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<blockquote data-quote="Spatzimaus" data-source="post: 3463806" data-attributes="member: 3051"><p><strong>CHAPTER 3</strong>: <em>Races</em></p><p><em>These are just the playable or almost-playable ones. I've got stats for the "god" races, but they're built differently. I've left out most of the campaign-specific "flavor" stuff to keep it short.</em></p><p></p><p>Unless otherwise specified, all races are Medium-sized with a 30' ground movement.</p><p></p><p>The "Original" races <em>(those descended from the protohumans)</em>:</p><p><strong>Human</strong> (Life)</p><p>Racial HD: 1 (d4+1 HP, BAB +1/2, any one Good save, 6+INT skill points)</p><p>Class skills: All Craft and Profession skills; any one of (any Knowledge skill, Speak Language, or Read Language); Knowledge(Human); any one other skill.</p><p>1: Novice Weapon Proficiency, Bonus Feat, Fast Learner 2</p><p> Novice Weapon Proficiency: Humans are proficient with a single Martial weapon. This does not stack with any later Novice Weapon Proficiencies.</p><p> Fast Learner 2: a Human gains two additional skill points for every level (including this racial level, effectively boosting it to 8+INT)</p><p></p><p>Subrace: <strong>Half-Breed</strong> (Life)</p><p>1: As nonhuman parent's race (Originals only, no Shades)</p><p>Racial HD: +1 (d4+1 HP, BAB +1/2, no good saves, 6+INT skill points)</p><p>Class skills: no extra</p><p>2: Novice Weapon Proficiency, Fast Learner 1</p><p> Fast Learner 1: a Half-Breed gains an additional skill point for every level. In addition to applying to this level, this is retroactive to any previous class or Racial levels.</p><p></p><p><strong>Salamander</strong> (Fire) <em>aka Lizardmen</em></p><p>Racial HD: 2 (d6+2 HP, BAB +1, Fortitude and Reflex good, 2+INT skill points)</p><p>Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Salamander); any one other skill.</p><p>1: 40' movement, CON +2, Hardness +1, Low-Light Vision (x2), Fire Subtype</p><p>2: INT +2, Affinity(Freeform), Darkvision 30'</p><p> Affinity(Freeform): Salamanders have the Affinity(Freeform) magical Feat</p><p> Hardness: Salamanders take less damage from every damage source. <em>(Including elemental damage, magic missiles, etc.)</em></p><p> Fire Subtype: take double damage from Water sources, and half damage from Fire sources</p><p></p><p>Subrace: <strong>Orc</strong> (Earth)</p><p>Racial HD: 2 (d8+2 HP, BAB +1, Fortitude and Will good, 2+INT skill points)</p><p>Class skills: same as Salamander, although Knowledge(Salamander) checks not related to their biology only apply to the Orc culture.</p><p>1: 30' movement, CON +2, CHA -2, Hardness +1, Darkvision 30', Fire Subtype</p><p>2: STR +2, Hardness +1, Darkvision 60'</p><p></p><p><strong>Nymph</strong> (Water) <em>aka Elves, Merfolk</em></p><p>Racial HD: 2 (d6+1 HP, BAB +1, Fortitude and Reflex good, 4+INT skill points)</p><p>Class skills: any two Craft, Profession, or Knowledge skills; Knowledge(Nymph); Swim; any one other skill</p><p>1: Swim/Run 30', DEX +2, STR -2, Water Subtype, Low-Light Vision (x2)</p><p>2: Swim/Run 40', DEX +2, Amphibious, Affinity(Innate), Low-Light Vision (x3)</p><p> Amphibious: Nymphs can breathe underwater through gills. They can live outside of water, but dehydrate quickly in dry areas unless special precautions are taken.</p><p></p><p>Subrace: <strong>Drow</strong> (Earth)</p><p>Racial HD: 2 (d6+1 HP, BAB +1, Fortitude and Will good, 4+INT skill points)</p><p>Class skills: as Nymph, but Knowledge(Nymph) checks other than biology apply to the Drow culture.