A challenge!!! (if you dare...)

Dwarven Axani

Dwarven Axani tend to be extremely neat in appearance, with carefully burnished armor, clothing that stays neat even in the midst of battle, and beards woven intricately even by Dwarven standards. They are almost always lawful, with neutral and chaotic Dwarven Axani being one-in-a-million specimens.

Racial Abilities: In addition to the normal Dwarven racial abilities, Dwarven Axani have the following racial abilities:

+2 Consitution, +2 Wisdom, -2 Charisma. Dwarven Axani are tough and aware, but tend to be stubborn and rigid.

Dwarven Axani base speed is 20 feet.

Acid and sonic resistance 5.

Protection from Chaos (Sp): A Dwarven Axani can cast protection from chaos as a spell-like ability once per day as a cleric of their character level.

+2 racial bonus to Search and Spot checks. Dwarven Axani are extremely aware of their surroundings.

Outsider: Dwarven Axani are native outsiders.

Favored Class: Fighter.

Level Adjusment: +1 Dwarven Axani are slightly more powerful and gain levels more slowly than most other common races.
 
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The Flames of Gruumsh
Orcish Fire Genasi

Genasi of Orcish and fiery descent are savage and brutal, embodying the most destructive aspects of their fiery forebearers. They tend strongly toward chaotic evil alignment. What clothing they wear appears to be haphazard, and their armor is more than a little warm to the touch. They usually have coal-dark skin, with a red or orange shock of hair. Occasionally, they have more extreme features, such as eyes that glow like fire, or a nose that occasionally snorts smoke.


Racial Abilities: In addition to the normal Orcish racial abilities, Orcish Fire Genasi have the following racial abilities:

+2 Strength, +2 Dexterity, -2 Wisdom
Orcish Fire Genasi are more intelligent, quick, and personally forceful than the average Orc, but are weaker and just as oblivious.

Orcish Fire Genasi base speed is 30 feet.

Heat Metal (Sp): Once per day, Orcish Fire Genasi can cast heat metal as a druid of their character level.

+1 racial bonus against fire spells and effects. This bonus increases by +1 for every five class levels the genasi attains.

Clerical Focus: A Orcish Fire Genasi cleric must choose a diety who grants access to the Fire domain and select Fire as one of their two domains.

Outsider: Orcish Fire Genasi are native outsiders.

Favored Class: Sorcerer

Level Adjusment: +1 Orcish Fire Genasi are slightly more powerful and gain levels more slowly than most other common races.
 
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Frog: Something like that, although I would like to ask you what an axani is and where to find them?
Also, it would be nice to call them something else than 'Dwarven Genasi' or 'Goblin Tíefling' (to give a couple of examples), it just sound so generic. try to be creative and give them a name that sounds dwarven and lawful for the axani. It would be nice... :D
 
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Axani are planetouched born of lawful outsiders. I saw them in Dragon issue # 297.

As for names... well. That's always been a sore point with me. I mean, c'mon, Tunnel Flargugs and Lizpords? Yeesh.
 

Alishviar
Elven Aasimar

Born of Elves and good outsiders, Alishviar are usually noble and holy creatures, with a strong tendency toward a chaotic good alignment. The few physical traits that suggest their heritage usually enhance their exotic Elven beauty. Eyes that glow slightly, hair the color of gems, or silver-tipped ears are typical signs of an Alishviar.

Racial Abilities: In addition to the normal Elven racial abilities, Alishviar have the following racial abilities:

+4 Dexterity, +2 Charisma, -2 Constitution. Alishviar are supernaturally quick, and have a magnetic personality, but are physically weak.

Alishviar base speed is 30 feet.

Cold and lightning resistance 5.

Sanctuary (Sp): Am Alishviar can cast sanctuary as a spell-like ability once per day as a cleric of their character level.

+2 racial bonus to Heal and Diplomacy checks. Alishviar are naturally inclined toward helping others, and their exotic aura helps them to argue their points well.

Outsider: Alishviar are native outsiders.

Favored Class: Cleric

Level Adjustment: +1 Alishviar are slightly more powerful and gain levels more slowly than most other common races.
 
