help me pick a couple elemental themed races

Veven1290

First Post
A friend and i are working on an E6 campaign world that deals heavily with the elemental planes and all that jazz. In our world's history each elemental god created a race in their "image"

The raptorans are the children of air, The goliaths are the children of earth

we need two more races that fit the theme for Fire and Water(preferably not mephlings or any sort of pseudo elemental creature)

also, i want to give each race an ability similar to the Raptoran "pact with the wind lords" that deals with their respective elements. This is a very situational bonus but +1 caster level in E6 is pretty useful. Should i give raptorans anything to make up for the slight boost the other races get?

Thanks for the help!
 

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FIRE

Maenads
They have a very passionate fiery personality and there Outburst racial ability seems appropriate for a fire themed race. They make good Gish blasters too which seems about right for fire.

Half-Giants are already Fire Acclimated but they are very similar to Goliaths so i would go a different route.


WATER

Darfellan: AKA Killer Whale Dudes. I love these guys

Uldra: more Ice than Water themed but its still the same family right??
 



Are you planning on using published races only? If not, HR something up. For example, I did these guys up a couple of years ago:

"Anthropomorphic" Alligator Snapping turtles.

Short & slow, but strong and very stocky, with a vicious bite & the obvious natural armor. They don't need boats- they're excellent swimmers- but often work as ferrymen, towing rather than poling them across. Those that own the riverboats that take goods the length of the rivers have a status much like caravan masters.

Their natural armor and physical power make them highly valued as soldiers on warships, though they lack the speed that pirates and raiders favor.

If they have a failing, it is their tempers, which are usually volcanic. They are patient- often to a fault- but when they lose their tempers, they completely lose it. Think, "long fuse" but "huge explosion"

As such, they are largely a tribal species, with strength in combat or success in trade being the measuring sticks for prominence in their society.

They love adorning themselves to show wealth or status. Warriors especially favor bright pigments (red is a favorite, followed by yellow) for painting symbols on their faces, and its not uncommon for them to have intricate designs etched into their shells. Those with etched shells sometimes paint the shells or the etchings (or both) to highlight the details.

* +4 Strength, -4Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma.
* Natural Armor: +4AC
* Natural Attack: Bite 1d8
* Darkvision out to 60 feet.
* Light Sensitivity: they are dazzled in bright sunlight or within the radius of a daylight spell.
* Poor Hearing: -2 to all checks involving hearing
* Crafty: +2 to all checks involving commerce (Appraise, Bluff, etc.). They may not be charismatic, but they know how to bargain.
* Medium: As Medium creatures, they have no special bonuses or penalties due to their size.
* Base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Their land speed is also unaffected by mud.
* Base Swim speed is 30 feet. Like their land speed, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Hold Breath: While living a very aquatic life, they are air-breathers. However, they can hold their breath for a number of rounds equal to six times their Constitution score before risking drowning.
* Rivercunning: They get a +2 racial bonus on Search checks to notice and avoid river hazards, like whirlpools, hidden sandbars or rocks, submerged logs or hidden river predators. One who merely comes within 10 feet of a river hazard can make a Search check as if he were actively searching, and can use the Search skill to find traps involving rivers as a rogue can. They can also intuit depth, sensing his approximate depth underwater as naturally as a human can sense which way is up.
* Stability: They gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* Because their diet consists largely of fresh or scavenged meat, they have built up a natural resistance to toxins, giving them a +2 racial bonus on saving throws against poison.
* Favored Class: Barbarian
 

maybe cast humans as the fiery race? i know it sounds odd, but since the man-folk are prone to start wars and have incredibly aggressive expansion over most of the planet (in most contemporary settings, anyhow), it wouldn't really be too much of a jump to figure that they're originally descended from the fire deities, except have "fallen" the furthest, and having their unique lineage mostly cooled to the embers of "fiery of temper and passion"?
 


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