New PC races (Pale Elf, Draketouched, more)

nameless

First Post
These are the new races for the Arthurian world I'm working on. There are a bunch, and most of them haven't been playtested yet, but I think they look pretty good. Tell me what you think.

Elves- The general population of high elves was wiped out after the Sundering War, all except Galas’s house, which fled to the tunnels of Ustar. In the intervening years of crossbreeding between outsiders, drow, and high elves, a slew of hybrid races arose. The bloodlines of elves are so intertwined that it is almost impossible to tell which breed a child will be; sometimes a child will have traits which neither parent possesses, usually resulting in one of the half-elf breeds. High, Drow and Half-elves are as normal, with the the following other breeds.

-Pale elves:
+2 Dex, no penalties.
The end result of the mix of outsider, high, and drow elves, are the pale elves. Pale elves have stark white hair, skins and eyes, giving them a haunting, but alluring appearance. Their close association with earth elements has given them some of its characteristics. They have tough skin, and have the ability to manipulate solid stone as though it were wet clay, with some gaining even more mastery of these gifts. They gain:
+3 natural armor bonus to AC
Tremorsense 40’
Stone Touch (Su): Stone Touch gives the pale elf the ability to manipulate solid stone with a mere touch. This ability also gives them the ability to burrow at half their base speed, through any sand, dirt, or stone. They must still breathe while doing so, which may restrict their ability to burrow long distances through deep earth.
They have all other elven abilities, except automatic proficiency in a bow.
Some (30%) have Darkvision 60’ instead of low-light vision.
---EDIT: Remove sword proficiency in addition to bow---
Favored class: Ranger. ECL +1

-Half-pale elves: Half-pale elves can be a result of many breeding combinations. They are as half-elves as the PHB, except they gain Tremorsense 20’ and lose the half-elven low-light vision and skill bonuses to spot, search and listen.

Draketouched: Just as elementals and outsiders can make half-breeds, so can dragons. The draketouched are descendents of these dragon ancestors. Only humans have weak enough bloodlines to preserve the draconic blood through multiple generations, so draketouched are always humans with draconic blood. They look human, except they are completely hairless. Where eyebrows would be, they have scales. Their chest and back also have thick scales, and their fingernails are scaly claws. They gain the following benefits:
Str +2, Dex +2, Cha +2.

EDIT: Trying out Str+4, Con+2, Cha+2

Their type is “Dragon.”
Darkvision 120’, Low-light vision

EDIT: Darkvision 60'

They are medium size with speed of 30
+2 to Spot, Listen, Search, Climb checks.
+2 Natural armor bonus to AC
Element resistance 10 (element of bloodline)
Draketouched have claw attacks, doing 1d6 normal damage per strike.
Breath weapon(Su): All draketouched have a minor breath weapon. Once every 1d6+3 rounds, a draketouched can produce a small amount of their parent dragon’s breath element. They can spit this breath as a projectile weapon with range increment 30’ as a ranged touch attack. It does 1d6 damage, plus half the character level of the draketouched, plus its Con modifier. This ability does not provoke an AoO.
Special ability: Draketouched also gain a special ability depending on their bloodline. The spell-like abilities are cast at the minimum caster level for a Sorceror to possess that spell.
Black: Acid. Cast Darkness 1/day.
Blue: Lightning. Cast Ventriloquism 3/day.
Green: Acid. Can breathe water normally.
Red: Fire. Scare 1/day.
White: Cold. Continuous spider climb.
Brass: Fire. Continuous Speak with Animals
Bronze: Lightning. Can breathe water normally.
Copper: Acid. Continuous spider climb.
Gold: Fire. Continuous Protection from Evil.
Silver: Cold. Immune to gaze attacks, immune to fear.
Favored class: Any.
ECL : +2

Planetouched:
There are no half-celestials or half-fiends left, except for the ancient ones from before the Sundering War. Only the descendents of those beings are Aasimar or Tiefling, making both extremely rare. Elemental planetouched are more common, but by no means abundant. Like draketouched, only human blood is thin enough to hold the outsider blood. Therefore all planetouched are human descended. The type of all planetouched is Outsider, but they are native outsiders. All have Darkvision 60’, are medium size, and have speed 30.
Aasimar, Tiefling: As MM. ECL +1. Aasimar’s favored class is Cleric instead of Paladin.

