• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Need Suggestions for My City

Yes, I'd go with a +1 to LA including the Spell Resistance.

Savage Species says you should do a +1 level adjustment for each special ability gained.
 

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Okay, I am adding this race to my campaign, but I am thinking the LA and Strength bonus are off for a Large creature. Thoughts?
The Trollborn​
Description: The trollborn, while not properly a race, are a feared and respected people born of the unholy union of a troll and a human. Only the first generation children of such unions are considered trollborn; further generations may still carry the troll blood in their veins, but they are only human – or mostly human. The strength and toughness of the trollborn are legendary and when coupled with their natural cunning they are truly foes to be reckoned with.
Personality: As a rule a trollborn’s disposition is as ugly as his countenance. Their temperaments range from bad to worse, although they do at times have their good moods and senses of humor. They tend to be secretive and individualistic, rarely having much patience for authority. When they do feel the need to involve themselves with others, they prefer action to introspection and force to discourse. However those who live in civilized lands generally have enough self-control to stay out of trouble.
Trollborn love simple pleasures such as feasting, drinking, boasting, singing, wrestling, drumming and wild dancing. Refined enjoyments such poetry and philosophy are lost on them.
Physical Description: Trollborn are universally larger than normal men. In particular, their build is much stockier and more muscular. They range from about 7 feet to a little over 8 feet in height and weigh between 250 and 325 pounds with men being notably taller and heavier than the women. Trollborn hair and skin tends to be darker and coarser than that of their human parent, but can still vary as much as it does amongst humans. Their eyes tend to be deep-set, black and beady. Regardless, the trollborn’s sloped brow, prominent teeth and coarse body hair along with the warty bumps and ridge-like protrusions that adorn their bodies mark his lineage for the world to see. Trollborn mature somewhat slower than humans reaching the age of majority by about 20. If they don’t come to a violent end sooner, they can live to be over 150 years old.
Relations: The secretive nature of most trollborn, coupled with the fact that their troll parent would sooner eat a human than talk to him, makes it hard for trollborn to gain the acceptance of those who hate and fear his more monstrous cousins. Some are shy and reserved trying not to draw attention to themselves. Others demonstrate piety and good-heartedness as publicly and openly as they can (whether or not such displays are genuine). Others simply try to be so tough that those they would encounter have no choice but to accept them. As a general rule however, the fearsome reputation of their kind causes common folk to deal with them respectfully or not at all.
Alignment: Trollborn inherit a tendency towards chaos from their troll parent, but like their human parent they favour neither good no evil. All too often though, growing up with their troll parent or the isolated hermit’s life of loneliness and persecution they are often forced to live, can drive a trollborn to evil.
Trollborn lands: Trollborn have no lands of their own. While many try to live amongst men, or even more rarely trolls, as one of them, the vast majority takes to the wilderness and embraces a hermit’s life. The White Waste has the greatest number of Trollborn in the know world, and many live in Burghausen. A few are known to have moved to Skytop Village.
Religion: Some trollborn are drawn to a life of quiet contemplation, while others are devout followers of some of the more violent gods. However, regardless of their inclination, they tend to be a fairly spiritual and superstitious race. Odin, Thor and Thrym are popular amongst more martial oriented trollborn, while the less overtly violent tend towards Skadi or Iduna.
Language: Trollborn speak the languages they were born to, Burghauser and Trollspeak.
Names: A trollborn generally chooses a name that helps make the impression that he wants to make. If he wants to fit in among men, he chooses a human name. If he wants to intimidate others, he chooses a guttural, violent troll name. A trollborn raised entirely by humans has a human given name, but may choose another name once he is away from his hometown. Some trollborn, of course, aren’t quite bright enough to choose a name this carefully.
Adventurers: Trollborn who do not barricade themselves in a cave or mountain cabin are almost invariably drawn towards violent careers where they can put their strength to good use. Frequently shunned by polite company, trollborn often find acceptance and friendship among adventures, many of which are fellow wanderers and outsiders.

Trollborn Racial Traits
• +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Trollborn are inhumanly strong and tough which does not give them much incentive to develop the ability to think fast. They are also renowned for their foul temper.
• Large Size: As Large creatures, trollborn have a –1 size modifier to Armor Class, a –1 size modifier on attack rolls, and a –4 modifier on Hide checks. They can use larger weapons than humans use, and their lifting and carrying limits are double those of Medium-size characters.
• Trollborn base speed is 30 feet.
• Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise just like normal sight, and trollborn can function fine with no light at all.
• Troll-blood: While they are still humanoid creatures, the blood of the giants runs through their veins. Trollborn, for example, can use special weapons or magic items with racially specific powers as if they were giants. However, they are still subject to humanoid affecting spells such as charm person.
• Ferocity: Once per day, when brought below 0 hit points, but not killed, a troll can fight on for one more round as if disabled. At the end of his next turn, unless brought above 0 hit points, he immediately falls unconscious and begins dying.
• +2 racial bonus on Intimidate checks: Bullying others is much easier when you are seven feet tall and holding a small tree like a club.
• Automatic Languages: Trollspeak. Bonus Languages: Common, Dwarven, Jotnar.
• Favored Class: Barbarian.
 
