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<blockquote data-quote="Nazhkandrias" data-source="post: 3414533" data-attributes="member: 50521"><p>Thanks for your honesty; it's a VERY rough draft, I understand that.</p><p></p><p>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?</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>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 - </p><p>____________________________________________</p><p><strong>Shadows</strong></p><p>Evocation [Darkness]</p><p><strong>Level:</strong> Brd 0, Clr 0, Sor/Wiz 0</p><p><strong>Components:</strong> V, M/DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Object touched</p><p><strong>Duration:</strong> 10 min./level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>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 <em>shadows</em>. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. Higher-level light spells (such as <em>Daylight</em>) are not affected by <em>shadows</em>. If <em>shadows</em> 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. <em>Shadows</em> counters and dispels a light spell of an equal or lower level.</p><p><em>Arcane Material Component:</em> A drop of pitch or a piece of coal.</p><p>____________________________________________</p><p>Sorry for not describing this earlier.</p><p></p><p>Now, on the subject of names... Sorry, but I'm not fluent in extraplanar languages. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":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.</p><p></p><p>OK, here's the ~revised~ races...</p><p>____________________________________________</p><p><strong><u>Darkchosen</u></strong></p><p>(Demonchosen, Devilchosen, Fiendchosen, Yugolothchosen) (working titles)</p><p>- Ability Score Adjustments: +2 Int, -2 Con.</p><p>- Size and Type: Medium Humanoid (human).</p><p>- Speed: 30 ft.</p><p>- Low-light Vision.</p><p>- Spell-like Ability: <em>Shadows</em> 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.</p><p>- +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.</p><p>- 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.</p><p>- 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 <em>atonement</em> spell. A Darkchosen that shifts to a good alignment, makes peaceful contact with a good outsider, and undergoes an <em>atonement</em> 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).</p><p>- 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.</p><p>- Favored Class: Rogue</p><p>____________________________________________</p><p><strong><u>Lightchosen</u></strong></p><p>(Archonchosen, Celestialchosen, Eladrinchosen, Guardinalchosen) (working titles)</p><p>- Ability Score Adjustments: +2 Cha, -2 Con.</p><p>- Size and Type: Medium Humanoid (human).</p><p>- Speed: 30 ft.</p><p>- Low-light Vision.</p><p>- Spell-like Ability: <em>Light</em> 3/Day, caster level is equal to class levels. A 15 minute meditation must be completed each day to refresh the ability.</p><p>- +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.</p><p>- 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.</p><p>- 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 <em>atonement</em> spell. A Lightchosen that shifts to an evil alignment, makes peaceful contact with an evil outsider, and undergoes an <em>atonement</em> 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).</p><p>- 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.</p><p>- 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).</p><p>____________________________________________</p><p> 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.</p><p></p><p>Once more, constructive criticism is welcomed!</p></blockquote><p></p>
[QUOTE="Nazhkandrias, post: 3414533, member: 50521"] 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 - ____________________________________________ [B]Shadows[/B] Evocation [Darkness] [B]Level:[/B] Brd 0, Clr 0, Sor/Wiz 0 [B]Components:[/B] V, M/DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Object touched [B]Duration:[/B] 10 min./level (D) [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] 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 [I]shadows[/I]. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. Higher-level light spells (such as [I]Daylight[/I]) are not affected by [I]shadows[/I]. If [I]shadows[/I] 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. [I]Shadows[/I] counters and dispels a light spell of an equal or lower level. [I]Arcane Material Component:[/I] A drop of pitch or a piece of coal. ____________________________________________ 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... ____________________________________________ [B][U]Darkchosen[/U][/B] (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: [I]Shadows[/I] 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 [I]atonement[/I] spell. A Darkchosen that shifts to a good alignment, makes peaceful contact with a good outsider, and undergoes an [I]atonement[/I] 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 ____________________________________________ [B][U]Lightchosen[/U][/B] (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: [I]Light[/I] 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 [I]atonement[/I] spell. A Lightchosen that shifts to an evil alignment, makes peaceful contact with an evil outsider, and undergoes an [I]atonement[/I] 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). ____________________________________________ 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! [/QUOTE]
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