Arutouched: Air elemental descendant.
Dex +2, Wis –2, Cha +2.

EDIT: Gain the Improved Flight (from MotW) feat as a bonus feat

Lightning resistance 10, Immune to paralysis, hold
Immune to falling damage. Treat aurtouched as having a constant feather fall spell active, except their fall is not physically slowed.
Favored class: Rogue.
ECL +1

Nultouched: (Water)
Wis +2, Int -2
Cold resistance 5. Immune to polymorphing
Continuous Water Breathing
Swim speed equal to 2/3 base speed.
+2 to Escape Artist
Favored class: Cleric

Phaemtouched: (Fire)
Dex +2, Int +4. Wis –4
Fire resistance 10. Immune to fear.
Fiery touch(Su): The touch of a phaemtouched can produce incredible heat. Once per day, he can activate this ability, which lasts for one round per character level. As a melee touch attack, he inflicts 1d6 damage + his Cha mod. If he performs a normal unarmed strike, he will add this fire damage to his normal damage. Additionally, any person or object struck must make a Fortitude save DC 10 + ½ character level + Cha modifier or catch on fire. Each round the fires burn, the subject takes 1d4+1 damage. By spending a MEA, a subject caught on fire can put out the flames.
Phaemtouched can make untrained use magic device checks, but he may not purchase ranks in the skill unless his class would normally allow him to. He may apply both his intelligence and his charisma modifiers to the check. If he gains ranks in UMD, he loses this intelligence bonus.
Favored class: Wizard.
ECL +2

Elotouched: (Earth)
Str +4, Con +4, Dex –2, Wis –2
Acid immunity, petrification immunity
Burrow speed equal to half base speed.
Tremorsense 30’
Consume(Su): The elotouched can eat and gain nutrition from anything. His bite ignores object hardness (but not the bonus from magical enhancement) and does 1d4 damage. Organic material (like wood) is as nutritious as half as much normal food. Dirt and stone are as nutritious as one-tenth (1/10) as much normal food. Metal is twice as nutritious as normal food.
Treated as one size larger when the victim of a Bull Rush, Trample, or resisting a grapple.
Favored class: Fighter.
ECL +2
---EDIT: Change -2 dex to -4 dex, +4 con to +2 con, and ECL becomes +1---

Iotouched: (Positive energy)
Cha +2, Str -2
Immune to negative energy, energy drain.
Lay on hands(Sp): Each day, the Iotouched may heal damage equal to his Cha modifier x his character level. This is identical to the paladin ability otherwise.
Faerie Fire(Su): The Iotouched is constantly outlined in a glowing halo, as if he was the target of a Faerie Fire spell. He may not suppress this ability voluntarily, but it will be suppressed in an area where (Su) abilities don’t function.
Favored class: Druid
ECL +1

Satouched: (Negative energy)
Int +2, Con –2, Cha +2
Immune to positive energy, energy drain
Negative reversal: Negative energy affects Satouched as if they were undead. They also cannot be healed by positive energy, though it doesn’t damage them.
Command undead(Su): Satouched may turn, command, or rebuke undead as a cleric with caster level equal to their character level.
Favored class: Wizard.
ECL +1

I'm looking at a few of these from a balance standpoint. First, I'm not sure if the Elotouched is worth +2 levels and not simply +1. Satouched could be too powerful, but maybe leaning towards evil is a balance. I also want to give Aurtouched another ability to round them out, since they are more powerful than a ECL 0 race, but not good enough for an ECL +1 race, IMO. All suggestions and opinions are of course, welcome. I'll probably be posting some setting information soon, too.

