Outsider Influenced Homebrew Races

Nazhkandrias

First Post
Below are the stats for two homebrew races of my design, with suggestions from the Rules forum. The basic story of this - Aasimar and Tieflings have an actual extraplanar ancestor; the Darkchosen and Lightchosen are humans chosen at birth by an outsider to influence the civilizations of the Material Plane as the outsider sees fit. An Archonchosen would advocate the ways of the Archons (enforce laws), Eladrinchosen the ways of the Eladrin (free the oppressed), Demonchosen in the ways of the demons (cause havoc and mayhem whenever possible). They have no blood relation, but they have been altered so drastically that they have completely new traits (as determined by their influencer) and their appearance might change a bit (a Devilchosen influenced by a Cornugon might have small Cornugon horns, an Eladrinchosen might have pointed ears, an Archonchosen influenced by a Hound Archon might have lupine ears).

The question that I have is this - are they balanced all right? The paladin alignment-shifting thing is a little strange, I know, but it's only a change in alignment, nothing more. Not Paladin of Freedom or anything like that (though they can take that, by all means), but it mostly just fits their alignment. Speaking of alignments, an Archonchosen could be Chaotic Good (or even Chaotic Neutral), despite the Lawful Good nature of Archons, but they lose the benefit of the favored class. It is in a character's best interests to remain true to the alignment of their influencer.

I made these to give players the options to play a slightly extraplanar race, without a level adjustment. They are built from the ideas of Tieflings and Aasimar, but without a LA and with a considerably different flavor. I'll give some more roleplaying details as soon as I get some stats hammered out.
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Darkchosen
(Demonchosen, Devilchosen, Fiendchosen, Yugolothchosen) (working titles)
- Ability Score Adjustments: +2 Dex, -2 Con.
- Size and Type: Medium Humanoid (human).
- Speed: 30 ft.
- Low-light Vision.
- Spell-like Ability: Shadows 3/Day (as Light, but instead object creates supernatural shadows in a 5-foot radius), caster level is equal to class levels. A 15 minute meditation (title in the works), similar to a sorcerer's spell preparation, must be completed each day to refresh the ability. (This ability is pretty much identical to the Searching For The Dragon meditation performed by Kobolds.)
- +1 to Bluff and Gather Information checks. Demon influence - +2 to Intimidate. Devil influence - +2 to Diplomacy. Fiend influence - +2 to Sense Motive. Yugoloth influence - +2 to Survival.
- Fiendish Resistance (Ex): Choose one energy type, as determined by your fiendish ancestor. You gain racial energy resistance 5 against the chosen type. Demon - Acid, Cold, Electricity, Fire. Devil - Acid, Cold, Fire. Fiend - Cold, Fire. Yugoloth - Acid, Electricity, Fire.
- Code Of The Fiend: A Fiendchosen who shifts to an good alignment loses racial ability adjustments, low-light vision, the ability to cast Lesser Darkness as a spell-like ability, any racial skill bonuses, Fiendish Resistance, the ability to speak the language of their influencer, and they have no favored class. A Fiendchosen can regain their racial features through use of an Atonement spell. A Fiendchosen that shifts to a good alignment, makes peaceful contact with a good outsider, and undergoes an Atonement spell may change their race to Celestialchosen, gaining all the racial features of a Celestialchosen. The racial influence of the Celestialchosen is determined by the race of the good outsider with which peaceful contact is made (any good outsider (such as an angel) other than an archon, eladrin, or guardinal results in the Celestialchosen race).
- Automatic Languages: Common, plus the language of their fiendish influence (Demon = Abyssal, Devil = Infernal, Yugoloth or Fiend = Abyssal or Infernal). Bonus Languages: Any (other than Celestial, and secret languages, such as Druidic). A Fiendchosen's involvement in different cultures allow them to learn a wide variety of languages. However, Fiendchosens refuse to utter the holy language of Celestials.
- Favored Class: Rogue
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Lightchosen
(Celestialchosen, Archonchosen, Eladrinchosen, or Guardinalchosen)
- Ability Score Adjustments: +2 Cha, -2 Con.
- Size and Type: Medium Humanoid (human).
- Speed: 30 ft.
- Low-light Vision.
- Spell-like Ability: Light 3/Day, caster level is equal to class levels. A 15 minute meditation (title in the works), similar to a sorcerer's spell preparation, must be completed each day to refresh the ability. (This ability is pretty much identical to the Searching For The Dragon meditation performed by Kobolds.)
- +1 to Diplomacy and Gather Information checks. Angel influence - +2 to Sense Motive. Archon influence - +2 to Intimidate. Eladrin influence - +2 to Bluff. Guardinal influence - +2 to Survival.
- Celestial Resistance (Ex): Choose one energy type, as determined by your celestial ancestor. You gain racial energy resistance 5 against the chosen type. Archon - Electricity. Celestial - Acid, Cold, Electricity. Eladrin - Cold, Electricity, Fire. Guardinal - Cold, Electricity, Sonic.
- Code Of The Celestial: A Celestialchosen who shifts to an evil alignment loses racial ability adjustments, low-light vision, the ability to cast Light as a spell-like ability, any racial skill bonuses, Celestial Resistance, the ability to speak Celestial, and they have no favored class. A Celestialchosen can regain their racial features through use of an Atonement spell. A Celestialchosen that shifts to an evil alignment, makes peaceful contact with an evil outsider, and undergoes an Atonement spell may change their race to Fiendchosen, gaining all the racial features of a Fiendchosen. The racial influence of a Fiendchosen is determined by the race of the evil outsider with which peaceful contact is made (any evil outsider other than a Devil, Demon, or Yugoloth counts as a general Fiend).
- Automatic Languages: Common and Celestial. Bonus Languages: Any (other than Abyssal, Infernal, and secret languages, such as Druidic). A Celestialchosen's involvement in different cultures allow them to learn a wide variety of languages. However, Celestialchosen refuse to utter the unholy languages of Demons and Devils.
- Favored Class: Paladin, but alignment requirements vary depending on celestial influence. Archonchosen - Paladin (LG). Celestialchosen - Paladin (substitute required Paladin alignment (LG) to LG OR NG OR CG). Eladrinchosen - Paladin (substitute Paladin's required LG alignment to CG). Guardinalchosen - Paladin (substitute Paladin's required LG alignment with NG).
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Let me know if I messed anything up, or if you think that this needs tweaking. I'll put it into a much smoother, more streamlined format as soon as I get the basic stats penned down. For anybody who wants to help or even use these races, I would be much obliged if I got a little constructive criticism.
 