</p><p>1: Run 40', Swim 10', DEX +2, STR -2, Water Subtype, Darkvision 30'</p><p>2: Run 50', Swim 20', CON +2, Amphibious, Affinity(Innate), Darkvision 60'</p><p></p><p><strong>Sylph</strong> (Air) <em>aka Fae, Halflings</em></p><p>Racial HD: 2 (d6+2 HP, BAB +1/2, all saves good, 4+INT skill points)</p><p>Class skills: any two Craft, Profession, or Knowledge skills; Hide; Move Silently; Knowledge(Sylph); any one other skill.</p><p>1: Small, 10' movement, Flight 40'(average), DEX +4, STR -4, CON -2, CHA +2, Low-Light Vision (x2)</p><p>2; Flight 50'(good), DEX +2, INT +2, WIS +2, Affinity(any one)</p><p> Affinity (any one): Sylphs select one of the three magical affinity feats at level 2.</p><p></p><p><strong>Dwarf</strong> (Earth) <em>aka Trolls, Gnomes</em></p><p>Racial HD: 2 (d6+2 HP, BAB +1, Fortitude and Will good, 4+INT skill points)</p><p>Class skills: any three Craft, Profession, or Knowledge skills; Knowledge(Dwarf); any one other skill</p><p>1: 20' movement, burrow 10', CON +2, INT -2, WIS +2, CHA -2, Darkvision 30', Tremorsense 10', Stonecunning, Light Sensitivity</p><p>2: Darkvision 60', CON +2, Tremorsense 30', Armored Movement, Fast Healing 1, Affinity(Ritual)</p><p> Tremorsense: Dwarves detect any moving objects in contact with the ground, but only works through stone or packed earth, and not soft soil or metals. Underground, this also works along walls and ceilings of natural caverns.</p><p></p><p><strong>Gargoyle</strong> (Death) <em>aka Demons</em></p><p>Racial HD: 2 (d6+2 HP, BAB +3/4, Reflex good, 4+INT skill points)</p><p>Class skills: any two Craft, Profession, or Knowledge skills; Knowledge(Gargoyle); any two other skills</p><p>1: Climb 10', CHA -2, Flight 40'(clumsy), Darkvision 30', Hibernation mode, Heavy Build</p><p>2: STR +2, Flight 60'(poor), Darkvision 60', EWP(Heavy Weapons)</p><p> EWP(Heavy weapons): Gargoyles can wield all half-sized weapons (Bastard Sword, Dwarven Waraxe, etc.) as if they had the appropriate EWP, as long as they also have the appropriate martial proficiency.</p><p> Heavy Build: Gargoyles receive a +2 bonus to Grapple, Pin, Bull Rush, or Trample checks. Their carrying capacity is 50% higher, but all armor used must be custom-made, and weighs 50% more.</p><p> Hibernation Mode: Gargoyles must hibernate for 8 hours each day, during daylight hours. This must be done in an area of direct sunlight, although clouds are irrelevant. While hibernating a Gargoyle gains Hardness equal to his character level, and will be woken by any damage which penetrates this. If the gargoyle cannot hibernate (or chooses not to) he gains a negative level each day until he hibernates normally.</p><p></p><p>Subrace: <strong>Feral</strong> (Death)</p><p>Racial HD: 2 (d8+2 HP, BAB +3/4, Fortitude good, 2+INT skill points)</p><p>Class skills: Any one Craft, Profession, or Knowledge skill; Knowledge(Gargoyle); any one other skill</p><p>1: 40' movement, Climb 10', STR +2, INT -2, WIS -2, Darkvision 60', Hibernation mode, Natural Armor +1, Claws (2x1d4), Heavy Build</p><p>2: Climb 20', CON +2, Darkvision 120', EWP (Heavy Weapons), Natural Armor +1, Claws (2x1d6)</p><p></p><p><strong>Shade</strong> (Death) <em>aka Devils, Wraiths, Vampires</em></p><p>Racial HD: 5 (d10+1, BAB +1, Fortitude and Reflex good, 0+INT skill points)</p><p>Class skills: any one skill</p><p>1: 40' movement, STR -2, DEX +2, CON -2, WIS -2, CHA -2, Darkvision 30', Incorporeal 50%, Light Sensitivity, Claws (2x1d3, vampiric)</p><p>2: Hide +2, Move Silently +2, Minor Scent</p><p>3: Hide +2, Move Silently +2, Claws (2x1d4, vampiric), Darkvision 60'</p><p>4: Hide +2, Move Silently +2, Scent</p><p>5: DEX +2, Claws (2x1d6, vampiric), <em>dimension door</em> at will</p><p> Claws: the Shade's claws heal himself for the amount of damage dealt to a living target</p><p> Scent: as MM; Minor Scent has 1/3rd the range, all DCs increase by 5, and targets cannot be localized to a single square.