-nameless
 
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nameless said:
-Pale elves:
+2 Dex, no penalties.
The end result of the mix of outsider, high, and drow elves, are the pale elves. Pale elves have stark white hair, skins and eyes, giving them a haunting, but alluring appearance. Their close association with earth elements has given them some of its characteristics. They have tough skin, and have the ability to manipulate solid stone as though it were wet clay, with some gaining even more mastery of these gifts. They gain:
+3 natural armor bonus to AC
Tremorsense 40’
Stone Touch (Su): Stone Touch gives the pale elf the ability to manipulate solid stone with a mere touch. This ability also gives them the ability to burrow at half their base speed, through any sand, dirt, or stone. They must still breathe while doing so, which may restrict their ability to burrow long distances through deep earth.
They have all other elven abilities, except automatic proficiency in a bow.
Some (30%) have Darkvision 60’ instead of low-light vision.
Favored class: Ranger. ECL +1



Elotouched: (Earth)
Str +4, Con +4, Dex –2, Wis –2
Acid immunity, petrification immunity
Burrow speed equal to half base speed.
Tremorsense 30’
Consume(Su): The elotouched can eat and gain nutrition from anything. His bite ignores object hardness (but not the bonus from magical enhancement) and does 1d4 damage. Organic material (like wood) is as nutritious as half as much normal food. Dirt and stone are as nutritious as one-tenth (1/10) as much normal food. Metal is twice as nutritious as normal food.
Treated as one size larger when the victim of a Bull Rush, Trample, or resisting a grapple.
Favored class: Fighter.
ECL +2

Iotouched: (Positive energy)
Cha +2, Str -2
Immune to negative energy, energy drain.
Lay on hands(Sp): Each day, the Iotouched may heal damage equal to his Cha modifier x his character level. This is identical to the paladin ability otherwise.
Faerie Fire(Su): The Iotouched is constantly outlined in a glowing halo, as if he was the target of a Faerie Fire spell. He may not suppress this ability voluntarily, but it will be suppressed in an area where (Su) abilities don’t function.
Favored class: Druid
ECL +1

Satouched: (Negative energy)
Int +2, Con –2, Cha +2
Immune to positive energy, energy drain
Negative reversal: Negative energy affects Satouched as if they were undead. They also cannot be healed by positive energy, though it doesn’t damage them.
Command undead(Su): Satouched may turn, command, or rebuke undead as a cleric with caster level equal to their character level.
Favored class: Wizard.
ECL +1


-nameless

First, I love these threads. These are all great additions.

Comments:

Pale elf- I would remove the rapier and longsword profecency as well. I think the idea of an Earth Elemental with a rapier is funny:D

EarthTouched- I think it is a "tweener" for ECL too. Right now I would lean towards a 1 though.

Here are some suggestions for that. Add more negatives on stats; I would think a -4 to Cha would be appropriate, maybe even a -4 to dex.

Also I think an ability to reduce encumberence would be neat for these guys. Maybe they can carry stuff as if they were once size larger? or they ignore the weight of metal armor for encumberance purposes?

+ and - touched: these are brilliant! My favorite by far. I think they are both solid "1"s.
 

I wouldn't mind taking away the sword proficiency from the elves. It does seem weird, but it's also one of the beter elven abilities (IMO). Earthtouched could gain some more negative traits, but then they'd suffer from the same problems a half-orc does: they become one-dimensional combatmongers. I'd rather they become a little too powerful than have Earthtouched characters (PC and NPC) just be everyone else's shadow in social situations. For now, I'll give a -4 dex instead of -2 and see if I can get one of my players to pick one at ECL +1.

Thanks.
-nameless
 


Earth touched

How about getting rid of the wisdom modifier, maybe make it a bonus, so that they are wise old rocks. Maybe a balance to that is to make their speed 20.

Just more ideas. I'll stop now.

You should get drow dude to look at these he has REALLY good ideas.
 

