3 Elemental Races: Naiad, Pech & Salamander

PieAndDragon

Duncan T
Having separately posted the pech and naiad, before, I'm posting both with minor updates alongside the salamander, elemental race of fire.

Here they are:

Salamander

Salamanders are formed from the element of fire but left the Elemental Plane of Fire centuries ago, making their home on the Prime Material Plane instead.
Salamanders rarely have much interest in other races, spending much of it's time honing their martial skills against one another.
When their interest is drawn, it often results in a military conflict, swiftly fought and with little mercy given.

Personality: Salamanders are short-tempered, driven and aggressive. Yet many have a code of honour and give respect where they feel it is due. They fear little and are quick to answer insults or threats.
They prefer to face their lives head on, caring little for subtlety or the feelings of others. To others they can appear reckless and callous. Their greatest mastery lies with weapons, they are known for their innovations and insightful strategies.
Physical Description: Salamanders have a long, serpentine body and tail, with the upper torso, arms and head of a humanoid. When moving, they stand between 5½ and 6½ feet tall, weighing around 120-130 lbs. They are covered in mottled skin, in bright fiery reds, yellows and oranges. Spikes cover various parts of their body, some having short jagged spikes on their arms and tail, while others have dangerous spines down their backs and long horn-like spines.
Relations:Salamanders respect other creatures which have ties to the elements, except those related to the element of water, which they regard with disdain and animosity.
They despise creatures who prefer water to nice, dry land. They give more credit to those races who have proven themselves on the battlefield, respecting strength of arms.
They prefer to deal with those who face life head on, taking extreme precautions around those with reputations for cunning and trickery.
Outlook: Salamanders value martial power, confidence and bravery. They brand cowards and cast them out from their society. They value quick-thinking and leaders who can make tough decisions. They do not believe in hiding their emotions, except those of fear.
Salamanders often have a strong sense of their place in the world, ranking friends in order of importance and taking note of chains of command.
Salamander Lands: Salamanders most often live in places associated with fire, often in sun-scorched deserts or near active volcanoes.
Although they can eat regular food for sustenance, they prefer to feed off fire. There are rumours that some salamanders live off scorched sand, lava, or can survive off of the sun alone.
Salamanders rarely farm or produce food of any kind, although they occasionally hunt for sport.
Religion: Salamanders venerate the powers of fire, whilst fearing the powers of water. Many pay their respects to the forces of nature.
Most favour the more martial powers, calling upon their support in wartime and during raids. Although divine spellcasters are rare among the salamanders, many are the tales of dangerous pacts made with terrible powers by this race.
Adventurers: Salamanders often adventure as mercenaries. Some seek the favour of the powers of fire, while others are driven by vengeance or honour.
Occasionally a salamander hunts out legendary weapons or teachers of warfare and tactics

Stat Adjustments: -2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom

Physical Traits:
- Height: 60”
- Height Modifier: 2d10”
- Base Weight: 90 lb
- Weight Modifier: *1d6 lb
- Base Age: 20
- Middle Age: 60 yrs, Old Age: 90 yrs, Venerable Age: 120 yrs, Maximum Age: +2d10 yrs

Racial Traits
- Salamanders are Medium sized Fey
- Base Speed 40 ft
- Weakness to Water (Ex). They have a -2 penalty to saves against spells or effects with Water descriptor. They also take an additional 50% damage from cold or acid based spells or effects. They cannot cast spells with the Water descriptor or which deal acid or cold damage, or use magic items to generate these effects.
- Low-light vision
- Eternal Light (Sp): Salamanders can cast light with a range of personal only, at will as a free action with a caster level of 1. They can dispel it as a standard action.
- +2 racial bonus to Search and Spot Checks
- +4 racial bonus to Craft(armoursmithing, blacksmithing, weaponsmithing) checks
- Weapon Finesse feat
- Fiery Death: Salamanders become fire when they die, melting and burning for 1d6 rounds before being consumed.
- Automatic Languages: Common, Ignan. Bonus Languages: Aquan, Auran, Draconic, Infernal, Orc, Terran
- Favoured Class: Ranger

