way.
Example Lands: Nemeons have no lands of their own, being sparse nomadic wanderers almost by necessity. They cannot settle any particular location without first enslaving a large number of other intelligent creatures for sustenance, and generally nemeons lack the manpower and desire to do so. They can just drift from place to place and feed as they go, without drawing the violent ire of other races that way.
Religion: I'll add something here soon.
Language: I'll add something here soon.
Names: I'll add something here soon.
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Nemeon Racial Traits
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  • Strength -2, Dexterity +2, Charisma -2; Nemeons are rather short and mildly muscled, but their short stature combined with quick mental reflexes give Nemeons good overall agility. They also have an unnerving tendency to consider other races as little more than livestock and pets, which, combined with their memory-devouring nature, makes nemeons universally unpopular and distrusted by other races. Their somewhat ugly visage and furry body make them distinguishable enough most of the time. They also have little talent for sorcery, music, and lyrics or poetry, so nemeons make poor bards and sorcerers.
  • Base speed 20 ft
  • Small-sized: Their Small size provides a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, it also means they must use smaller weapons, armor, clothing, and other equipment than Medium humanoids. Nemeons deal a base of 1d2 nonlethal (subdual in 3.0) damage unarmed, plus their Strength modifier. They suffer a size penalty on certain rolls, such as a -4 size penalty on grapple checks.
  • Nemeons are humanoids of the Nemeon subtype.
  • Unusual Sustenance: Nemeons feed on the memories of other intelligent creatures, rather than needing material food and drink. Though they still need to breathe like other humanoids, nemeons have no need for material food and drink, and in fact have no digestive system. Instead, nemeons must feed on 1 month's worth of memories each day, in place of any need for food. They need nothing in place of drink, but nemeons may ingest magical or psionic fluids and receive their effects; other fluids just pass through to a nemeon's endocrine system, never to be metabolized or otherwise absorbed. Thus, nemeons are immune to any ingested poisons that are neither magical nor psionic. This does not render them immune to moisture-draining attacks or nutrient-draining attacks, but their bodies simply generate necessary fluids and nutrients through innate psionic means by way of the memories they devour. Nemeons may grow fat if they 'over-eat', just like any other living creature.
  • Memory Eater: Nemeons cannot feed on the memories of nemeons, non-living creatures, creatures with Intelligence less than 3, creatures lacking an Intelligence score, or creatures that are immune to mind-affecting effects. A nemeon notices that they cannot feed in these cases, when they perform the action attempting to feed on such creatures, sensing a lack of mental flavor. A feeding nemeon devours 8 hours' worth of memories from a single creature each round (6 seconds); thus, 80 hours' worth in 1 minute, 100 days' worth in 1 hour, etc. (assuming standard Earth timekeeping scales). This is a full-round action, and is considered a supernatural ability of psionic nature, counted as a Telepathy discipline effect and with the Mind-Affecting descriptor. It does not provoke attacks of opportunity, and may be done from a distance of up to 20 feet.

    Line of sight to the target is required, and the target is allowed a Will save each round to negate the memory-devouring of that round (DC = 10 + the nemeon's Charisma modifier + half the nemeon's character level). Any creature the nemeon attempts to devour memories from is immediately aware that someone is trying to affect their mind, if that creature is conscious at the time. Any memories successfully devoured are permanently and irrevocably removed from the target creature's mind; only a Wish or Miracle may restore these lost memories. The nemeon does not know exactly what memories it has devoured, but each kind of memory has an associated taste, so nemeons have a good general idea of what sort of memories they are devouring.

    Unimportant memories are devoured first, followed by increasingly-important memories the longer a nemeon feeds, until all of the subject's memories are devoured. Memories from the subject's past week of existence are the last to be devoured, however. For every one-tenth of the subject's current age worth of memories devoured, rounded up, the subject permanently loses 1 point of Intelligence, which may only be restored by a Wish or Miracle. A subject completely drained of memories, or reduced to 2 Intelligence, whichever comes first, dies of mental shock and a psionic sort of 'mind bleed' as even basic bodily function controls are lost from their mind, resulting in their bodily systems shutting down.
  • Psionic Spell-Like Abilities: A nemeon may use the spell-like abilities of Detect Thoughts, Doom, and Sleep, each once per day, as per the spells of the same name. These are psionic in nature, however, not magical. As spell-like abilities, the save DC against any of these abilities is equal to 10 + the spell's level + the nemeon's Charisma modifier.
  • All Knowledge skills are considered class skills: Nemeons tend to possess a wide body of knowledge, much of it picked up from stray bits of other people's memory that the nemeon has retained from feeding.
  • +4 racial bonus on Knowledge skill checks, +4 racial bonus on other Intelligence checks related to memory: Nemeons have good recall, and have some latent shreds of memory from the people they have fed on previously.
  • +2 racial bonus on Listen and Sense Motive skill checks: The nemeons possess large, acute ears and a good sense for emotional cues.
  • +1 racial bonus on Will saving throws against psionic effects: The minds of nemeons are slightly resistant to psionics, protecting them a bit from rival nemeons and other psionic foes.
  • Automatic Languages: Common and Nemeon. Bonus Languages: Any non-restricted languages.
  • Favored Class: A nemeon character treats both psion and wizard as favored classes.
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Racial Paragon Class
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look into the link! http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#paragonClassesInYourGame
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Racial Feats
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No race-specific feat as of yet
Prerequisits: nothing yet
Benefit: nothing yet
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Design Notes
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not really sure what to put here
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Plot hooks
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  • none as of yet
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