Hi guys, first post here. Long time lurker, but never had much to post until now. I'm currently thinking up a new campaign using the 3.5 edition rule set. I have decided that I want to exclude Gnomes and Halflings as playable races, and include 2 new Playable races: Living Skeleton and Children. Living Skeleton is a full Race, and the Child would be a sub-race (Players must still pick an original race, and the Child sub-race replaces some of the base race's abilities).
Please feel free to comment, especially on game balancing issues.
CHILD
"Child" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A Child uses all the base creature’s statistics and special abilities except as noted here.
LIVING SKELETON
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. However, due to a mysterious event in the world, skeletons which were animated during that event regained parts of their minds as well as full consciousness. Most were put-down but the necromancers who summoned them, but a large number escaped and are scattered among the lands.
Please feel free to comment, especially on game balancing issues.
CHILD
"Child" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A Child uses all the base creature’s statistics and special abilities except as noted here.
- 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.
- Base land speed of 20 feet. Dwarven children have a base land speed of 15 feet.
- In addition to the bonuses and penalties that the base creature has, it gains +2 Dex, +2 Charisma, -2 Strength, -2 Wisdom.
- +1 racial bonus to all saving throws except mind-affecting spells and effects.
- +2 racial bonus on Climb, Jump, Swim, Balance, Hide and Move Silently checks.
- -2 racial penalty on Concentration and all Knowledge checks.
- -2 penalty on saving throws against mind-affecting spells and effects.
- A Child must rest for an additional 2 hours per day.
- Favoured Class: Rogue.
LIVING SKELETON
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters. However, due to a mysterious event in the world, skeletons which were animated during that event regained parts of their minds as well as full consciousness. Most were put-down but the necromancers who summoned them, but a large number escaped and are scattered among the lands.
- Your creature type is undead.
- Medium Size
- Base land speed of 30 feet.
- +2 Dexterity, +2 Constitution, -2 Intelligence, -4 Charisma
- Living Skeletons gain +2 to Natural Armor
- Damage Reduction (Ex): At 1st level, Living Skeletons gain damage deduction 2/bludgeoning,magic. This increases to 5/bludgeoning,magic at 8th level.
- Turn resistance +4
- Darkvision out to 60 feet.
- +2 racial bonus against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Unlike other Undead, Living Skeletons are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, energy drain, and death effects or necromancy effects.
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, fatigue and exhaustion effects, as well as nausea and effects that cause the sickened condition.
- Living Skeletons cannot heal damage naturally. Furthermore, positive energy (such as a cure spell) damages Living Skeletons.
- Negative energy (such as an inflict spell) can heal Living Skeletons.
- Living Skeletons are unaffected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Living Skeletons. These spells turn the Living Skeletons back into the living creatures they were before becoming undead. Players must declare which race they belonged to when picking the Living Skeleton race.
- Undead do not breathe, eat, or sleep. However, a spellcaster must still complete 8 hours of uninterrupted rest to recover his or her spells. Living Skeletons can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- A Skeleton 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 strenous activity does not risk further injury. When his hit points are less than 0, he is unconscious and helpless, and he cannot perform any actions. However, an unconscious skeleton does not lose additonal hit points unless more damage is dealt to him, as with a living creature that is stable.
- Light Fortification (EX): When a critical hit or sneak attack is scored on a Living Skeleton, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
- A Living Skeleton has a natural weapon in the form of a claw attack that deals 1d4 points of damage.
- Automatic Languages: Common. Bonus Languages: Language of Living Skeleton's original race.
- Favored Class: Fighter