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
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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