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Trollborns dwell in Burghausen and Skytop, but originally came from the White Waste, an arctic region to the far North where a few villages of their kind remain. They have adapted to urban life, working as labourers and occasionally craftsmen, but often prefer life in the forests alone, hunting and fishing for survival. A few have taken up less savory jobs, joining thieves guilds as enforcers or "freelancing" as burglars and highwaymen...
 

Trollborn Mystic
You are more inclined to solitary pursuits and mysticism than others of your kind and likely deeply religious.
Prerequisites: 1st-level only, must be Trollborn, Int, Wis or Cha 13+.
Benefits: Concentration, knowledge (any), and spellcraft are always class skills for you. Pick 2 of these skills and add 1/2 your level to your rank. You can switch your preferred class to Cleric, Sorcerer, or Warlock. Once you have selected a preferred class you cannot change it again.
 

Iriuman Minotaurs, with tweakage to follow...

Minotaurs Racial Traits
• +2 Strength, +2 Charisma, –2 Intelligence, –2 Wisdom. Minotaurs are a physical people, less interested in the pursuits of the mind than those of the sword, but are far less brutish than their Ansalonian cousins.
• Large: As Large-size creatures, minotaurs can carry twice as much weight as a human can and use larger weapons (see page 96 of the Player’s Handbook). However, minotaurs suffer a size penalty of –1 to attack rolls, –1 Armour Class, and –4 to Hide checks.
• Minotaur base speed is 30 feet.
• The sharp fangs and long horns that all minotaurs possess ensure that they are never considered unarmed; thus, minotaurs who make unarmed strikes do not provoke an attack of opportunity. Furthermore, minotaurs can choose to deal subdual or lethal damage with unarmed attacks.
• +2 racial bonus on Profession (sailing) checks; Minotaurs are well known for their naval interests.
• +2 racial bonus to surprise rolls; minotaurs benefit from natural cunning and sharp senses.
• +2 racial bonus on Intuit Direction checks: these include locating north, not getting lost in a large city, finding known landmarks in the wilderness, and escaping from mazes. In addition, minotaurs have a special immunity to the maze spell.
• +2 racial bonus on the Diplomacy skill.
• Automatic Languages: Kironan, Minotaur. Bonus Languages: Melian Elvish, Faunish, Centaur. Minotaurs learn the languages of the major powers of their region.
• Favoured Class: Fighter. A multiclass minotaur’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).
 

Iron Dwarves​
Personality
Cheerful, hardworking, and passionate about their crafts, Iron Dwarves revel in overcoming difficulties and accomplishing goals. "Work hard, drink hard, sleep hard" is a common saying among these stout folk, and they enjoy competing to see who can finish a project first.

Although strong believers in tradition and conformity, an iron dwarf will forgive almost anything if a person gets results through talent and hard work.

Physical Description
They average about 4-1/2 feet tall and have light skin and hair, and traditionally avoid cutting their hair or beards. Often covered in soot, they tend to wear dark brown or black clothes to make it less noticeable, but on social occasions are known to sport brightly coloured doublets over their dark work shirts. Green and red represent fertility and success to iron dwarves, so they are popular colours for holiday wear.

Relations
Iron Dwarves are generally social and open but can be shy around strangers, staying quiet until they have been introduced by a mutual acquaintance. Those dwelling in Burghausen see networking as important to their status and the health of their businesses, so they

Iron dwarves generally have good relations with any obsidian dwarves in their vicinity, relying on them for whatever commerce they may need. They are tolerant savage races, so long as they do not pose a direct threat. They are indifferent to elves and other aboveground races, hardly ever giving them a second thought. They do have an instinctual distrust of Naja-Set and other reptilian races.

Iron dwarves are known to hoard precious metals and gems, which they use to lavishly decorate their homes and possessions. An iron dwarf whose doublet and sword are not studded with gems is considered poor indeed. They also use gems extensively in trade with other races.

Alignment.
Most obsidian dwarves are lawful good, it is rare to find one who tends toward evil or chaos. Close clan connections and social contracts within Burghausen make it difficult for anyone to be too defiant or selfish.

Lands
Iron dwarves favour thickly forested mountain environments, making extensive use of wood in construction. They typically live in clan houses carved downward into a mountain from a public entrance hall on the peak of the mountain. Thus, each new room is directly beneath the one built before it, going ever deeper into the mountain, connected by a steam-powered lift.

Religion
Iron dwarves believe themselves to be created by Volund on his forge, and dedicated every item they craft to that god. All Aesir and Vanir receive some worship, but Odin, Volund, and Gullveig are the most popular gods in Burghausen. Clerics are few and far between among the iron dwarves, but each one is typically dedicated to either the Aesir or the Vanir, focusing on one or two gods above the others. Holidays occur nearly every week in Burghausen and attendance is mandatory.

