Arkhandus
First Post
No, that ability is just a drawback. It would only slightly slow their demise sometimes (but they would still die just the same if they suffered enough damage), and would make it impossible to just subdue the creature (it would quickly end up dying regardless of what kind of damage was dealt to it).
Here's a homebrewed race I've worked up that has Regeneration 1. I haven't typed out their background and such yet, but the bit of descriptive text amidst the racial traits should suffice for a decent idea of what they're like. I'm not quite sure if they deserve to suffer the Intelligence penalty or not, because it's tough to judge Regeneration for a PC race.
URGOGS
Physical Description: An urgog stands between 3-1/2 and 4 feet tall on average, being a stocky humanoid of 50 to 90 pounds in weight. They have thick, ashen gray skin, rough and almost a bit scaly in feel, but urgogs never sweat. Instead, they seem to give off a bit of light steam at times, from numerous pores across their skin. Urgogs have a highly-active metabolism that generates significant body heat. They are most comfortable living in regions with mildly cold weather year-round. An urgog has thick strands of porous hair on their scalp, shoulders, and back, while the rest of their body is hairless. What hair they do have is some shade of blue or violet. Urgogs have slanted eyes of dark blue, red, purple, or green. Urgog faces have a pronounced chin and cheekbones, with a small nose and long ears. Their head is wide but not very long, and a bit wedge-shaped. Small tusks protrude from the edges of the mouth, from both the upper and lower jaw, and urgogs have broad, expressive mouths.
Ability Scores: Urgogs gain +2 Constitution, but also suffer -2 Strength, -2 Dexterity, and -2 Intelligence. They are short and stout, but rather awkward in motion, and not especially muscular for their size. Urgogs also tend towards simple thoughts and obsessing over food, drink, and merriment, with little concern for crafts and lore that is not related to survival or revelry.
Size/Type: Urgogs are Small humanoids of the Urgog subtype. Being Small in size, urgogs enjoy a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, they suffer a size penalty on certain other rolls, such as a -4 size penalty on grapple checks, and urgogs must use smaller weapons, armor, and other equipment compared to humans. The base damage of an urgog's unarmed strike is 1d2 nonlethal (subdual), not 1d3 like a human's, and the urgog applies his or her Strength modifier to the damage as normal.
Speed: An urgog's base speed is 20 feet.
Darkvision: Urgogs have the benefit of darkvision, allowing them to see even in total darkness out to a distance of 60 feet. Darkvision is black and white only, but otherwise like normal sight. Urgogs are well-adapted to living in deep caves, but often visit the surface to scrounge around. Darkvision is an extraordinary ability.
+2 racial bonus on Profession (Cook) skill checks: An urgog loves to eat, and cooking well is a matter of great importance to urgogs. After all, they spend hours each day feasting.
-2 racial penalty on all Bluff, Diplomacy, Gather Information, and Sense Motive skill checks: Urgogs have poor manners and some difficulty in understanding the way other creatures think. They have a natural tendency towards living alone or in small groups, ignoring other creatures except as potential rivals for food and water.
Morphic Immunity: The urgogs have a peculiar nature that renders them immune to polymorphing, shapechanging, petrification, and size-alteration of all kinds. This does not prevent growing or shrinking naturally with age, of course, nor does it prevent illusions. Morphic immunity is an extraordinary ability.
Regeneration: A urgog possesses the quality of regeneration 1. He or she heals 1 point of nonlethal (subdual in 3.0 rules) damage per round as a result. Most attacks deal only nonlethal (subdual in 3.0 rules) damage to an urgog. Acid, cold, electricity, fire, and sonic effects deal normal damage to urgogs. An urgog rendered unconscious may only be killed with a coup de grace if the attack deals normal damage to the urgog, not if the attack would be converted to subdual damage. Attacks that do not deal hit point damage (such as disintegrate, or most poisons and diseases) ignore regeneration. Regeneration does not heal lost hit points or nonlethal (subdual in 3.0 rules) damage when caused by starvartion, thirst, or suffocation. An urgog's regeneration allows him or her to regrow lost body parts, regrowing one lost limb or body part every 3d4x10 days. He or she cannot reattach limbs through this ability, however. Regeneration is an extraordinary ability.
High Metabolism: Urgogs burn through nutrients quickly, fueling their rapid metabolism and regenerative tissues. As a result, urgogs require eight times the normal amount of food and water for creatures of their size. Being Small, this means an urgog must consume twice the amount of food and water that a human would, to avoid dehydration and starvation. Furthermore, an urgog suffers the secondary effects of poison twice as quickly as normal (so for instance, a poison that deals secondary damage 1 minute after poisoning would instead cause that damage half a minute after poisoning). Likewise, after a disease's incubation period in an urgog, the urgog suffers each increments of its effects twice as quickly as normal (for example, diseases that cause another increment of ability damage each day would instead cause that damage every half-day). Lastly, an urgog's natural regeneration does not function while he or she is starving or dehydrated.
Languages: An urgog speaks the Common and Undercommon languages, though Undercommon is his or her native tongue. He or she may select from amongst Dwarven, Giant, Gnome, Goblin, and Terran, when receiving bonus starting languages for high Intelligence, if applicable. They come into conflict at times with other subterrannean and cave-dwelling creatures, but manage to trade and ally with dwarves or gnomes on occasion.
