My Campaign Races

Sidhe​
Personality
The sidhe are very close to nature, and when left alone they are a very wise and docile people. However, when faced with enemies - which means just about anyone who isn't a sidhe - they are terrifyingly vicious and will annihilate anyone or anything that threatens their woodland homes.

Physical Description
The sidhe are about 6 to 7 feet tall, and they are slightly thinner than humans. They are built like long distance runners and they may look weak but are amazingly strong because their muscles are more compact and efficient than those of human beings. These muscles, coupled with their slim build, also give the sidhe supernatural agility and grace. The sidhe are also tougher than humans and can recover from wounds that would surely kill a human.

Relations
The sidhe find everyone else inferior to them, much as elves do. Unlike elves, however, the sidhe are usually violent to those they see as inferior due to their famous tempers that flare quickly and take a long time to die down. The only race that sidhe do not openly find distasteful are elves and half-elves. They especially like half-elves because they don't butt heads over who is superior and half-elves have generally diplomatic demeanors. Sidhe are usually friendly to green dragons in their lands and as long as the dragons are not violent to the sidhe they are welcomed because of their agreement on how to deal with trespassers. Sidhe relate well to fey that know their place, but tend to patronize sprites and other fey races.

Alignment
Most sidhe are true neutral in accordance with their devotion to nature, though some of the more radical ones are chaotic neutral. Rarely sidhe are so obsessive over hating outsiders that they are chaotic evil, but those sidhe are usually banished, becoming outsiders themselves. Adventuring sidhe are sometimes chaotic good because their open nature leaves them disliked in sidhe culture. The sidhe prefer good allies over evil ones because good allies are less likely to break treaties and threaten sidhe lands.

Lands
The sidhe live in dense forests in moderate and northern climates. Woe be to the unknowing traveller who intrudes upon sidhe lands and especially sidhe mounds. The Hidden City, Aldea, is ruled by the Sidhe.

Religion
Little is known of sidhe religion. What is known is that they worship a nature deity that they call Aos Sí, which translated into the common tongue literally means Green Man. They seem to make mounds in devotion to this deity, but it is not known what purpose these mounds serve. There revere the Tuatha de Danaan, but see them more as paragons of their own races than as gods.

Language
The sidhe speak their own language, and they also speak the languages of other fey creatures. The few less hateful sidhe who actually venture beyond the borders of their well protected realms usually pick up other languages with great ease though.

Names
These are some common sidhe names. Female: Bláthnaid, Caoimhe, Eibhlín, Máiréad, and Siobhán. Male: Aodán, Caoimhín, Feidhlimí, Murchadh, Stiofán

Racial Traits
• +2 Dexterity, +2 Wisdom, +2 Constitution
• Fey Type
• Medium Size
• Sidhe base land speed is 30 feet
• Sidhe have supernatural senses and get a +4 bonus on listen and spot checks.
• Sidhe have had special training in forested areas so they gain +4 on move silently and hide checks in areas of forestation.
• Blessing of the Hidden World (Su): The sidhe act as if they are under the effect of a greater invisibility spell and may suppress this ability at will. This is not a spell so effects such as an anti-magic field have no effect on it. Creatures with the Blessing of the Hidden World can see other creatures with it.
• DR 10/ Cold Iron
• Automatic Languages: Gaelic, Sylvan, Common. Bonus Languages: Elven, Draconic, Gnome, Orc, Giant, Gnoll.
• Favored Class: Ranger.
• Level Adjustment: +2
 

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Giff​
Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4 / +14
Attack: Greatsword +9 melee (3d6+9/19-20), or large arquebus1 +3 ranged (3d6/x3)
Full Attack: Greatsword +9 melee (3d6+9/19-20), or large arquebus1 +3 ranged (3d6/x3)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Head Butt
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 22, Dex 10, Con 15, Int 8, Wis 8, Cha 10
Skills: Craft (armorsmithing) +5, Hide -4, Intimidate +7*
Feats: Exotic Weapon Proficiency (firearms), Great Fortitude
Environment: Any land
Organization: Squad (2-5), Platoon (5-20), Company (20-40), Regiment (40-100+)
Challenge Rating: 3
Treasure: 1/2 coins
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3
This creature is thick-skinned and hippopotami-headed. It stands almost nine feet tall, and appears to be powerfully muscled.
The Giff are a race of powerfully muscled mercenaries. They are civilized, though due to their nature, Wizards are scarce among their race. Giff hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general legbreakers.