Paragon Levels

Requirements: Must be a salamander
Hit Die: d6
Weapon Profs: All Simple and Martial weapons
Armour Profs: Light armour
Skill Points/Lvl: 6 + Int
Class Skills: Appraise, Craft, Escape Artist, Intimidate, Jump, Knowledge(architecture & engineering, nature, the planes), Listen, Profession, Perform, Search, Sense Motive, Spot, Survival, Tumble, Use Rope

Lv BA Fo Rf Wi Powers
1 +0 +0 +2 +2 Heat 1d2, improved finesse, resistant to fire
2 +1 +0 +3 +3 Blessing of fire, heat 1d4, tail slap
3 +1 +1 +3 +3 Heat 1d6, fire mastery

Heat x (Ex): The salamander produces natural heat, which deals additional fire damage equal to x with all attacks, including natural, unarmed, melee weapons and ranged weapons.
Improved Finesse (Ex): The salamander can use Weapon Finesse with all weapons.
Resistant to Fire (Ex): Gain +4 to saves vs spells and effects with the Fire descriptor, or which deal fire damage. The salamander also gains Fire Resistance 10
Blessing of Fire(Ex): Salamanders who follow a deity with access to the domain of Fire gain a +1 bonus to saving throws
Tail Slap (Ex): The salamander gains a tail slap as a secondary attack, which deals 1d6 base damage.
Fire Mastery (Ex): The salamander gains the Fire subtype, becoming immune to fire.


Pech

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
- 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
- Weakness to Air (Ex): 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 spells or effects. They cannot cast spells with the Air descriptor or which deal electiricty damage, or use magic items to generate these effects.
- +2 racial bonus to Craft(Gemcutting) and Profession (Miner) checks.
- +4 racial bonus to Appraise checks for gems or metals.
- 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 ability 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.
- Automatic Languages: Common, Terran. Bonus Languages: Aquan, Auran, Draconic, Dwarven, Ignan, Undercommon
- 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 Earthsense, push, resistant to earth, Toughness feat
2 +1 +3 +0 +2 Blessing of earth, tremorsense [30 ft], solid
3 +1 +3 +1 +3 Earth mastery, meld with the earth, tremorsense [60ft],

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.
Resistant to Earth (Ex): Gain +4 to saves vs Earth spells and effects.
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. They also gain the Earth subtype.
Meld with the Earth (Sp): The pech can cast meld into stone at will, with a caster level equal to their pech racial levels.


Naiads

Naiads are formed from the element of water but left the Elemental Plane of Water centuries ago, making their home on the Prime Material Plane instead.
Naiads now inhabit the seas and lakes of the world, equally at home in salt or fresh water.
They will protect their watery homelands from any who would exploit them without any care.
Personality: Confident and sure of themselves, naiads usually know what they want from life. They are patient and persistent, often focusing on one goal at a time. If a goal is not attainable, they will often leave it for a later time, returning to it when they have more resources or a new approach.
Many are straight-forward in their needs and tastes, valuing simple pleasures such as feasting, boasting, music and wrestling. Refined enjoyments such as poetry and philosophy are too often lost on them.
Physical Description: A typical naiad stands 6 ft tall and weighs 140-150 pounds, with slick, smooth skin and large, dark eyes. They are surprisingly muscled from years spent swimming. Their skin colour ranges from greenish –blue through to darkest navy blue.
They lack body or facial hair, but the lustrous hair which grows from their heads can take any colour of the rainbow. Males often keep their hair short while females grow theirs long. Other than their hair, males are nearly impossible to tell from females.
Relations: Naiads feel sorry for the land-based creatures, who can breathe only the air and cannot live a life in the waters.
They often share territory with the sea elves, sahuagin and other aquatic races, sometimes as allies and sometimes as foes. Naiads are wary and suspicious of creatures with ties to the element of fire. They judge other races by their actions, but sometimes underestimate these races due to their reliance on the land.
Outlook: Naiads value honesty and physical prowess. They often take the long view, rarely taking the short and easy route.
They tend to keep their thoughts in simple terms, disliking complexity and trickery.
They are very loyal to family, friends and allies, but if that trust is broken or abused, they make persistent and unforgiving foes.
Naiad leaders are chosen for their wisdom and experience, those who have proven their ability to provide for themselves and others.
Naiad Lands: Naiads live wherever they can find water. They nearly always live immersed in water, albeit in rivers, swamps, lakes, or deep below the sea. Some also reside in water-drenched forests, long associated with the element of Water. They live in harmony with other creatures of their surroundings, hunting, gathering and occasionally farming the waters. Naiads of the seas and oceans often live in a nomadic fashion, roaming large areas in search of food.
Their cities are often places of wonder, hidden away from other races in the depths of the water.
Religion: Naiads venerate the deities of Water, whilst fearing the powers of fire. Many pay their respects to the forces of nature.
Some feel an affinity for the powers of darkness and shadow, as they spend much of their time away from the sun and have historic ties to the element of Shadow.
Adventurers: When they adventure, naiads usually start out with a single goal in mind. Some serve the powers of water, others act to protect or aid friends and family.