</p><p> Incorporeal 50%: all attacks and spells targeting a Shade have a 50% miss chance. This ability can be suppressed at will.</p><p></p><p>Now, the Uplifted races: (there are actually dozens, but only these four are common enough to matter)</p><p></p><p><strong>Tabiranth</strong> (Life)</p><p>Racial HD: 4 (d4+2 HP, BAB +3/4, Fortitude good, 2+INT skill points</p><p>Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Tabiranth); Survival, any one other skill</p><p>1: Quadraped, Large, 30' movement, Low-light vision (x2), CON +2, INT -2, WIS -2, CHA -2, Claws (2x1d4), Bite (1x1d8), Limited Equipment, Move Silently +2</p><p>2: 40' movement, STR +2, Limited Scent, Hide +2, Pounce</p><p>3: 50' movement, CON +2, Low-light vision (x3), Move Silently +2, Claws (2x1d8), Bite (1x2d6)</p><p>4: Scent, Low-Light Vision (x4), STR +2, Hide increases to +6 in rocky or urban terrain</p><p><em>Tabiranths are large, greyish tigers with dark green stripes, native to Gaia. No one knows why their coloration is different than their ancestor race, but non-sentient tigers don't even seem to notice the difference for some reason. They're a relatively recent Uplift, having only reached a self-sustaining population within the last couple generations.</em></p><p> Quadraped: Tabis naturally use all four limbs for movement. A Tabi can use one hand for equipment use, but this reduces movement speed by half and weapons are limited to light, one-handed weapons. Weapons that do not require grasping (clawed gloves) do not interfere with movement. A Tabi can also stand on his hind legs to free both hands, but this reduces movement to 10'.</p><p> Limited Equipment: Tabis can only use armor specifically made for them, resembling light horse barding.</p><p></p><p><strong>Fin</strong> (Life)</p><p>Racial HD: 3 (d6+1 HP, BAB +1, Fortitude and Reflex good, 4+INT skill points)</p><p>Class skills: any two Knowledge skills; Knowledge(Fin); Swim; any two other skills</p><p>1: Large, 40' swim, cannot use equipment, DEX +2, INT -2</p><p>2: Sonar, CHA +2, STR +2</p><p>3: 50' swim, CON +2</p><p> Sonar: As a standard action, a Fin can detect the location of any target within a 120' cone, regardless of invisibilty; only full cover prevents detection.</p><p><em>Fins are Uplifted shallow-water dolphins. They were actually Uplifted LONG ago, by the magical members of the now-extinct Neanderthal subrace. It's not certain whether the widescale uplift was used to escape an extinction event, or whether the uplift CAUSED the eventual extinction; the Fins "went native" too long ago for records to survive.</em></p><p></p><p><strong>Kraelph</strong> (Water)</p><p>Racial HD: 3 (d8+2 HP, BAB +1, all saves good, 2+INT skill points</p><p>Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Kraelph); Swim</p><p>1: 40' swim, DEX +2, CHA -2, Water Subtype, Sonar, Bite (1d6), cannot use equipment</p><p>2: 50' swim, Hide +4 when near cover, +1 Natural Armor, Bite (1d8)</p><p>3: 60' swim, CON +2, +1 Natural Armor, Bite (1d10)</p><p><em>Native to Ghoti, Kraelphs are biologically similar to both dolphins and sharks. They were uplifted by the Nymphs around 1200 years ago, to be used as combat troops; this backfired completely after a single generation.