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Custom world races

A friend and I are creating a homebrew world, and I've run into a bit of a snag with 3 of the races/modifications that we've been planning.

1. I saw an idea on giant in the playground that struck my fancy and I'm going to impliment it here- a marine, amphibious fey trader race that serves as a merchant trading force for all the various nations/continents of the world. As far as I know, this would be a completely custom race, and I've no idea where to start for it. (page that talks about the Traders: Giant In the Playground Games)

2. A race of tech savvy goblins that manages to gather the other goblinoid races together into a workable society. My idea is that their entire 'religion', per se, is about technology- any mages/sorcerers they produce would consider their magic to be an aspect of science rather than mysticism.

3. A race of empathic elves- they're going to replace all the other elf types, and they'd only be 5% of the general world population. No serious offensive psionic capabilities, and an ability to sink skill points into an empathy skill that would allow them to increase the effectiveness of their ability to sense and effect other people's emotions. I'd also need an NPC empath healer class, as that's what their favored class would be.

Any ideas/suggestions for me? I'd really appreciate it.
 

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Samloyal23

Adventurer
1. I saw an idea on giant in the playground that struck my fancy and I'm going to impliment it here- a marine, amphibious fey trader race that serves as a merchant trading force for all the various nations/continents of the world. As far as I know, this would be a completely custom race, and I've no idea where to start for it. (page that talks about the Traders: Giant In the Playground Games)

Start with the Aquatic Elf, change type to Fey, and adjust the stats accordingly or take a Nixie and modifiy the stats to make it playable as PC race.

2. A race of tech savvy goblins that manages to gather the other goblinoid races together into a workable society. My idea is that their entire 'religion', per se, is about technology- any mages/sorcerers they produce would consider their magic to be an aspect of science rather than mysticism.

Make let players pick either Fighter or Artificer as a preferred class. An artificer's magic is channelled through engineered devices he custom crafts to his liking.


3. A race of empathic elves- they're going to replace all the other elf types, and they'd only be 5% of the general world population. No serious offensive psionic capabilities, and an ability to sink skill points into an empathy skill that would allow them to increase the effectiveness of their ability to sense and effect other people's emotions. I'd also need an NPC empath healer class, as that's what their favored class would be.

Change their preferred class to Psion and require them to specialise in telepathy and clairaudience. Use Concentration skill checks to temporarily boost the save DC of psionic powers.
 

This is what I have for the Traders. Let me know what you think, and whether or not this merits a level adjustment. If it means anything, I don't intend for the Traders to be a PC race- at least not at first.


The Traders:
Mysterious, blue-skinned mariners who travel the seas in powerful merchant vessels and bring trade to the many countries of the world. Very little is known of their culture, as they tend to morph to the various port cultures of the nations that they visit, and disclose nothing of their origins.

Personality:
Most Traders are cheerful individuals who revel in the many cultures of the world.

Physical description:
Traders have pale skin- usually tinted some shade of blue. Females tend to wear their dark hair long or bound up in pony tails. Men wear militaristic styles, short cut or often bald. Both genders favor light, tight fitting clothing, or (in the case of exceptionally wealthy females) loose, flowing dresses. Neither gender is fond of overly flashy jewelry, but they do like brightly colored clothing.

Physically, Traders are very similar to humans, but notable differences besides their skin color are easy to spot. Their eyes are larger and much more widely set, almost resting on the sides of their faces, and the majority of their teeth are naturally sharp- a visual reminder that these jovial people are marine predators. In addition to their eyes and teeth,
Traders feature a set of gills on their neck that naturally seal when out of water, and webbed hands and feet that allow them greater maneuverability when underwater.

Racial Traits:

Attributes: +2 Cha, +2 Int, -2 Str, -2 Con

Traders are easy going and likeable and their contact with many cultures grants them much knowledge of the world, but their amphibious heritage makes them uniquely vulnerable to physical damage.

Type: Medium Humanoid Fey (aquatic)
For the purposes of spells, Traders are of the Aquatic type.