Stat Adjustments: +2 Strength, -2 Dexterity, -2 Intelligence, +2 Wisdom

Physical Traits:
- Height: 65”
- Height Modifier: 2d6”
- Base Weight: 110 lb
- Weight Modifier: *2d4 lb
- Base Age: 25
- Middle Age: 75 yrs, Old Age: 105 yrs, Venerable Age: 140 yrs, Maximum Age: +2d10 yrs

Racial Traits
- Naiads are Medium sized Fey [amphibious, aquatic]
- Base Speed 20 ft, Swim 30 ft. A naiad has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A naiad can always choose to take 10 on a Swim check, even if distracted or endangered. A naiad can use the run action while swimming, provided they run in a straight line.
- Amphibious: Naiads can breathe both air and water
- Weakness to Fire(Ex). Naiads have a -2 penalty to saves against spells or effects with Fire descriptor. They also take an additional 50% damage from fire based spells or effects. They cannot cast spells with the Fire descriptor or which deal fire damage, or use magic items to generate these effects.
- Swim is always a class skill
- +4 racial bonus to Listen checks
- Darkvision 60 ft
- Slick (Ex): Naiads are hard to get a hold on. They gain a +2 racial bonus to defend against grapples and to Escape Artist checks
- Watery Death: Naiads become water, equal in weight, when they are slain
- Automatic Languages: Aquan, Common. Bonus Languages: Auran, Draconic, Elven, Ignan, Sahuagin, Terran
- Favoured Class: Druid

Paragon Levels

Requirements: Must be a naiad
Hit Die: d6
Weapon Profs: All Simple piercing and Martial piercing weapons
Armour Profs: Light, Medium and Shields
Skill Points/Lvl: 6 + Int
Class Skills: Bluff, Climb, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Knowledge(nature), Listen, Move Silently, Perform, Profession, Search, Spot, Survival

Lv BA Fo Rf Wi Powers
1 +0 +0 +2 +2 Damage reduction 1/-, resistant to Water, slick +4
2 +1 +0 +3 +3 Blessing of water, slick +6, superior swimmer
3 +1 +1 +3 +3 Water mastery, damage reduction 2/-, drench, slick +8

Resistant to Water (Ex): Gain +4 to saves vs spells and effects with the Water descriptor, or which deal acid or cold damage. The naiad also gains Acid and Cold resistance 10
Slick (Ex): The slick ability of the naiad improves. They gain a +X bonus to defend against grapples and to Escape Artist checks
Blessing of Water (Ex): Naiads who follow a deity with access to the domain of Water gain a +1 bonus to saving throws
Superior Swimmer (Ex): The naiad’s swim speed increases by 20 ft.
Water Mastery (Ex): +1 to hit and damage when both the naiad and their opponent are touching the water. They also gain the Water subtype.
Drench (Ex): The naiad's touch puts out torches, campfires, exposed lanterns and other nonmagical flames no larger than
medium size.

Feedback and comments welcome!
 
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Unfortunately the sylphs of my homebrew had a little accident centuries ago, so I haven't written them up for 3.5. And their fly speed is a little difficult for a +0 LA race.

However, I may dig out my old notes and have a go at them.
 

Yes of course. Flying. There is that.

Wait, isn't there a LA+0 race in some fairly recent WotC book though? With 'footbows' or some such shenanigans? :\

Well either way, I for one would be very keen on seeing sylphs get the same type of writeup. :)

. . . er, the same type as the other three here, not that WotC creation.
 
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