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<blockquote data-quote="Mark Chance" data-source="post: 4900478" data-attributes="member: 2795"><p>Nice job, MV. I've been working on a revamping a few old races as part of including psionics with PF. Here're my rough drafts. Yes, I've decided to keep favored classes. The X/rest abilities reflect me already adopting suggestions from <em>Trailblazer</em> by Bad Axe Games. (Check my blog for more details.)</p><p></p><p><span style="color: yellow"><strong>Giant-Kin ◄</strong></span></p><p><strong>+2 to One Ability Score:</strong> Giant-kin characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p></p><p><strong>Giant Blood:</strong> Giant-kin count as both giants and humans for any effect related to race.</p><p></p><p><strong>Medium:</strong> As Medium creatures, giant-kin have no special bonuses or penalties due to their size. Giant-kin base land speed is 30 feet.</p><p></p><p><strong>Low-Light Vision:</strong> A giant-kin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p></p><p><strong>Giant Heritage:</strong> A giant-kin has a racial trait derived from the type of giant blood he has. Choose one trait at 1st level. Once made, this choice cannot be changed.</p><p></p><p style="margin-left: 20px"><em>Cloud:</em> Ignore concealment against adjacent targets in fog or mist, including magical fog such as created by fog cloud. Auran can be chosen as a bonus language.</p> <p style="margin-left: 20px"><em>Fire:</em> +2 racial bonus on saving throws against all fire spells and effects. Ignan can be chosen as a bonus language.</p> <p style="margin-left: 20px"><em>Frost:</em> +2 racial bonus on saving throws against all cold spells and effects. Aquan can be chosen as a bonus language.</p> <p style="margin-left: 20px"><em>Hill:</em> +2 racial bonus on Climb, Jump, and Intimidate checks. Terran can be chosen as a bonus language.</p> <p style="margin-left: 20px"><em>Stone:</em> +4 racial bonus on Hide checks in rocky terrain. +1 dodge bonus to AC against thrown weapons. Terran can be chosen as a bonus language.</p> <p style="margin-left: 20px"><em>Storm:</em> +2 racial bonus on saving throws against all electricity spells and effects. Aquan can be chosen as a bonus language.</p><p></p><p><strong>Powerful Build:</strong> The physical stature of giant-kin lets them function in certain ways as if they were one size category larger. Whenever a giant-kin is subject to a CMB/CMD size modifier (such as during grapple checks, bull rush attempts, and trip attempts), the giant-kin is treated as one size larger if doing so is advantageous to him.</p><p></p><p><strong>Naturally Psionic:</strong> Giant-kin gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in psion.</p><p></p><p><strong>Psi-Like Ability:</strong> 1/rest - <em>stomp</em>. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.</p><p></p><p><strong>Languages:</strong> Giant-kin begin play speaking Common and Giant. Giant-kin with high Intelligence scores can choose bonus languages from the following list: Dwarven, Goblin, Orc, Sylvan, and the bonus language associated with Giant Heritage.</p><p></p><p><strong>Favored Class:</strong> Giant-kin can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.</p><p></p><p><span style="color: yellow"><strong>Maenads ◄</strong></span></p><p><strong>+2 to one ability score:</strong> Maenad characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.</p><p></p><p><strong>Medium:</strong> As Medium creatures, maenads have no special bonuses or penalties due to their size. Maenad base land speed is 30 feet.</p><p></p><p><strong>Naturally Psionic:</strong> Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.</p><p></p><p><strong>Outburst (Ex):</strong> Once per rest as an immediate action, for up to 4 rounds, a maenad can subjugate his mentality to gain a boost of raw physical power. When he does so, he chooses one of the following effects:</p><p></p><p style="margin-left: 20px">-2 Intelligence, but +2 Strength</p> <p style="margin-left: 20px">-2 Wisdom, but +2 Dexterity</p> <p style="margin-left: 20px">-2 Charisma, but +2 Constitution</p><p></p><p><strong>Psi-Like Ability:</strong> 1/rest - <em>energy ray</em>. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.</p><p></p><p><strong>Languages:</strong> Maenads begin play speaking Common. Maenads with high Intelligence scores can learn Draconic, Dwarven, Elven, Goblin, and Orc.</p><p></p><p><strong>Favored Class:</strong> Maenads choose either barbarian or psychic warrior as their favored class at 1st level. Once made, this choice cannot be changed.</p><p></p><p><span style="color: yellow"><strong>Xephs ◄</strong></span></p><p><strong>+2 Dex, +2 Cha, -2 Str:</strong> Xephs are quick and affable, but not very strong.</p><p></p><p><strong>Medium:</strong> As medium creatures, xephs have no special bonuses or penalties due to size. Xeph base land speed is 30 feet.</p><p></p><p><strong>Creative:</strong> Xephs receive a +2 racial bonus on a Craft. Perform is always a class skill.</p><p></p><p><strong>Naturally Psionic:</strong> Xephs gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels is a psionic class.