Speed: Traders have a base land speed of 15, and a swim speed of 40.

Vision: Traders have 60 ft darkvision and 120 ft low light vision. They retain lose the ability to discern colors when utilizing dark vision, but retain it in all other cases.

Racial Bonuses: Traders gain a +8 Racial Bonus to any movement-related check while swimming. This includes checks such as Tumble to move past hostile targets. Traders also have the ability to take 10 on any swim check that would not be considered part of an exceptional situation (I.E. A Trader cannot take 10 to escape the pull of a whirlpool, for example.) Finally, Traders take a racial penalty of −4 to all Balance checks while on land. Traders can breathe freely in both fresh and salt water as well as out of water.

Elemental Resistance: Traders have cold resistance 5.

Elemental Affinity: Trader sorcerers with the Elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Trader clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Automatic Languages: Common, Aquan. Traders gain one additional bonus language at level 1, in addition to any bonus languages gained by a high Int bonus.

Favored Class: ? Sorcerer? Rouge? What do you think?
 

Samloyal23

Adventurer
Favoured class is obviously Trader, just convert the class from 2E Dark Sun Dunetrader or the Pathfinder Merchant class. Also, they should have some sort of vulnerability to heat and dehydration and a better racial name than "trader". Hmm... How about "Manush", the Romani word for People?
 
Last edited:

Loonook

First Post
The Traders:
Mysterious, blue-skinned mariners who travel the seas in powerful merchant vessels and bring trade to the many countries of the world. Very little is known of their culture, as they tend to morph to the various port cultures of the nations that they visit, and disclose nothing of their origins.

Personality:
Most Traders are cheerful individuals who revel in the many cultures of the world.

Physical description:
Traders have pale skin- usually tinted some shade of blue. Females tend to wear their dark hair long or bound up in pony tails. Men wear militaristic styles, short cut or often bald. Both genders favor light, tight fitting clothing, or (in the case of exceptionally wealthy females) loose, flowing dresses. Neither gender is fond of overly flashy jewelry, but they do like brightly colored clothing.

Physically, Traders are very similar to humans, but notable differences besides their skin color are easy to spot. Their eyes are larger and much more widely set, almost resting on the sides of their faces, and the majority of their teeth are naturally sharp- a visual reminder that these jovial people are marine predators. In addition to their eyes and teeth,
Traders feature a set of gills on their neck that naturally seal when out of water, and webbed hands and feet that allow them greater maneuverability when underwater.

Racial Traits:

Attributes: +2 Cha, +2 Int, -2 Str, -2 Con

Traders are easy going and likeable and their contact with many cultures grants them much knowledge of the world, but their amphibious heritage makes them uniquely vulnerable to physical damage.

Type: Medium Humanoid Fey (aquatic)
For the purposes of spells, Traders are of the Aquatic type.

Speed: Traders have a base land speed of 15, and a swim speed of 40.

Vision: Traders have 60 ft darkvision and 120 ft low light vision. They retain lose the ability to discern colors when utilizing dark vision, but retain it in all other cases.

Racial Bonuses: Traders gain a +8 Racial Bonus to any movement-related check while swimming. This includes checks such as Tumble to move past hostile targets. Traders also have the ability to take 10 on any swim check that would not be considered part of an exceptional situation (I.E. A Trader cannot take 10 to escape the pull of a whirlpool, for example.) Finally, Traders take a racial penalty of −4 to all Balance checks while on land. Traders can breathe freely in both fresh and salt water as well as out of water.

Elemental Resistance: Traders have cold resistance 5.

Elemental Affinity: Trader sorcerers with the Elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Trader clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Automatic Languages: Common, Aquan. Traders gain one additional bonus language at level 1, in addition to any bonus languages gained by a high Int bonus.

Favored Class: ? Sorcerer? Rouge? What do you think?

The creature does not have the Amphibious trait as part of its skills. Aquatic subtype must also include the fact that they can breathe underwater for clarity.