</em></p><p></p><p><strong>Drak'hai</strong> (Fire) <em>aka Dragons, Drakes</em></p><p>Racial HD: 9 (d6+2 HP, BAB +1, Fortitude and Reflex good, 2+INT skill points)</p><p>Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Drak'hai); any one other skill</p><p>1: Large, 20' movement, DEX +2, WIS -2, INT +2, Claws (2x1d4), Fire Subtype</p><p>2: STR +2, Affinity(Freeform), Low-Light Vision(x2)</p><p>3: CON +2, Breath Weapon (40' cone, Fear)</p><p>4: Flight 40' (poor), Hardness +1, Minor Scent</p><p>5: STR +2, Natural Armor +1</p><p>6: CON +2, Claws (2x1d6)</p><p>7: INT +2, Hardness +1</p><p>8: Flight 60' (average), Breath Weapon (80' line, Stun)</p><p>9: STR +2, Natural Armor +1</p><p> Breath Weapon: Drak'hai can emit a sonic "scream" as a Standard Action, once per 1d4 rounds. At level 3 they get a basic cone Fear attack, and at level 8 they can focus it into a line of Stun. DC for both is (10 + (level/2) + CHA).</p><p></p><p><em>Note that Drak'hai can use weapons and armor normally, although armor must be specifically fitted to them, and anything more than light armor interferes with flight.</em></p><p><em></em></p><p><em>Drak'hai are native to Arrakis, and were uplifted by the Salamanders around 2000 years ago. A few colonies have moved to other planes (mostly Gaia and Kuuki).</em></p><p></p><p>and finally...</p><p><strong>Gom-Tuu</strong> (Air)</p><p>Racial HD: 3+3 (varies)</p><p>Class skills: all Knowledge skills</p><p>(all four genders have Telepathy, cannot use equipment, and fly 10x faster in vacuum.)</p><p></p><p>Gom-Tuu have four genders: two female (Mother, Woman), and two male (Father, Man). Mothers and Fathers are more fertile, but most offspring are Woman or Man. As a child (levels 1-3) each grows separately, and then at adulthood, a male bonds permanently with a female to form a Joined Gom-Tuu This results in four distinct types of adult, depending on the combinations. At merging, the size, speed, and maneuverability of the resulting creature will use the higher of its two components. All other abilities add.</p><p></p><p>Mother: (d8+2 HP, BAB +1/2, no good saves, 2+INT skill points)</p><p>1: Huge size, fly 60' (poor), DEX -4, CHA -2, CON +2, STR +6, Photosynthetic, Partial Shapeshifter</p><p>2: CON +2, STR +2</p><p>3: Gargantuan size, fly 80' (average)</p><p></p><p>Woman: (d6+1 HP, BAB +3/4, Fortitude good, 2+INT skill points)</p><p>1: Large size, fly 80' (average), DEX -2, CHA -4, CON +4, STR +4, Photosynthetic, Partial Shapeshifter</p><p>2: CON +2, STR +2</p><p>3: Huge size, STR +2, fly 100' (good)</p><p></p><p>Father: (d6+1 HP, BAB +1, Reflex good, 2+INT skill points)</p><p>1: Large size, fly 80' (poor), STR +4, CON +2, DEX -2, Electrical discharge (10d6 <em>chain lightning</em>), Lithovore</p><p>2: CON +2</p><p>3: Huge size, fly 100' (poor)</p><p></p><p>Man: (d4+1 HP, BAB +3/4, Reflex and Will good, 2+INT skill points)</p><p>1: Medium size, fly 100' (poor), STR +2, CON +2, DEX -2, Electrical discharge (5d6 <em>chain lightning</em>), Lithovore</p><p>2: INT +2</p><p>3: Large size, STR +2, fly 120' (average)</p><p></p><p> Lithovore: male or joined Gom-Tuu can extract nourishment from raw minerals</p><p> Photosynthetic: female or joined Gom-Tuu can extract nourishment from sunlight</p><p> Electrical Discharge: male or joined Gom-Tuu can cast <em>chain lightning</em> at will; the number of secondary targets is the Gom-Tuu's character level, and the DC is 10+(level/2)+CHA. This also bypasses the hardness of inanimate materials. The listed damage is a maximum; Fathers deal 1d6 at level 1 and increase by 1d6 every two levels later (3, 5, 7, 9, etc), while Men deal 1d6 at level 1 and increase every 4 levels later (5, 9, 13, 17)</p><p> Dual Sentience: Joined Gom-Tuu retain two distinct personalities, and both brains have full control over all internal systems.</p><p> Cannot use equipment: Gom-Tuu have no fine manipulators. However, they can carry/mount equipment as if they were a vessel. Gom-tuu expecting a fight often absorb a variety of hard materials into their outer skins.