Alternate Races?

Varianor Abroad said:
Arcana Unearthed also has mojh, draconian, genderless beings that were once human. They are a really neat race IMO.
I agree. the Mojh are very cool. I love that they can "give birth" to a Kobold once in thier life.
 

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Yeah, of the Arcana Unearthed races, only Mojh and Verrik interested me, and only slightly so. Mojh are humans who used magic and alchemy to transform into thin, genderless, draconic humanoids with enhanced intellect and greater magical potential. In Monte Cook's AU, humans can undergo the ritual at any time by spending a bit of money on magical reagents for it. Verrik appear human but with wine-red skin and hair of either white or black. They are mysterious folks with a talent for psionic magic, and some minor psionic ability automatically, but overall I found them to be kinda weak.

Anyway, also if you're looking for ideas, Dragon issue 317 (March 2004) introduced four new PC races: Adu'jas, Gruwaars, Golmoids, and T'kels. Adu'jas are Plant creatures (of humanoid form but Plant type) who are wise and social, witih a few minor plant-based traits (photosynthesis to reduce their reliance on rations, photoregeneration to heal a bit faster than normal in sunlight and regrow limbs, vulnerabilty to fire, etc.), a few druidic abilities, some skill bonuses and penalties, and a +2 Level Adjustment. Gruwaars are small, dark, sinister Fey with good agility and charm, darkvision, claws, Disguise Self 1/day (Change Self I think is the 3.0e equivalent BTW), and no Level Adjustment. Golmoids are minor golem-like Humanoids made of dark gray stone and covered in runes, given life (actual life, not the pseudo-life of Eberron's warforged) by the mages who created them (after it was learned they happened to gain sentience), and they have good strength and constitution, with minor natural armor, save bonuses against enchantment, Endurance as a bonus feat, and a +1 Level Adjustment. T'kels are slightly-reptilian Monstrous Humanoids with good agility, a swim speed, darkvision, claws, and no Level Adjustment. The article gives fairly good background info and cultural info on the races.

As for homebrewed stuff, I've made various alternate races over the last few years for my campaigns. I still have a decent amount of material on my computer from a few documents I made. For one of my homebrow settings, I made six planetouched races based on the Inner Planes who were descended from Material Plane humans and various Inner Planes creatures; the resultant planetouched were Aeragi, Aquari, Celestri, Draegi, Endari, and Firagi (air-element, water-element, positive-energy, negative-energy, earth-element, and fire-element ancestors, respectively). They are all ECL +0 like the standard races, and have various traits of their elemental/energy-plane heritage. I.e. Aeragi have permanent Feather Fall effects upon themselves and a 60-foot speed (swift like the wind!), Aquari can live underwater or on land, Celestri heal somewhat faster than normal and have some Spell Resistance, Draegi have great darkvision, Endari have stonecunning and darkvision and some natural armor and immunity to petrification, while Firagi need no moisture and can Produce Flame 1/day as per a druid of their character level. I have at least a mid-sized paragraph each for their Appearance, Personality, Background, and Relations, in addition to their stats (well, for the Firagi I actually have at least a full page or more of Background alone, since I'm rather fond of them).

The Aeragi are generally whimsical nomads and individualists, following the most recent trends and going where they please, usually averse to hard work, with little formal education and little patience or focus. Aquari are amphibious merchants, farmers, and monks of peaceful and civilized demeanor but whose wrath is like unto a tsunami, with disciplined warriors of great skill and martial arts training. The Celestri are noble and pleasant folks of relatively peaceful nature, weak of body but strong of mind and heart. The Draegi are barbaric and conniving brutes with an obvious relish of death, undead, and fiendish deals, selfish but united against the other races. Endari are stalwart and stubborn folks with a united and overly-lawful society, very civilized and organized, slow and clumsy in gait but enduring and strong. Firagi are nomadic barbarian raiders, with fierce tempers and a strange but very important sense of honor and pride. If you want to use such races, e-mail me and I can send you the info, or I can just post it here later. My e-mail is mist_phantom@yahoo.com

I also have a few other custom races in the works who aren't quite finished yet background-wise, but do have more or less complete statistics (no ECL adjustments, all ECL +0). My aaervek are swift, graceful nomads of civilized nature but frail of body. Braegans are wise, frail, living elementals with bodies of crystallized energy, sustained by magic, versatile and immortal but slightly limited by their weakness to sonic attacks. Eltari are small, charming, goodly, but mysterious fey with a connection to storms and weather, resistant to electricity and sonic attacks, and able to predict weather. Genosa are small, four-armed, monkey-tailed humanoids of curious and excitable nature, versatile but whimsical, with good senses and climbing skill. Kaiden are charismatic but slow reptilian humanoids, able to sense heat (not like infravision of yore, but still useful heat sense, sort of like blindsense but not blindsight), with slightly amphibious natures and a good sense of smell. Reltarros are primitive, hard-skinned savages with good hunting skills. Varda are Large-sized brutes of a Viking sort, with some nobility to their barbarian natures, with a few automatic proficiencies, skill bonuses, and minor natural armor. Vorrash are a variety of human-like folk with a strange connection to magical forces, each slightly connected to a particular school of magic, which gives them some innate spell-like abilities and bonuses, each variety of Vorrash having different ability modifiers (one bonus and two penalties, to balance out their slightly better-than-normal racial traits), and each variety possessing a few permanent class skills; Vorrash are also born to other races, not just to other Vorrash, yet all appear like the Vorrash of their type (as determined by their linked school of magic), making their origins a mystery.
 

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