I'm going to use Darfellan and other viable Aquatics to tell you that the land speed is a bit slow... Gaining a Swim Speed is not optimal unless you are spending a LOT of time in the water, but in that case they should move at least as quickly as a Dwarf.

The creature cannot hunt reliably in a group, so it doesn't make much sense as a predator type... Their Strength and Constitution drain are enormous hindrances for the benefit of 1 skill point/level and benefits to Leadership and Charisma based checks. Aventi already have a power (Water Power I actually think it is called) that provides +1 CL bonus to spells with the Water description... And the benefit provided to Sorcerers is way out of whack :(. Also we have placed them into a creature type that is there for flavor but abuseable in weird ways (no Charm Person, able to morph into any Fey-type of 5HD or less for Alter Self at the level...)...

So let us adjust what we have here to a bit better writeup: We want a marine predator known for sharp teeth, good people skills, and talents in the water.


Type: Humanoid (Aquatic). While foreign in their appearance and inscrutable culture, Traders will die if you stick a sword in the usual places. The Traders also have webbed feet and a small gill-like pouches within their mouths that allow them to filter water to usable oxygen.

Stats: +2 Cha, -2 Str. The Trader is a jovial and strong-minded individual, but due to their aquatic nature has delicate musculature in comparison to landlubbers.
Medium: As Medium creatures, Traders have no special
bonuses or penalties due to their size.
• Aquatic: Traders are aquatic humanoids, and have the
aquatic and human subtypes.
• Amphibious (Ex): Traders can breathe water or air equally
well, without limitation.
• Trader base land speed is 20 feet. Trader base swim
speed is 40 feet. Traders have a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. They can always choose to take 10 on a Swim
check, even if distracted or endangered. Traders can use
the run action while swimming, provided they swim
in a straight line.
• Water Spell Power (Ex): The call of their forgotten homelands
calls to the Trader's wise men in mysterious ways.
As a result, spellcasting Traders have enchanced ability
with water magic. An Traders’s effective caster level is +1
for spells with the water descriptor.
Favored Class: Sorcerer. The Trader homelands call to many, and their talents with spellcraft help them to harness the powers of wave and wind.

This is a change of Adding Stat bumps, Favored Class, and changing speeds to -10/+10 off of Aventi. Oh, and I actually swapped out the Aventi name ;). I also removed the Energy Resistance as that is going to push you into LA +1 territory.

This includes all of your powers, makes the creatures not die as easily (that Con hit hurts) and allows for the race not to be defined as a completely physically weak creature. Personally if you want to represent a weakened Constitution and heightened Intelligence RE: knowledge score I would put the following:

---

Bound to the Surf (Ex, Weakness): Trader physiology requires constant access to water. If the Trader is unable to submerge themselves in water for a period lasting longer than 1 hour a day or drink 5x a normal ration of water they must pass a Constitution check (DC: X +1 per day missed) or take 1 point of Constitution damage. This ability may be countered through the use of a Trader wetsuit (see the Still Suit wannabes (Hydration Suit) in Sandstorm).

Whispers of the Seas: The Traders have an eerie ability to know things beyond mortal ken. When within 100 miles of a source of water that touches the Trader's home ocean the Trader gains a +1 to Knowledge checks. This bonus increases to +2 when they are within 100 miles of the actual body of water.

---

I went with internal gill-like protuberances as the tightly-gripped teeth would allow the Trader to filter krill AND oxygen at the same time! DUN DUN!

_____________________

Goblins who like technology and are good at it... Aren't those Kobolds? ;).

_____________________

I believe there is an XPH race that is pretty much the Elves you describe.

Overall? Unless I'm spending more than 60% of the time underwater AND cannot get ahold of some sort of underwater breathing device... I'm still going Human over either version of Trader. While they are within LA 0... The abilities they have are so situational as to be useless... But TOO good to just let them ALL go along with other powers. Welcome to the paradox of creature development ;).

Slainte,

-Loonook.
 