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Y'know, this sounds like it would be better implemented as a pair of templates, rather than a full-fledged race of their own. I've done much the same thing with Aasimar and Tieflings.
 

Sound of Azure said:
Y'know, this sounds like it would be better implemented as a pair of templates, rather than a full-fledged race of their own. I've done much the same thing with Aasimar and Tieflings.
I have thought of that, but then a template usually comes with a LA, something that I am attempting to avoid like the plague. Plus, you have to add in the Augmented subtype, which makes the type a little more messy than I would like it. If it were a template, then it would eliminate the human's racial features (adding them all together would be a VERY strong LA +1), which seems like a bit of a roundabout way to do things.

If, when you suggest the template, you have the detail about losing powers and possibly switching sides on your mind, that would kind of imply losing the template, thus going back to a full human. Wouldn't make much sense, having a feat and a bunch of skill points popping out of nowhere! For example, look at the Dragonborn. Similar rules on conduct, similar penalties. Granted, I think that Dragonborn is a template that results in an Augmented Humanoid, but this is enough of a change by an Outsider to qualify it as a new race, in my opinion. Same idea as the Aasimar, but it's more of a spiritual connection manifesting itself physically and mentally than an actual PHYSICAL connection to an Outsider.

I will consider the template idea, though. I just think that a lot of DMs will be a little leery of a template that doesn't carry a LA with it. It's not something that is that common, except for, once again, the Dragonborn. But this is more of a birth-oriented thing, rather than a concious choice. I don't know, I'll probably think about it and wait for a few more replies on this thread. But balance-wise, how does it stack up to other Core and LA +0 races?
 