</p><p> Telepathy: Gom-Tuu can freely communicate with any creature within line of sight, regardless of language. Additionally, a Joined Gom-Tuu can bond to a single non-Gom-Tuu; this "Captain" often acts as a tiebreaker in cases where the two minds disagree, and a joined Gom-Tuu can communicate with its Captain regardless of distance or obstruction, as long as it is on the same plane.</p><p> Partial Shapeshifter: male Gom-Tuu have a rigid structure, while females are effectively fluid, incapable of exerting force. A Joined gains characteristics of both; it cannot warp its surface enough to perform fine manipulation, but can adjust gross structure, such as creating internal compartments for passengers, cargo, etc. Huge Gom-Tuu can carry 6 Medium-sized passengers and their equipment, while Gargantuan carry 12 and Large only 3. Small passengers take up half as much room, Large take double.</p><p></p><p><em>Gom-Tuu live around 2000 years, but only around 20,000 exist at the present time, and only a few have any magical ability.</em></p><p></p><p>Still more to come later.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3463806, member: 3051"] [b]CHAPTER 3[/b]: [i]Races[/i] [i]These are just the playable or almost-playable ones. I've got stats for the "god" races, but they're built differently. I've left out most of the campaign-specific "flavor" stuff to keep it short.[/i] Unless otherwise specified, all races are Medium-sized with a 30' ground movement. The "Original" races [i](those descended from the protohumans)[/i]: [b]Human[/b] (Life) Racial HD: 1 (d4+1 HP, BAB +1/2, any one Good save, 6+INT skill points) Class skills: All Craft and Profession skills; any one of (any Knowledge skill, Speak Language, or Read Language); Knowledge(Human); any one other skill. 1: Novice Weapon Proficiency, Bonus Feat, Fast Learner 2 Novice Weapon Proficiency: Humans are proficient with a single Martial weapon. This does not stack with any later Novice Weapon Proficiencies. Fast Learner 2: a Human gains two additional skill points for every level (including this racial level, effectively boosting it to 8+INT) Subrace: [b]Half-Breed[/b] (Life) 1: As nonhuman parent's race (Originals only, no Shades) Racial HD: +1 (d4+1 HP, BAB +1/2, no good saves, 6+INT skill points) Class skills: no extra 2: Novice Weapon Proficiency, Fast Learner 1 Fast Learner 1: a Half-Breed gains an additional skill point for every level. In addition to applying to this level, this is retroactive to any previous class or Racial levels. [b]Salamander[/b] (Fire) [i]aka Lizardmen[/i] Racial HD: 2 (d6+2 HP, BAB +1, Fortitude and Reflex good, 2+INT skill points) Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Salamander); any one other skill. 1: 40' movement, CON +2, Hardness +1, Low-Light Vision (x2), Fire Subtype 2: INT +2, Affinity(Freeform), Darkvision 30' Affinity(Freeform): Salamanders have the Affinity(Freeform) magical Feat Hardness: Salamanders take less damage from every damage source. [i](Including elemental damage, magic missiles, etc.)[/i] Fire Subtype: take double damage from Water sources, and half damage from Fire sources Subrace: [b]Orc[/b] (Earth) Racial HD: 2 (d8+2 HP, BAB +1, Fortitude and Will good, 2+INT skill points) Class skills: same as Salamander, although Knowledge(Salamander) checks not related to their biology only apply to the Orc culture. 