Personality
Hard working, disciplined, and proud, the Giff takes his job and himself seriously. Occasionally vain and a lover of glory and honour, the typical Giff will do nearly anything to increase his reputation, whether his job is on the field of battle or toiling in a field.

Physical Description
The Giff is a humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its chest is broad and supports a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories.

Relations
Giff are patriotic and usually scorn whomever their leaders want them to but do not carry grudges unless an issue of personal honour is involved. They have no special enmities or allies among other races.

Alignment.
Giff are more prone to Law than Chaos and are usully Good.

Lands
Their original homeland in Thosia is gone. Giff prefer wet climates, so they stay along the southern coasts of the Last Lands, especially around the city of Shosnar. Within Shosnar, most Giff are slaves or professional soldiers, and few have the wealth to own any territory.

Religion
Most Giff accept as fact that they are descended from the Thosian goddess Taweret, whom they call the Great Mother, whether they are religious or not. They typically pay lip service to the other Thosian gods. A few Giff who have moved to other cities revere warrior gods like Tyr and Ares to bring luck in battle. Very few Giff have enough faith to muster becoming a cleric and find religious wars hard to comprehend.

Language
Giff speak their own language and Thosian.

Names
Most Giff take traditional Thosian names.

Combat
The Giff pride themselves on their weapon skills, and any Giff will have a number of swords, daggers, maces, and similar tools on hand to deal with troublemakers. A Giff's true love in weaponry is the gun. Though the flash, noise and damage is what most impress them, their large bulky bodies make the guns awkward to use.

Head Butt (Ex): An unarmed giff can use its head in attacking. The top of the giff's head and snout are plated with thick, chitinous plates, flexible enough to permit motion, but giving the creature a natural helmet. When making a charge attack, the Giff may use the plates on its head to do a head butt. This attack does 1d6+6 points of damage.

Skills: Due to their menacing appearance and reputation, giff base Intimidate checks on their Strength, not Charisma.
Racial Traits
Almost all exceptional giff are fighters. Giff cannot take a class that can cast spells.
Giff characters possess the following racial traits.
• +12 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom.
• Large Size. -1 penalty to Armor Class, -4 penalty to Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/10 feet.
• A giff's base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A giff begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A giff's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Craft (armorsmithing) and Intimidate. Giff use their Strength bonus instead of Charisma for Intimidate.
• Racial Feats: A giff's monstrous humanoid levels give it two feats.
• Weapon Proficiency: A giff is proficient with all simple and martial weapons.
• +5 natural armor bonus.
• Special Attacks (see above): Head Butt.
• Automatic Languages: Common, Giant. Bonus Languages: Elven, Dwarven, Orc, Goblin.
• Favored Class: Fighter.
• Level adjustment +3.
 
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Centaur​
Size/Type:Large Monstrous Humanoid
Hit Dice:4d8+8 (26 hp)
Initiative: +2
Speed:50 ft. (10 squares)
Armor Class:14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:+4/+12
Attack: Longsword +7 melee (2d6+6/19–20) or composite longbow (+4 str bonus) +5 ranged (2d6+4/x3)
Full Attack: Longsword +7 melee (2d6+6/19–20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 str bonus) +5 ranged (2d6+4/x3)
Space/Reach:10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills: Listen +3, Move Silently +4, Spot +3, Survival +2
Feats: Dodge, Weapon Focus (hoof )
Environment: Temperate forests
Organization: Solitary, company (5–8), troop (8–18 plus 1 leader of 2nd–5th level), or tribe (20–150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th–9th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

Personality
Honourable, hardworking, and but a bit conformist, centaurs are lovers of luxury but believe strongly in earning it. A race of warriors, they are used to taking what they want, but have come to learn the value of law and order. Once rulers of the largest empire in the known world, they still mourn the losses suffered in the Age of Cataclysms and suffer a sort of cultural shell shock from the experience that makes them moody and grim.


Physical Description
A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.

Relations
Still not used to the loss of their empire, many centaurs expect others to look up to them as social superiors, something others see as arrogant. Centaurs have an instinctual distrust of snake-like creatures, and do not trust Naja-Set or other ophidian creatures. Aside from this they have no particular racial or national enmities.