I'd prefer to make them as low an ECL as possible while still keeping the flavor. Increasing their wisdom bonus would undoubtably raise the ECL to +2, while not really helping out the people likely to choose this race. I prefer the people who are bold enough to lower their effective level to gain a pleasant surprise, not be bitter about losing those levels for a few attribute points.

Case in point, I was playtesting the draketouched (I chose Copper). The breath weapon isn't all that great, but at level 4, it was my only way to deal with a troll by myself. I used a combination of spider climb, some untriggered traps I was aware of, and my breath weapon to kill a troll all by my lonesome, without taking any damage to boot.

I don't know how I got on that topic though... your wisdom bonus was a good suggestion, but like I said, I don't want to make my players regret their ECL races. Early on, they lose BAB and HP for picking a ECL race. Later, the ability score mods are insignificant next to base saves, skills, and attack bonus. Only in the middle few levels does the template really shine. I want to expand the levels where the race is useful, while minimizing the overpowering impact on low-level play. So there's my philosophy.

Does anyone else have any suggestions? (not that I don't enjoy trentonjoe's)

-nameless
 

Some really good ideas here.

nameless said:
-Pale elves:

I like the concept here, but I have a suggestion or 2...

They should all have darkvision out to 60' (possibly 120'), & have the Tremorsense ability reduced to 15'-20' or so.

They remind of the Rockseer elves from the 2E Monstrous Copendium Annual, vol 3. You might want to check that out if possible for additional ideas.

nameless said:
Draketouched:

Kewl stuff, but unless the dragon's (& 1/2 dragons) in your campaign are significantly different from those described in the MM there are a few problems.

There should be no Dex bonus. I suggest shifting that over and having Str +4 and Cha +2.

1/2 Dragons only have darkvision out to 60', so 120' for the draketouched is a bit too much.

There is no precedent for the skill bonuses. But I think they fit the concept well. Although I would suggest removing the search bonus.

Instead of Resistance to the element, I would just give them outright immunity.
And since their type is Dragon, they should also be immune to paralysis and sleep effects. If you check the MM those immunities are part-&-parcel to dragon type creatures.

As for the breathweapon I would just say roll 3d4 to determine the number of rounds between uses & the DC should be noted (10+1/2HD+Con mod).

The spell-like abilities have no precedent when contrasted with the 1/2 dragon template, but they *are* a nice touch.

Black: They should gain the ability to breath water instead of darkness 1/day.

Blue: I would give them the Create/Destroy Water ability 3/day.

Red: I think Suggestion 1/day would be more appropriate here.

White: Change the spider-climb ability to Ice-walking and allow them to use Freezing Fog 1/day.

Gold: I think continous Prot vs Evil is a bit too strong. Consider allowing them to Alter Self 3/day instead, but have the duration be measured in hours instead of minutes.

Silver: Not sure where those immunities would have come from.. Continuous (self-only) Featherfall & Fog Cloud 1/day would prolly be more suitable here.


nameless said:
Planetouched:


Dont really have alot to say here as alot of this obviously depends on how things work in your campaign. I have my own take on the Plane-touched which I posted here a while back.

On the Earth-touched... even with the -4 dex, I think they are bit too buff for ECL +1. Honestly, I would give them the -4 Dex AND leave them at ECL +2.

Arutouched seem fine for ECL +1 as written there.

The Positive & Negative planetouched are a really kewl idea. The ECL on the Satouched is too low though, make them at least +2, and I would make cleric the favored class for Io-touched.
 
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Re: Re: New PC races (Pale Elf, Draketouched, more)

I can't figure out the stupid quoting feature on this board, so I'm gonna reply point-by-point.

Pale elves: I like the high radius for tremorsense, but I might reduce it a little. I know it's good, but it's really what the ECL is paying for. I don't have access to the MC vol3, but I'll see if I can't find the info anyways. :)

Draketouched: I was thinking of giving them strength, con, and cha, but that didn't fit with my vision of them. Rather than modify the half-dragon template, I went with an original template. It's true that dragons aren't known for their dexterity (and it's the second time I've heard that), so I might change the dex bonus to a con bonus or maybe give a natural armor bonus. I don't want to marry a +4 str to a +1 ECL unless there is a drawback to other combat stats though. It's too unbalancing for melee min/maxing. I also wouldn't mind giving immunity to paralysis and sleep, but I want to keep the ECL down. I'm willing to fudge on that a wee bit for playability.