Favored Class: The favored class of urgogs is ranger.
Here's a homebrewed race I've worked up that has Regeneration 1. I haven't typed out their background and such yet, but the bit of descriptive text amidst the racial traits should suffice for a decent idea of what they're like. I'm not quite sure if they deserve to suffer the Intelligence penalty or not, because it's tough to judge Regeneration for a PC race.
URGOGS
Physical Description: An urgog stands between 3-1/2 and 4 feet tall on average, being a stocky humanoid of 50 to 90 pounds in weight. They have thick, ashen gray skin, rough and almost a bit scaly in feel, but urgogs never sweat. Instead, they seem to give off a bit of light steam at times, from numerous pores across their skin. Urgogs have a highly-active metabolism that generates significant body heat. They are most comfortable living in regions with mildly cold weather year-round. An urgog has thick strands of porous hair on their scalp, shoulders, and back, while the rest of their body is hairless. What hair they do have is some shade of blue or violet. Urgogs have slanted eyes of dark blue, red, purple, or green. Urgog faces have a pronounced chin and cheekbones, with a small nose and long ears. Their head is wide but not very long, and a bit wedge-shaped. Small tusks protrude from the edges of the mouth, from both the upper and lower jaw, and urgogs have broad, expressive mouths.
Ability Scores: Urgogs gain +2 Constitution, but also suffer -2 Strength, -2 Dexterity, and -2 Intelligence. They are short and stout, but rather awkward in motion, and not especially muscular for their size. Urgogs also tend towards simple thoughts and obsessing over food, drink, and merriment, with little concern for crafts and lore that is not related to survival or revelry.
Size/Type: Urgogs are Small humanoids of the Urgog subtype. Being Small in size, urgogs enjoy a +1 size bonus to Armor Class and attack rolls, as well as a +4 size bonus on Hide skill checks. However, they suffer a size penalty on certain other rolls, such as a -4 size penalty on grapple checks, and urgogs must use smaller weapons, armor, and other equipment compared to humans. The base damage of an urgog's unarmed strike is 1d2 nonlethal (subdual), not 1d3 like a human's, and the urgog applies his or her Strength modifier to the damage as normal.
Speed: An urgog's base speed is 20 feet.
Darkvision: Urgogs have the benefit of darkvision, allowing them to see even in total darkness out to a distance of 60 feet. Darkvision is black and white only, but otherwise like normal sight. Urgogs are well-adapted to living in deep caves, but often visit the surface to scrounge around. Darkvision is an extraordinary ability.
+2 racial bonus on Profession (Cook) skill checks: An urgog loves to eat, and cooking well is a matter of great importance to urgogs. After all, they spend hours each day feasting.
-2 racial penalty on all Bluff, Diplomacy, Gather Information, and Sense Motive skill checks: Urgogs have poor manners and some difficulty in understanding the way other creatures think. They have a natural tendency towards living alone or in small groups, ignoring other creatures except as potential rivals for food and water.
Morphic Immunity: The urgogs have a peculiar nature that renders them immune to polymorphing, shapechanging, petrification, and size-alteration of all kinds. This does not prevent growing or shrinking naturally with age, of course, nor does it prevent illusions. Morphic immunity is an extraordinary ability.
Regeneration: A urgog possesses the quality of regeneration 1. He or she heals 1 point of nonlethal (subdual in 3.0 rules) damage per round as a result. Most attacks deal only nonlethal (subdual in 3.0 rules) damage to an urgog. Acid, cold, electricity, fire, and sonic effects deal normal damage to urgogs. An urgog rendered unconscious may only be killed with a coup de grace if the attack deals normal damage to the urgog, not if the attack would be converted to subdual damage. Attacks that do not deal hit point damage (such as disintegrate, or most poisons and diseases) ignore regeneration. Regeneration does not heal lost hit points or nonlethal (subdual in 3.0 rules) damage when caused by starvartion, thirst, or suffocation. An urgog's regeneration allows him or her to regrow lost body parts, regrowing one lost limb or body part every 3d4x10 days. He or she cannot reattach limbs through this ability, however. Regeneration is an extraordinary ability.
High Metabolism: Urgogs burn through nutrients quickly, fueling their rapid metabolism and regenerative tissues. As a result, urgogs require eight times the normal amount of food and water for creatures of their size. Being Small, this means an urgog must consume twice the amount of food and water that a human would, to avoid dehydration and starvation. Furthermore, an urgog suffers the secondary effects of poison twice as quickly as normal (so for instance, a poison that deals secondary damage 1 minute after poisoning would instead cause that damage half a minute after poisoning). Likewise, after a disease's incubation period in an urgog, the urgog suffers each increments of its effects twice as quickly as normal (for example, diseases that cause another increment of ability damage each day would instead cause that damage every half-day). Lastly, an urgog's natural regeneration does not function while he or she is starving or dehydrated.
Languages: An urgog speaks the Common and Undercommon languages, though Undercommon is his or her native tongue. He or she may select from amongst Dwarven, Giant, Gnome, Goblin, and Terran, when receiving bonus starting languages for high Intelligence, if applicable. They come into conflict at times with other subterrannean and cave-dwelling creatures, but manage to trade and ally with dwarves or gnomes on occasion.
Favored Class: The favored class of urgogs is ranger.