Alignment.
Centaurs are prone to being Lawful and Good. Those among them who are Chaotic are looked down upon as "throwbacks" to their pre-imperial ancestors.

Lands
The vast Kironan Empire is no more, having sunk beneath the sea in the Age of Cataclysms. The last remnants of the centaur empire are the cities of Valora and Irium.

Religion
Centaurs traditionally revered the Olypian Pantheon. Since the Age of Cataclysm as schism has developed between those who worship the Elder Olympians (Zeus, Poseidon, Hades, Hera, Heracles, and Ares) and those who believe these gods are dead. In Irium the clerics of the Elder Olympians declared the worship of Athena and Hermes heresy, while in Valora the goddess Athena is considered the founder and patron of the city.

Language
Centaur language, Kironan, was the lingau franca of their empire and is still widely used as a common tongue throughout the known world. Most centaurs know Melian Elvish, Minotaur, or Faunish as a second language.

Names
Centaurs generally take traditional Kironan names.

COMBAT
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.

Racial Traits
A centaur druid is usually a tribe’s designated leader and speaker. Centaur characters possess the following racial traits.
• +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
• Space/Reach: 10 feet/5 feet.
• A centaur’s base land speed is 50 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
• Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
• Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
• +3 natural armor bonus.
• Automatic Languages: Kironan, Melian Elven. Bonus Languages: Faunish, Minotaur, Burghauser.
• Favored Class: Fighter.
• Level adjustment +2.
 
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Fauns​
Personality
Fauns are gregarious, loud, and passionate, revelling in music, wine, and love. They tend to be irresponsible and lazy, but will go out of their way to help a friend. Although they can be vain about their appearance they are remarkably difficult to insult and do not take life or themselves seriously.

Physical Description
Fauns stand shorter than human males, but taller than dwarves. They appear scrawny at first sight but are stronger than most may first estimate. They sport a set of ram-like horns which protrude forwards from the hairline above each eyebrow. These can either be short, smooth and stubby which is present in most females of the race, or can be long and slender - a trait of the males. From the waist down, the Faun is covered in coarse hair like a goat’s, coloured brown through white. The shape and structure of their legs mirror that of a goat, they also possess instead of feet, a pair of hooves. Whilst they may be awkward in appearance, Fauns are agile and fast.

Relations
Fauns are likeable and charismatic, they are the glue that will hold a group together in even the most stressful and tense times. They will lift the lowest of spirits with their strange, almost magical musical talents. Combined with their mischievous nature they are fun and very compatible companions.

Religion
Pan and Dionysus are the spiritual focuses of the Faun race, though most revere the other Olympian gods as well. A few Fauns living in Aldea have come to revere the Tuatha de Danaan.

Language
Open-minded in nature and quickly able to grasp new tongues and alphabets, fauns speak their own language and Kironan, to which it is related. Many know Melian Elvish and Minotaur as well.

Names
Fauns have the typical names of their city of origin, either Valora or Irium, or traditional names in their own language.

Adventurers
Fauns love the new and untried and will jump at any chance to go somewhere they have not been, so adventuring comes easily to them. Fearless, even foolhardy, the often get in trouble just to see if they can get out of it.

Racial Traits
• +2 Dexterit, -2 Wisdom, +2 Charisma: Fauns are likeable characters and quick on their feet but take risks unnecessarily and are often prone to addictive behaviours.
• Fey
• Medium: As Medium creatures, fauns have no special bonuses or penalties due to their size.
• Faun base land speed is 40 feet.
• Pan’s Blessing (Ex): All fauns who uses a Wind Instrument to perform gains a +1 to Perform skill checks/2 levels with wind instruments.
• Silver Tongued: Fauns add ½ their level to Bluff and Diplomacy checks
• Home in the Forest (Ex): A faun will gain a +2 to Survival checks against being lost in forests of any type.
• Low-Light vision (Ex): Even at night a faun must attend to their duties in the forest, they have the ability to see twice as far in shadowy light as otherwise can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
• Automatic Languages: Faunish and Kironan.
• Bonus Languages: All languages revolving around the Valoran, Burghauser, Minotaur.
• Favored Class: Bard
• Level Adjustment: +Level Adjustment::0
• Effective Character Level: Effective Character Level::1

Vital Statistics
Table: Faun Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d6 +1d10 +2d8
Table: Faun Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
65 years 90 years 125 years +4d10 years
1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Faun Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 3" +2d8 80 lb. × (2d4) lb.
Female 4' 0" +2d8 65 lb. × (2d4) lb.
 