Samloyal23

Adventurer
Do not really see the need for an Str penalty, if anything they should be fairly strong as they have to fight water resistance all the time...
 

The creature does not have the Amphibious trait as part of its skills. Aquatic subtype must also include the fact that they can breathe underwater for clarity.

Actually, I put that as the last line in the Racial Stats info: Traders can breathe freely in both fresh and salt water as well as out of water. I tried to put it in there as plain text so that I wouldn't have to have a creature with three types. (Aquatic, Fey, Amphibious)

Aventi already have a power (Water Power I actually think it is called) that provides +1 CL bonus to spells with the Water description... And the benefit provided to Sorcerers is way out of whack :(. Also we have placed them into a creature type that is there for flavor but abuseable in weird ways (no Charm Person, able to morph into any Fey-type of 5HD or less for Alter Self at the level...)...

What are Aventi from? I'm not familiar with them. I agree that the Water Power ability is much more balanced, and I'm going to use that instead. Your comment about the speed is also noted, I'll boost it back up to 20.

So let us adjust what we have here to a bit better writeup: We want a marine predator known for sharp teeth, good people skills, and talents in the water.

Actually, what I'm looking for is an intelligent, charismatic fey born of the seas that can hunt together and have completely monopolized the ocean trading business. I just put the sharp teeth there as flavor text- they don't get a bite attack out of it.

These aren't merfolk, and they're not supposed to be Legend of Zelda Zora knock-offs either. Although, now that I think about it, Zora did inspire me for them a little.

• Trader base land speed is 20 feet. Trader base swim
speed is 40 feet. Traders have a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. They can always choose to take 10 on a Swim
check, even if distracted or endangered. Traders can use
the run action while swimming, provided they swim
in a straight line.
• Water Spell Power (Ex): The call of their forgotten homelands
calls to the Trader's wise men in mysterious ways.
As a result, spellcasting Traders have enchanced ability
with water magic. An Traders’s effective caster level is +1
for spells with the water descriptor.
Favored Class: Sorcerer. The Trader homelands call to many, and their talents with spellcraft help them to harness the powers of wave and wind.

--snip--

Bound to the Surf (Ex, Weakness): Trader physiology requires constant access to water. If the Trader is unable to submerge themselves in water for a period lasting longer than 1 hour a day or drink 5x a normal ration of water they must pass a Constitution check (DC: X +1 per day missed) or take 1 point of Constitution damage. This ability may be countered through the use of a Trader wetsuit (see the Still Suit wannabes (Hydration Suit) in Sandstorm).

Whispers of the Seas: The Traders have an eerie ability to know things beyond mortal ken. When within 100 miles of a source of water that touches the Trader's home ocean the Trader gains a +1 to Knowledge checks. This bonus increases to +2 when they are within 100 miles of the actual body of water.

I really like these. I think your text for the speed is much clearer- and doesn't feed the players bonus information that doesn't make them think outside the box to gain max benifits. I think the Bound to the Surf ability would cover the dehydration effect nicely, but I do agree with [MENTION=21432]Samloyal23[/MENTION] that they probably should have some racial weakness to dehydration effects.

I went with internal gill-like protuberances as the tightly-gripped teeth would allow the Trader to filter krill AND oxygen at the same time! DUN DUN!

Yes, but that's in the perview of large whales and not so much in the small, group-based predator. Not that I can think of any small, group-based marine predator that's not a mammal at the moment, mind.

Goblins who like technology and are good at it... Aren't those Kobolds? ;).

Actually, they're the Tinker Gnome from Dragonlance. Can't have Kobolds, as there's no established dragonkin races in the world, and I'm trying to get rid of Gnomes in favor of a civilized Goblin race instead. I'm going to borrow heavily from the Dragonlance info, though.

I believe there is an XPH race that is pretty much the Elves you describe.

I'll look into it, thanks.