Language
Iron dwarves speak their own dialect of dwarvish which has many words in common with the Human languages of their original homeland from before the Fall.

Names
Names are similar to those of other Burghausers.

Racial Traits
Medium Humanoid (Dwarf)
•+2 Constitution, -2 Charisma.
•Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
•Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
•Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
•Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
•Weapon Familiarity: Dwarves may treat Dwarven war axes, Dwarven urgroshes and firearms as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains 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).
•+2 racial bonus on saving throws against poison.
•+2 racial bonus on saving throws against spells and spell-like effects.
•+1 racial bonus on attack rolls against reptilian and ophidian races.
•+4 dodge bonus to Armour Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armour Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
•+2 racial bonus on Appraise checks that are related to stone or metal items.
•+2 racial bonus on Craft checks that are related to stone or metal.
+2 racial bonuses on Alchemy and Knowledge (architecture and engineering) checks.
Spell Resistance 12 + level. Iron dwarves must overcome their own spell resistance to cast spells within the normal casting time. To avoid this, they must take extra time to cast the spell. Thus spells that take less than a full round become a full round action to cast and other spells take double their normal casting time.
Mechanical expertise: +2 on Disable Devices, Open Locks, and Craft (mechanical devices) skill checks
•Automatic Languages: Common and Dwarven. Bonus Languages: Troll, Aarakocra, Kironan, and Melian Elvish.
•Favoured Class: Fighter. A multiclass dwarf’s preferred class does not count when determining whether he takes an experience point penalty for multi-classing.
Level adjustment: +1

Vital Statistics
Table: Iron Dwarves Random Starting Ages
Adulthood Simple Moderate Complex
40 years +4d6 +6d6 +8d6

Table: Iron Dwarves Aging Effects
Middle Age Old Venerable Maximum Age
125 years 188 years 250 years +3d% 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: Iron Dwarves Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 4" +2d4 130 lb. x(2d6) lb.
Female 4'2" +2d4 120 lb. ×(2d6) lb.
 
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Minotaurs​
Personality
Taciturn, moody, and stubborn, Minotaurs have a reputation for being easy to provoke, which they often use to their advantage. Hard working, they enjoy having something to challenge them, whether it is combat or laborious tasks. Physically oriented, they do not believe in spending much time planning or deliberating when decisive action can be taken in a situation.

Physical Description
Immensely built, covered in fur and having the head of a bovine with the addition of short but crushing fangs, the Minotaur is one of the few humanoid creatures with hooves. Cold and sullen, they are rarely break a smile and are not known to cry, even when in pain. Most of them being slaves, they typically dress in simple work clothes. Only those who are successful in the arena as gladiators usually have the wealth to dress in finer clothes.

Relations
Minotaurs have poor relations with everyone, including each other, and tend to be loners, although they have strong family connections. However they have no particular enmity for any other race in particular.

Alignment.
Rigid, methodical, and tradition bound, most Minotaurs are lawful. The harsh life of slavery makes most cynical and cold, so few are compassionate enough to be good. Some may be found of any alignment, however.

Lands
Minotaurs are generally the poorest of the poor in Irium, having sold themselves into slavery to pay off debts or forced into by impressment gangs. Only those who live in the wilderness are free and these are mostly nomads. They have no traditional home now as their ancient homeland sank beneath the sea at the beginning of the Age of Cataclysms. To most “home” is now a slave pen. The few Minotaurs who dwell in Shosnar are no better off.

Religion
Most Minotaurs believe they were born from Poseidon in the form of a white bull that came from the sea and impregnated a woman who became their ancestress. Because of this most Minotaurs revere the god of the sea above all others. Some Minotaurs, dwelling in Shosnar, have come to worship the goddess Hathor. Strongly traditional, most refuse to belief that the Elder Olympians have been slain.

Language
Minotaurs speak their own language which is distantly related to Kironan but much older and not as sophisticated. Most speak Kironan, even if those living in Shosnar.

Names
Minotaurs are who are born into slavery typically receive a name in the language of their master, usually Kironan or Thosian. Those born in the wilderness have names from their own ancient dialect.

Racial Traits
• +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
• 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/10 feet.
• A Minotaur’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
• Racial Skills: A Minotaur’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Craft, Intimidate, Jump, Listen, Profession, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
• Racial Feats: A Minotaur’s monstrous humanoid levels give it three feats.
• Weapon Proficiency: A Minotaur is proficient with the great axe and all simple weapons.
• +5 natural armour bonus.
• Natural Weapons: Gore (1d8)
• Special Attacks (see above): Powerful charge.
• Special Qualities (see above): Natural cunning, scent.
• Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
• Favored Class: Gladiator. A multiclass Minotaur’s gladiator class does not count when determining whether he suffers an XP penalty for multiclassing (see Experience for Multiclass Characters, page 56 of the Player’s Handbook).
• Automatic Languages: Kironan, Minotaur. Bonus Languages: Melian Elvish, Faunish, Centaur, and Thosian. Minotaurs learn the languages of the major races and tribes of their region.
• Level adjustment +2.
 
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Into the Woods

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