Gnolls​
Gnolls are a brutal race of hunters used to living in jungles, swamps, and other wilderness areas. The few Gnolls living in cities are mostly slaves captured and forced to serve as soldiers, labourers, or gladiators. They are about 7½ feet tall and weigh 300 pounds.

Personality
Brutal and cunning, Gnolls are warriors and thieves, taking what they need without heed to rules. Those that have been raised in civilisation, usually through being enslaved, are still opportunists and schemers.

Physical Description
Gnolls are about 7½ feet tall and weighs 300 pounds, with dirty yellow or reddish-brown fur, large yellow or brown eyes which shine in the moonlight, digitigrade legs which seem too thin given their muscle mass, fur which tends to mat and stink when not properly groomed, and black manes.

Relations
Gnolls see others as resources, not partners or friends. The few who have been civilised use diplomacy instead of their blades to get what they want, but rarely return a favour in kind. As such, gnolls are not welcome and they have been segregated to their tribes in the plains.

Alignment
Selfish, opportunistic, and greedy, most Gnolls are Chaotic and almost none are truly Good.

Lands
Gnolls thrive best in wild plains, where they can strike at caravans traveling between cities. Their large size would make hiding difficult, but gnolls are cunning creatures and use tall grass and other environmental factors to their advantage. In the Last Lands they dwell on the southern shores, hiding in the swamps around the area of Shosnar. A few, enslaved and forced to work in Shosnar, have abandoned their barbaric ways.

Religion
Gnolls worship an array of nature spirits and minor gods. Those raised in Shosnar often revere Anubis and Set. Gnolls are more superstitious than pious, regardless of what they revere.

Language
The Gnollish language is distantly related to Thosian, but only a skilled linguist would notice the connection. Most gnolls learn Thosian or Giff to work in Shosnar.

Names
Gnollish names tend to have harsh, barking sounds within them, and in general sound discordant to the ears.

Racial Traits
Gnolls are hyena-headed, savage humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.
• +4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma.
• Medium size.
• A gnoll’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
• Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot.
• Racial Feats: A gnoll’s humanoid levels give it one feat.
• +1 natural armor bonus.
• Weapon and Armor Proficiency: A gnoll is automatically proficient with simple weapons, the battle-axe, the short bow, light armor, and shields.
• Automatic Language: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
• Favored Class: Ranger.
• Level Adjustment: +1.

Vital Statistics
Table: Spotted Gnoll Random Starting Ages
Adulthood Simple Moderate Complex
12 years 1d4 +1d6 +2d6
Table: Spotted Gnoll Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 60 years 80 years +2d10 years
1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Spotted Gnoll Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6' 6" +2d6 220 lb. × (1d4) lb.
Female 6' 0" +2d6 180 lb. × (1d4) lb.
 

Natural Armour Bonus: +3. Bullywug skin is scaly and tough.

I haven't read through them all yet but I really like your Bullywug and may import them to my campaign if that's OK with you!

The write up was great and I loved the "you can't eat faith" line. My only suggestions would be the natural armor; do you intend them to actually be scaly or would maybe 'rubbery and tough' work better here?
Also, don't forget most creatures with a natural swim speed can usually take 10 even when distracted or threatened, and can use the run action while swimming in a straight line.

I like the Sea Hag's version of Amphibious better, but if trying to impose some type of hindrance to the Bullywug, your version works well.
 

I haven't read through them all yet but I really like your Bullywug and may import them to my campaign if that's OK with you!

The write up was great and I loved the "you can't eat faith" line. My only suggestions would be the natural armor; do you intend them to actually be scaly or would maybe 'rubbery and tough' work better here?
Also, don't forget most creatures with a natural swim speed can usually take 10 even when distracted or threatened, and can use the run action while swimming in a straight line.

I like the Sea Hag's version of Amphibious better, but if trying to impose some type of hindrance to the Bullywug, your version works well.

The Bullywug was cobbled together from several different versions, kind of slapped it together. If there is a better version of any ability I'm interested...
 

Well, pretty much done, but I welcome any suggestions for improving my races and I would like to know which ones people would want to play...
 

Bullywugs... French-speaking frogmen who think they're cursed and used to be pretty. THAT is a role-playing challenge. Hmm. Do female minotaurs have horns? :erm:
 


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