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Warzit
Goblin Tiefling

Warzit are planetouched born of goblins and outsiders. Sneaky and diabolical, they are almost always neutral evil. They usually have one or two physical traits that suggest their fiendish heritage, such as eyes like coals, shadows that can be seen even without light, and black, prehensile tongues.

Racial Abilities: In addition to the normal Goblin racial abilities, Warzit have the following racial abilities:

+2 Dexterity, +2 Intelligence, -2 Strength
Warzit are quick and weak like their cousins, but are naturally gifted with a dark cunning.

Warzit base speed is 30 feet.

Acid and fire resistance 5.

See in darkness (Su): Warzit can see in any kind of darkness, even that created by deeper darkness spells.

+2 racial bonus to Hide and Spot checks. Warzit are exceptional at hiding in the shadows, and their keen eyes pierce the darkness easily.

Outsider: Warzit are native outsiders.

Favored Class: Rogue

Level Adjusment: +1 Warzit are slightly more powerful and gain levels more slowly than most other common races.
 


Very nice, please keep them comming, and Frog, try going here:

http://www.rinkworks.com/namegen/

it's the name generator, that I prefer to use...

Anyways, I just stopped by to drop of this:

Planetouched, Tiefling: Chairi
Medium-Size Outsider (Gnoll)
Hit Dice:
2d8+4 (13 hp)
Initiative: +1 (Dex)
Speed: 20' (Banded Mail); 30' (Base)
AC: 20 (+1 Dex, +1 natural, +6 Banded Mail, +2 large steel shield)
Attacks: Bastard Sword +5 melee, or composite longbow +3 ranged
Damage: Bastard Sword 1d10+3, composite longbow 1d8
Face/Reach: 5' by 5'/5'
Special Attacks: Bane 1/day
Special Qualities: Acid, cold and fire resistance 5, scent, darkvision 60', native outsider,
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 12, Cha 10
Skills: Intimidate +4, Knowledge (the Planes) +4, Listen +4, Spot +4,
Feats: Power Attack (-2/+2),

Climate/Terrain: Temperate or Warm land or underground.
Organization: Solitary, pair, or band (3-8); or as gnoll
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class

Chairi is the gnoll equivalent of tieflings.
Chairi resemble gnolls with a pair of small horns above their green eyes, that burn with a demonic fire, their fur is black or yellowish grey, and their feet are cloven.
Chairi consider themselves the choosen of Yeenoghu and superior to other gnolls, chairi meaning 'blessed' in the gnoll tounge. It is not uncommon for a solitary or a small group of Chairi to take control of a gnoll tribe.
On curious note though, is that almost 75% of all Chairi are female.

Combat:
Chairi are somewhat smarter than the average gnoll, and have instincts that would make a wolf green with envy. They prefer to use their bows to soften up the opposition before entering melee. They rely heavily on ambushes and using their lesser kin to kill their opponents. Some chairi have been known to be sadistic, taking days to torture prisoners before cutting out their hearts.
Bane (Sp): Chairi can cast Bane once per day as a cleric of their character level.
Native Outsider: Chairi are native outsiders, meaning they can be raised and ressurrected normally, but they are still affected by any spell that would affect an outsider such as Dismissal.

Chairi Characters:
A chairi's favored class is ranger, and most chairi characters are rangers or ranger/clerics. Chairi clerics worship Yeenoghu and have access to the following domains: Chaos, Evil, Trickery. Note that their spells are granted by their faith and not by Yeenoghu.
Chairi are more powerfull than the common races and have an ECL of +4

Heh, hope you like it... :D

Please post more, let's get those creative juices flowing.


Edit: Fixed the saves.
 
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Ferret: If you wan't to post a gnoll planetouched, then please do so, just because I posted a gnoll tiefling, does not mean that I would not like to see your version of one, remember there are a lot of demons, devils and yugoloths out there, not to mention genies and other elemental outsiders, as well as celestials and Lawful and chaotic (slaadi anyone?) outsiders out there, my gnoll tieflings are descendant from yeenoghu's demons, but what would a gnoll tiefling descendant from say a marilith or balor look and be like?

Later,
 

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