PieAndDragon
Duncan T
During 2nd Ed, I converted the elemental races [pech, nereid, salamander] from the Monstrous Manual to PC races. When 3E came along, I converted them again [to a +1 EL race], and finally revised them again to a +0 ECL race with racial levels as an option, after seeing Arcana Unearthed and Unearthed Arcana.
Here is my take on the Pech. I've tried to keep their ties with earth and keep them distinct. [The naiad/nereid can be found here]
Pech are formed from the element of earth, but left the Elemental Plane of Earth centuries ago, making thier home on the Prime Material Plane instead.
A pech spends much time underground, as near to the earth as possible. They have an affinity for gems and often collect them. The greedier pech can gain much wealth by trading these with other races.
Personality: Secretive and crafty, pech are often introverted and quiet. They take their time in making decisions and are rarely hasty.
Pech look to survive and prosper, avoiding danger unless reward or their faith is involved.
They have a love for gems and jewelry, hoarding and collecting what they can. This leads to a reputation for greed and avarice, often not undeserved.
Many pech have a fear of heights.
Physical Description: Standing about 3½ ft tall and weighing on average 100-110 pounds, pech closely resemble the element of earth they are associated with. Their skin is dry and rough, covered in short, coarse hair. Their eyes are almost pure white. They are thin with long, sinewy arms and legs, with broad hands and feet
Relations: Pech respect other races which have ties to the elements. They often trade with other creatures who live underground.
Pech have good relationships with many other races, trading for gems and working as miners.
Outlook: Pech value material objects, especially gems and metalwork of beauty. They love to plan and plot, acting when they are sure of success and rarely taking unnecessary risks.
They appreciate complex strategies and intricate detail.
Pech Lands: Pech live as close to the earth as they can manage. Those who do not live beneath the earth live in caves or hills. Pech can eat normal food, but prefer to eat different rocks, often mining for the minerals and gems which are their favourite. A new mine nearly anywhere can attract pech, sometimes a whole tribe turning up out of almost nowhere.
Religion: Many pech are faithful adherents to some greater power. Pech venerate the Powers of earth, whilst fearing those of air. Many revere the forces of nature, especially those of underground and hills. Those who live under the earth or away from the sun often feel an affiinity to the powers of shadow and darkness, their constant companions.
Adventurers: Pech most often seek adventure for material wealth, although many do so for which ever power they worship. Some seek to clear out mines or cave systems, while others pursue particular gems or famous pieces of jewelry.
Stat Adjustments: -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma
Physical Traits:
- Height: 38”
- Height Modifier: 2d4”
- Base Weight: 80 lb
- Weight Modifier: *2d4 lb
- Base Age: 25 [Use half-elf for starting ages]
- Middle Age: 75 yrs, Old Age: 105 yrs, Venerable Age: 140 yrs, Maximum Age: +2d10 yrs
Racial Traits
- Pech are Small sized Fey
- Base Speed 20 ft
- Pech speak Common and Terran
- Their small size grants +1 AC, +1 to hit and a +4 size bonus to Hide checks. Lifting and carrying capacities are 3/4 normal
- Darkvision 60 ft
- +4 to Appraise checks for gems or metals.
- Earthen creatures: pech have a -2 penalty to saves against spells or effects with the Air descriptor. They also take an additional 50% damage from electricity based effects.
- Cannot cast spells with the Air descriptor or which deal electricity damage, or use magic items to generate these effects.
- +2 to Craft(Gemcutting) and Profession (Miner) checks.
- Stonecunning: [As a dwarf] +2 racial bonus to notice stonework. Can notice unusual stonework and get approx. distance underground
- Stability: pech are exceptionally stable on their feet. A pech gains a +4 bonus on abiltity checks made to resist being bull-rushed or tripped when standing on the ground
- Pech can move their base speed even while wearing medium or heavy armour or carrying a medium or heavy load
- Earthy Death: Pech crumble to dirt and rock fragments when they die.
- Favoured Class: Cleric
Paragon / Racial Levels
Requirements: Must be a pech
Hit Die: d6
Weapon Profs: All Simple Weapons, light and heavy pick
Armour Profs: Light, Medium and Shields
Skill Points/Lvl: 6 + Int
Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Heal, Hide, Knowledge(arcana, architecture & engineering, dungeoneering), Listen, Move Silently, Open Lock, Profession, Search, Survival
Lv BA Fo Rf Wil Powers
1 +0 +2 +0 +2 Resistant to Earth, Earthsense, Push, Toughness
2 +1 +3 +0 +2 Tremorsense [30 ft], Blessing of Earth, Solid
3 +1 +3 +1 +3 Tremorsense [60ft], Earth Mastery, Meld with the Earth
Resistant to Earth (Ex): Gain +4 to saves vs Earth spells and effects.
Earthsense (Ex): gain a racial bonus equal to double pech levels to Appraise(gems and metals), Craft(Gemcutting), Knowledge(dungeoneering) and Profession (Miner) Checks.
Push (Ex): The pech can bullrush without provoking attacks of opportunity.
Blessing of Earth: Pech who follow a deity with access to the Earth domain get a +1 bonus to saving throws
Solid (Ex): The pech's weight increases by 50 % and they count as one size larger when Bullrushing or being Bullrushed. They also gain a +2 bonus to Fortitude saves.
Earth Mastery (Ex): When both the pech and their foe are touching the ground, the pech gains a +1 bonus to attack and damage rolls. They may also apply this bonus to bull rushes.
Meld with the Earth (Sp): The pech can cast meld into stone at will, with a caster level equal to their pech racial levels.