The idea as explained seems kinda wierd to me, but whatever. Statistically, the races are stronger than humans but probably no moreso than dwarves. However, the "Lightchosen" get a Charisma bonus which generally makes them weaker than "Darkchosen", yet more powerful as sorcerers and paladins (the only classes they are good at, due to the Constitution penalty and the fact that Cha is only mildly or moderately useful to any other classes). 3rd Edition generally doesn't give ECL +0 races any mental ability score bonuses, except for the rare one that slips by, like the Grey Elves (but then, they're in the MM anyhoo, so not normally allowed as a PC choice; strictly DM's purview instead).

Also, the "Shadows" ability, which you also call "Lesser Darkness" elsewhere in the description for no particular reason, is poorly described and does not indicate what sort of effect it has; just producing magical shadows in an area, which is terribly nondescriptive and provides no game mechanical definition. It is not described as magical darkness, or shadowy illumination, or normal darkness. Ergo it has no discernable game effect.

Your naming of stuff is also inconsistent throughout the descriptions. And, frankly, the tentative names seem silly when spoken. :\ Just being honest.

Perhaps give them names that appear fiendish or celestial? Like giving the "Darkchosen" a name that instead looks and sounds like it might originate as an Abyssal or Infernal term, with no Common or English translation given. Likewise with the "Lightchosen" receiving a name that seems to come from the Celestial tongue, some descriptor that doesn't translate properly or adequately into mortal languages.
 

Thanks for your honesty; it's a VERY rough draft, I understand that.

I can understand your concern about the mental bonus and the lack of balance when it comes to Cha vs. Dex. I thought the same thing, actually. I can't really add in another penalty to the Darkchosen, such as -2 to Cha, which would end up underpowering them a bit, since their stats would come out well below those of an elf. However, I have considered giving them +2 to Int instead. That would balance them pretty fairly, I think. They would still excel at rogues (the only commonly used PH class that really fits a saboteur or infiltrator), but they would be balanced with the Darkchosen. Come to think of it, I like the class options being in opposition to each other. Lightchosen would be good Paladins or Sorcerers, and Darkchosen would be good Rogues or Wizards. Pretty much a polar opposite, wouldn't you say?

As for the mental bonuses, it always bothered me that none of the PH races really had a mental bonus - it kind of bummed me out when playing a wizard or similar class. Sure, high Dex or Con on a spellcaster is cool, but I'd rather have Int or Cha. It hasn't really been done too often, but hey, why not add in a little change?

I never understood why a mental bonus was considered such "taboo" for those loyal to the core races - it certainly isn't as all-around useful as a bonus to Con, a fairly common trait. Someone with a bonus to a physical trait is good for almost any class, especially combat-oriented ones. Something with a bonus to a mental and a penalty to a physical stat would have a narrower range of choices out there, but it would provide a better way to play a spellcaster, if the player was willing to give up a Dex or Con bonus that a Gnome or Elf would provide.

As for Shadows (it was described in a Savage Progressions article for the Tiefling as "Lesser Darkness", and that's the name I used in an earlier draft - I pretty much cut and pasted this from a previous post of mine in another forum), it works like this -
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Shadows
Evocation [Darkness]
Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No

This spell causes an object to radiate shadowy illumination out to a 5-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical shadows. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. Higher-level light spells (such as Daylight) are not affected by shadows. If shadows is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed. Shadows counters and dispels a light spell of an equal or lower level.
Arcane Material Component: A drop of pitch or a piece of coal.
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Sorry for not describing this earlier.

Now, on the subject of names... Sorry, but I'm not fluent in extraplanar languages. :heh: I think the names are a little silly, too - they were just to more precisely describe the race, by clearly pointing out the influence. Any suggestions for Abyssal, Infernal, or Celestial sounding names are greatly appreciated; until then, for sake of clarity, I'll use the old names.