EDIT: Oops, they're ECL +2. Nice brain fart. I'll look into the balance of those immunities and ability modifiers.

I'm looking at them as humans with a little extra oomph from their dragon blood. Outright immunity to an element is perhaps a little much. 10 is high enough to ignore almost all nonmagic sources, and take a lot of sting out of many magic ones.

Darkvision down to 60' I'm okay with. I must have just missed that with other dragons.

The breath weapon has no DC, since it's a projectile attack, not a cone/line/cloud. It makes a touch attack roll, and the damage is as stated. The duration between shots seems fine to me, since it's long enough that they can't do it constantly, but it's also weak enough that doing it every battle isn't a game-breaker.

I took the supernatural abilities directly from the dragons, with a few new or altered ones to make them a little more fun or less powerful. The guidelines I set for myself were 1st and 2nd level spell abilities (with all the continuous ones 1st level, and more uses for 1st level abilities). I also wanted to make each breed somewhat unique, just for more fun and variation in draketouched PCs. I already had a few with water breathing, and Blacks get darkness as a Sp ability, so I chose that instead. I also didn't really like the create/destroy water for Blues, so I took the Blue's other forte: ventriloquism and sound imitation. For Reds, I wanted something to mimic the frightful presence ability, and figured the most powerful chromatic dragon is as good as any (that, and most of their powers are unsuitable). Suggestion is a good alternative though, I agree. With White, I find that icewalking is of too limited use, but spider climb is still fun and useful, while not too powerful (freezing fog is too powerful IMO). It also makes the evil dragons fairly balanced against the good ones.

I found it hard to peg the essence of a gold dragon in a single ability without overshadowing the rest of the subraces. Protection from Evil exemplifies the paladinlike good nature of Gold Dargons. It's fairly powerful, I suppose, but probably not to the point of upsetting party balance.

Silvers are really the only dragon with off-the-wall abilities. I didn't like feather fall at will, or any of the other silver's abilities. I don't see a lot of funky immunities and whatnot, so I liek thinking up new stuff. Silvers are like mirrors, which classically make you immune to gazes. I didn't find immunity to gazes useful enough, so I added in immunity to fear. I see Silver draketouched as kind of the ultimate hero. They don't have fancy powers to bail them out, they just don't succumb to the same weaknesses of other beings.

For the planetouched, I can pretty much agree with you. I'll work on them a little.

Thanks
-nameless
 
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...
QUOTE:
Iotouched: (Positive energy)
Cha +2, Str -2
Immune to negative energy, energy drain.
Lay on hands(Sp): Each day, the Iotouched may heal damage equal to his Cha modifier x his character level. This is identical to the paladin ability otherwise.
Faerie Fire(Su): The Iotouched is constantly outlined in a glowing halo, as if he was the target of a Faerie Fire spell. He may not suppress this ability voluntarily, but it will be suppressed in an area where (Su) abilities don’t function.
Favored class: Druid
ECL +1

Satouched: (Negative energy)
Int +2, Con –2, Cha +2
Immune to positive energy, energy drain
Negative reversal: Negative energy affects Satouched as if they were undead. They also cannot be healed by positive energy, though it doesn’t damage them.
Command undead(Su): Satouched may turn, command, or rebuke undead as a cleric with caster level equal to their character level.
Favored class: Wizard.
ECL +1
:UNQUOTE
????

First off, I have never seen any thing that is Immune to its opposing type, especially these two. If anything Iotouched should injure Satouched more than anything else, just look at how a heal spell affects undead creatures or how an Inflict spell would hurt me or you, this is the only real pet-peve ive got with your races, if your changed this around it would work fine and be able to have a Cup of tea with the DM guide.
 


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