Feedback welcome. I've tried to remove any references to my homebrew or house-rules.
Here is my take on the Pech. I've tried to keep their ties with earth and keep them distinct. [The naiad/nereid can be found here]
Pech are formed from the element of earth, but left the Elemental Plane of Earth centuries ago, making thier home on the Prime Material Plane instead.
A pech spends much time underground, as near to the earth as possible. They have an affinity for gems and often collect them. The greedier pech can gain much wealth by trading these with other races.
Personality: Secretive and crafty, pech are often introverted and quiet. They take their time in making decisions and are rarely hasty.
Pech look to survive and prosper, avoiding danger unless reward or their faith is involved.
They have a love for gems and jewelry, hoarding and collecting what they can. This leads to a reputation for greed and avarice, often not undeserved.
Many pech have a fear of heights.
Physical Description: Standing about 3½ ft tall and weighing on average 100-110 pounds, pech closely resemble the element of earth they are associated with. Their skin is dry and rough, covered in short, coarse hair. Their eyes are almost pure white. They are thin with long, sinewy arms and legs, with broad hands and feet
Relations: Pech respect other races which have ties to the elements. They often trade with other creatures who live underground.
Pech have good relationships with many other races, trading for gems and working as miners.
Outlook: Pech value material objects, especially gems and metalwork of beauty. They love to plan and plot, acting when they are sure of success and rarely taking unnecessary risks.
They appreciate complex strategies and intricate detail.
Pech Lands: Pech live as close to the earth as they can manage. Those who do not live beneath the earth live in caves or hills. Pech can eat normal food, but prefer to eat different rocks, often mining for the minerals and gems which are their favourite. A new mine nearly anywhere can attract pech, sometimes a whole tribe turning up out of almost nowhere.
Religion: Many pech are faithful adherents to some greater power. Pech venerate the Powers of earth, whilst fearing those of air. Many revere the forces of nature, especially those of underground and hills. Those who live under the earth or away from the sun often feel an affiinity to the powers of shadow and darkness, their constant companions.
Adventurers: Pech most often seek adventure for material wealth, although many do so for which ever power they worship. Some seek to clear out mines or cave systems, while others pursue particular gems or famous pieces of jewelry.
Stat Adjustments: -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma
Physical Traits:
- Height: 38”
- Height Modifier: 2d4”
- Base Weight: 80 lb
- Weight Modifier: *2d4 lb
- Base Age: 25 [Use half-elf for starting ages]
- Middle Age: 75 yrs, Old Age: 105 yrs, Venerable Age: 140 yrs, Maximum Age: +2d10 yrs
Racial Traits
- Pech are Small sized Fey
- Base Speed 20 ft
- Pech speak Common and Terran
- Their small size grants +1 AC, +1 to hit and a +4 size bonus to Hide checks. Lifting and carrying capacities are 3/4 normal
- Darkvision 60 ft
- +4 to Appraise checks for gems or metals.
- Earthen creatures: pech have a -2 penalty to saves against spells or effects with the Air descriptor. They also take an additional 50% damage from electricity based effects.
- Cannot cast spells with the Air descriptor or which deal electricity damage, or use magic items to generate these effects.
- +2 to Craft(Gemcutting) and Profession (Miner) checks.
- Stonecunning: [As a dwarf] +2 racial bonus to notice stonework. Can notice unusual stonework and get approx. distance underground
- Stability: pech are exceptionally stable on their feet. A pech gains a +4 bonus on abiltity checks made to resist being bull-rushed or tripped when standing on the ground
- Pech can move their base speed even while wearing medium or heavy armour or carrying a medium or heavy load
- Earthy Death: Pech crumble to dirt and rock fragments when they die.
- Favoured Class: Cleric
Paragon / Racial Levels
Requirements: Must be a pech
Hit Die: d6
Weapon Profs: All Simple Weapons, light and heavy pick
Armour Profs: Light, Medium and Shields
Skill Points/Lvl: 6 + Int
Class Skills: Appraise, Climb, Concentration, Craft, Diplomacy, Disable Device, Heal, Hide, Knowledge(arcana, architecture & engineering, dungeoneering), Listen, Move Silently, Open Lock, Profession, Search, Survival
Lv BA Fo Rf Wil Powers
1 +0 +2 +0 +2 Resistant to Earth, Earthsense, Push, Toughness
2 +1 +3 +0 +2 Tremorsense [30 ft], Blessing of Earth, Solid
3 +1 +3 +1 +3 Tremorsense [60ft], Earth Mastery, Meld with the Earth
Resistant to Earth (Ex): Gain +4 to saves vs Earth spells and effects.
Earthsense (Ex): gain a racial bonus equal to double pech levels to Appraise(gems and metals), Craft(Gemcutting), Knowledge(dungeoneering) and Profession (Miner) Checks.
Push (Ex): The pech can bullrush without provoking attacks of opportunity.
Blessing of Earth: Pech who follow a deity with access to the Earth domain get a +1 bonus to saving throws
Solid (Ex): The pech's weight increases by 50 % and they count as one size larger when Bullrushing or being Bullrushed. They also gain a +2 bonus to Fortitude saves.
Earth Mastery (Ex): When both the pech and their foe are touching the ground, the pech gains a +1 bonus to attack and damage rolls. They may also apply this bonus to bull rushes.
Meld with the Earth (Sp): The pech can cast meld into stone at will, with a caster level equal to their pech racial levels.
Feedback welcome. I've tried to remove any references to my homebrew or house-rules.
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