OK, here's the ~revised~ races...
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Darkchosen
(Demonchosen, Devilchosen, Fiendchosen, Yugolothchosen) (working titles)
- Ability Score Adjustments: +2 Int, -2 Con.
- Size and Type: Medium Humanoid (human).
- Speed: 30 ft.
- Low-light Vision.
- Spell-like Ability: Shadows 3/Day (see spell description above), caster level is equal to class levels. A 15 minute meditation must be completed each day to refresh the ability.
- +1 to Bluff and Gather Information checks. In addition to these bonuses, the Darkchosen receives an additional bonus depending on their influencer - Demon influence - +2 to Intimidate. Devil influence - +2 to Diplomacy. Fiend influence - +2 to Sense Motive. Yugoloth influence - +2 to Survival.
- Fiendish Resistance (Ex): Choose one energy type, as determined by your fiendish influencer. You gain racial energy resistance 5 against the chosen type. Demon - Acid, Cold, Electricity, Fire. Devil - Acid, Cold, Fire. Fiend - Cold, Fire. Yugoloth - Acid, Electricity, Fire.
- Code Of The Fiend: A Darkchosen who shifts to a good alignment loses ALL racial features, including ability adjustments, special qualities, spell-like abilities, and favored class. They also lose the ability to speak the language of their influencer, but not the ability to speak Common. A Darkchosen can regain their racial features through use of an atonement spell. A Darkchosen that shifts to a good alignment, makes peaceful contact with a good outsider, and undergoes an atonement spell may change their race to Lightchosen, gaining all the racial features of a Lightchosen. The racial influence of the Lightchosen is determined by the race of the good outsider with which peaceful contact is made (any good outsider [such as an angel] other than an archon, eladrin, or guardinal results in the Celestialchosen race).
- Automatic Languages: Common, plus the language of their fiendish influencer (Demon - Abyssal, Devil - Infernal, Yugoloth or Fiend - Abyssal or Infernal). Bonus Languages: Any (other than Celestial, and secret languages, such as Druidic). A Darkchosen's involvement in different cultures allow them to learn a wide variety of languages. However, a Darkchosen refuse to utter the holy language of Celestials.
- Favored Class: Rogue
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Lightchosen
(Archonchosen, Celestialchosen, Eladrinchosen, Guardinalchosen) (working titles)
- Ability Score Adjustments: +2 Cha, -2 Con.
- Size and Type: Medium Humanoid (human).
- Speed: 30 ft.
- Low-light Vision.
- Spell-like Ability: Light 3/Day, caster level is equal to class levels. A 15 minute meditation must be completed each day to refresh the ability.
- +1 to Diplomacy and Gather Information checks. Angel influence - +2 to Sense Motive. Archon influence - +2 to Intimidate. Eladrin influence - +2 to Bluff. Guardinal influence - +2 to Survival.
- Celestial Resistance (Ex): Choose one energy type, as determined by your celestial influencer. You gain racial energy resistance 5 against the chosen type. Archon - Electricity. Celestial - Acid, Cold, Electricity. Eladrin - Cold, Electricity, Fire. Guardinal - Cold, Electricity, Sonic.
- Code Of The Celestial: A Lightchosen who shifts to an evil alignment loses ALL racial features, including ability adjustments, special qualities, spell-like abilities, and favored class. They also lose the ability to speak the language of their influencer, but not the ability to speak Common. A Lightchosen can regain their racial features through use of an atonement spell. A Lightchosen that shifts to an evil alignment, makes peaceful contact with an evil outsider, and undergoes an atonement spell may change their race to Darkchosen, gaining all the racial features of a Darkchosen. The racial influence of the Darkchosen is determined by the race of the evil outsider with which peaceful contact is made (any evil outsider [such as a night hag] other than a demon, devil, or yugoloth results in the Fiendchosen race).
- Automatic Languages: Common, Celestial. Bonus Languages: Any (other than Abyssal, Infernal, and secret languages, such as Druidic). A Lightchosen's involvement in different cultures allow them to learn a wide variety of languages. However, a Lightchosen refuse to utter the unholy languages of demons and devils.
- Favored Class: Paladin, but alignment requirements vary depending on celestial influence. Archonchosen - Paladin (LG). Celestialchosen - Paladin (substitute required Paladin alignment (LG) to LG OR NG OR CG). Eladrinchosen - Paladin (substitute Paladin's required LG alignment to CG). Guardinalchosen - Paladin (substitute Paladin's required LG alignment with NG).
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Also, as for the skill bonuses... flavorwise, how do they work out? I know that some of them might seem like odd choices, especially the yugoloth (I couldn't really think of anything, so I matched it to the guardinal), and suggestions for better-fitting skill bonuses are appreciated.

Once more, constructive criticism is welcomed!
 

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