</p><p></p><p><strong>Burst (Su):</strong> Three times per rest, a xeph can put on a burst of speed to increase his speed by 10 feet (or 20 feet at 4th level). A burst of speed lasts 3 rounds.</p><p></p><p><strong>Languages:</strong> Xephs begins play speaking Common and Xeph. Xephs with high Intelligence scores can learn Draconic, Elven, Gnoll, Goblin, Halfling, or Sylvan.</p><p></p><p><strong>Favored Class:</strong> Xephs choose either monk or psion as their favored class at 1st level. Once made, this choice cannot be changed.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4900478, member: 2795"] Nice job, MV. I've been working on a revamping a few old races as part of including psionics with PF. Here're my rough drafts. Yes, I've decided to keep favored classes. The X/rest abilities reflect me already adopting suggestions from [i]Trailblazer[/i] by Bad Axe Games. (Check my blog for more details.) [color=yellow][b]Giant-Kin ◄[/b][/color] [b]+2 to One Ability Score:[/b] Giant-kin characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [b]Giant Blood:[/b] Giant-kin count as both giants and humans for any effect related to race. [b]Medium:[/b] As Medium creatures, giant-kin have no special bonuses or penalties due to their size. Giant-kin base land speed is 30 feet. [b]Low-Light Vision:[/b] A giant-kin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. [b]Giant Heritage:[/b] A giant-kin has a racial trait derived from the type of giant blood he has. Choose one trait at 1st level. Once made, this choice cannot be changed. [indent][i]Cloud:[/i] Ignore concealment against adjacent targets in fog or mist, including magical fog such as created by fog cloud. Auran can be chosen as a bonus language. [i]Fire:[/i] +2 racial bonus on saving throws against all fire spells and effects. Ignan can be chosen as a bonus language. [i]Frost:[/i] +2 racial bonus on saving throws against all cold spells and effects. Aquan can be chosen as a bonus language. [i]Hill:[/i] +2 racial bonus on Climb, Jump, and Intimidate checks. Terran can be chosen as a bonus language. [i]Stone:[/i] +4 racial bonus on Hide checks in rocky terrain. +1 dodge bonus to AC against thrown weapons. Terran can be chosen as a bonus language. [i]Storm:[/i] +2 racial bonus on saving throws against all electricity spells and effects. Aquan can be chosen as a bonus language.[/indent] [b]Powerful Build:[/b] The physical stature of giant-kin lets them function in certain ways as if they were one size category larger. Whenever a giant-kin is subject to a CMB/CMD size modifier (such as during grapple checks, bull rush attempts, and trip attempts), the giant-kin is treated as one size larger if doing so is advantageous to him. [b]Naturally Psionic:[/b] Giant-kin gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in psion. [b]Psi-Like Ability:[/b] 1/rest - [i]stomp[/i]. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based. [b]Languages:[/b] Giant-kin begin play speaking Common and Giant. Giant-kin with high Intelligence scores can choose bonus languages from the following list: Dwarven, Goblin, Orc, Sylvan, and the bonus language associated with Giant Heritage. [b]Favored Class:[/b] Giant-kin can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. [color=yellow][b]Maenads ◄[/b][/color] [b]+2 to one ability score:[/b] Maenad characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. [b]Medium:[/b] As Medium creatures, maenads have no special bonuses or penalties due to their size. Maenad base land speed is 30 feet. [b]Naturally Psionic:[/b] Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. [b]Outburst (Ex):[/b] Once per rest as an immediate action, for up to 4 rounds, a maenad can subjugate his mentality to gain a boost of raw physical power. When he does so, he chooses one of the following effects: [indent]-2 Intelligence, but +2 Strength -2 Wisdom, but +2 Dexterity -2 Charisma, but +2 Constitution[/indent] [b]Psi-Like Ability:[/b] 1/rest - [i]energy ray[/i]. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based. [b]Languages:[/b] Maenads begin play speaking Common. Maenads with high Intelligence scores can learn Draconic, Dwarven, Elven, Goblin, and Orc. [b]Favored Class:[/b] Maenads choose either barbarian or psychic warrior as their favored class at 1st level. Once made, this choice cannot be changed. [color=yellow][b]Xephs ◄[/b][/color] [b]+2 Dex, +2 Cha, -2 Str:[/b] Xephs are quick and affable, but not very strong. [b]Medium:[/b] As medium creatures, xephs have no special bonuses or penalties due to size. Xeph base land speed is 30 feet. [b]Creative:[/b] Xephs receive a +2 racial bonus on a Craft. Perform is always a class skill. [b]Naturally Psionic:[/b] Xephs gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels is a psionic class. [b]Burst (Su):[/b] Three times per rest, a xeph can put on a burst of speed to increase his speed by 10 feet (or 20 feet at 4th level). A burst of speed lasts 3 rounds. [b]Languages:[/b] Xephs begins play speaking Common and Xeph. Xephs with high Intelligence scores can learn Draconic, Elven, Gnoll, Goblin, Halfling, or Sylvan. [b]Favored Class:[/b] Xephs choose either monk or psion as their favored class at 1st level. Once made, this choice cannot be changed. [/QUOTE]
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