Overall? Unless I'm spending more than 60% of the time underwater AND cannot get ahold of some sort of underwater breathing device... I'm still going Human over either version of Trader. While they are within LA 0... The abilities they have are so situational as to be useless... But TOO good to just let them ALL go along with other powers. Welcome to the paradox of creature development ;).

Slainte,

-Loonook.

Well, the Traders honestly aren't meant to be a race that initally calls to be a player race. Mostly I need them written up so that I can keep track of what race has what while I'm generating NPCs that are going to interact with the characters, and for a short naval-based operation that I'm planning for the campaign that will take place on the world.

Thanks for the detailed reply, I appreciate it.

Do not really see the need for an Str penalty, if anything they should be fairly strong as they have to fight water resistance all the time...

I agree, but they have to lose something to get the bonus to CHA and INT, right? What would you suggest to balance that out while allowing them to have normal STR?
 

Samloyal23

Adventurer
I agree, but they have to lose something to get the bonus to CHA and INT, right? What would you suggest to balance that out while allowing them to have normal STR?

I would say -2 Wis, +2 Cha, nothing else. Just say they are naturally athletic but slim so the Str and Con mods balance out to 0, and they are talkative and social but emotional and moody.
 

Loonook

First Post
Actually, I put that as the last line in the Racial Stats info: Traders can breathe freely in both fresh and salt water as well as out of water. I tried to put it in there as plain text so that I wouldn't have to have a creature with three types. (Aquatic, Fey, Amphibious)

What are Aventi from? I'm not familiar with them. I agree that the Water Power ability is much more balanced, and I'm going to use that instead. Your comment about the speed is also noted, I'll boost it back up to 20.

Actually, what I'm looking for is an intelligent, charismatic fey born of the seas that can hunt together and have completely monopolized the ocean trading business. I just put the sharp teeth there as flavor text- they don't get a bite attack out of it.

These aren't merfolk, and they're not supposed to be Legend of Zelda Zora knock-offs either. Although, now that I think about it, Zora did inspire me for them a little.

I really like these. I think your text for the speed is much clearer- and doesn't feed the players bonus information that doesn't make them think outside the box to gain max benifits. I think the Bound to the Surf ability would cover the dehydration effect nicely, but I do agree with [MENTION=21432]Samloyal23[/MENTION] that they probably should have some racial weakness to dehydration effects.

Yes, but that's in the perview of large whales and not so much in the small, group-based predator. Not that I can think of any small, group-based marine predator that's not a mammal at the moment, mind.


Well, the Traders honestly aren't meant to be a race that initally calls to be a player race. Mostly I need them written up so that I can keep track of what race has what while I'm generating NPCs that are going to interact with the characters, and for a short naval-based operation that I'm planning for the campaign that will take place on the world.

Thanks for the detailed reply, I appreciate it.



I agree, but they have to lose something to get the bonus to CHA and INT, right? What would you suggest to balance that out while allowing them to have normal STR?

There is an established Race format. Use it.

Stormwrack.

What you're looking for is a Medium-sized Nixie... If you look at books pre-MMIV (so skip Stormwrack, MMV) and campaign books... There are 5 Aquatic Fey. If you're going to make a non-player race go from there because this race isn't good for an LA 0... And o will it be horrid as a LA +.

Your desires are making this beyond 0 LA. For a situational race that is ridiculous. As I also said... Past level 5 (or having access to a bottle of air, cloak of manta ray, sirine's pearl or underwater action helm) your party/non-mage singleton is going to make this race moot. Also, "Water" spells are a terrible focus... Can you list 5 spells that wizards take beyond Mist, Fogs, and Water Breathing (which really don't gain a lot for that extra level... just a small time bump)... I can think of one battle-related non-mist spell, and it was a reskin of Fireball that pretty much requires underwater casting or quick access to a large amount of H2O.

Again... You want to make yet another useless LA +1 race that your players will look up, shrug, and play human be my guest :D. This group sounds like it is best as a monster race.

Slainte,

-Loonook.



PS: "Large Whales" can't breathe underwater... I'm thinking Lamprey.
 

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