1: 30' movement, CON +2, CHA -2, Hardness +1, Darkvision 30', Fire Subtype 2: STR +2, Hardness +1, Darkvision 60' [b]Nymph[/b] (Water) [i]aka Elves, Merfolk[/i] Racial HD: 2 (d6+1 HP, BAB +1, Fortitude and Reflex good, 4+INT skill points) Class skills: any two Craft, Profession, or Knowledge skills; Knowledge(Nymph); Swim; any one other skill 1: Swim/Run 30', DEX +2, STR -2, Water Subtype, Low-Light Vision (x2) 2: Swim/Run 40', DEX +2, Amphibious, Affinity(Innate), Low-Light Vision (x3) Amphibious: Nymphs can breathe underwater through gills. They can live outside of water, but dehydrate quickly in dry areas unless special precautions are taken. Subrace: [b]Drow[/b] (Earth) Racial HD: 2 (d6+1 HP, BAB +1, Fortitude and Will good, 4+INT skill points) Class skills: as Nymph, but Knowledge(Nymph) checks other than biology apply to the Drow culture. 1: Run 40', Swim 10', DEX +2, STR -2, Water Subtype, Darkvision 30' 2: Run 50', Swim 20', CON +2, Amphibious, Affinity(Innate), Darkvision 60' [b]Sylph[/b] (Air) [i]aka Fae, Halflings[/i] Racial HD: 2 (d6+2 HP, BAB +1/2, all saves good, 4+INT skill points) Class skills: any two Craft, Profession, or Knowledge skills; Hide; Move Silently; Knowledge(Sylph); any one other skill. 1: Small, 10' movement, Flight 40'(average), DEX +4, STR -4, CON -2, CHA +2, Low-Light Vision (x2) 2; Flight 50'(good), DEX +2, INT +2, WIS +2, Affinity(any one) Affinity (any one): Sylphs select one of the three magical affinity feats at level 2. [b]Dwarf[/b] (Earth) [i]aka Trolls, Gnomes[/i] Racial HD: 2 (d6+2 HP, BAB +1, Fortitude and Will good, 4+INT skill points) Class skills: any three Craft, Profession, or Knowledge skills; Knowledge(Dwarf); any one other skill 1: 20' movement, burrow 10', CON +2, INT -2, WIS +2, CHA -2, Darkvision 30', Tremorsense 10', Stonecunning, Light Sensitivity 2: Darkvision 60', CON +2, Tremorsense 30', Armored Movement, Fast Healing 1, Affinity(Ritual) Tremorsense: Dwarves detect any moving objects in contact with the ground, but only works through stone or packed earth, and not soft soil or metals. Underground, this also works along walls and ceilings of natural caverns. [b]Gargoyle[/b] (Death) [i]aka Demons[/i] Racial HD: 2 (d6+2 HP, BAB +3/4, Reflex good, 4+INT skill points) Class skills: any two Craft, Profession, or Knowledge skills; Knowledge(Gargoyle); any two other skills 1: Climb 10', CHA -2, Flight 40'(clumsy), Darkvision 30', Hibernation mode, Heavy Build 2: STR +2, Flight 60'(poor), Darkvision 60', EWP(Heavy Weapons) EWP(Heavy weapons): Gargoyles can wield all half-sized weapons (Bastard Sword, Dwarven Waraxe, etc.) as if they had the appropriate EWP, as long as they also have the appropriate martial proficiency. Heavy Build: Gargoyles receive a +2 bonus to Grapple, Pin, Bull Rush, or Trample checks. Their carrying capacity is 50% higher, but all armor used must be custom-made, and weighs 50% more. Hibernation Mode: Gargoyles must hibernate for 8 hours each day, during daylight hours. This must be done in an area of direct sunlight, although clouds are irrelevant. While hibernating a Gargoyle gains Hardness equal to his character level, and will be woken by any damage which penetrates this. If the gargoyle cannot hibernate (or chooses not to) he gains a negative level each day until he hibernates normally. Subrace: [b]Feral[/b] (Death) Racial HD: 2 (d8+2 HP, BAB +3/4, Fortitude good, 2+INT skill points) Class skills: Any one Craft, Profession, or Knowledge skill; Knowledge(Gargoyle); any one other skill 1: 40' movement, Climb 10', STR +2, INT -2, WIS -2, Darkvision 60', Hibernation mode, Natural Armor +1, Claws (2x1d4), Heavy Build 2: Climb 20', CON +2, Darkvision 120', EWP (Heavy Weapons), Natural Armor +1, Claws (2x1d6) [b]Shade[/b] (Death) [i]aka Devils, Wraiths, Vampires[/i] Racial HD: 5 (d10+1, BAB +1, Fortitude and Reflex good, 0+INT skill points) Class skills: any one skill 1: 40' movement, STR -2, DEX +2, CON -2, WIS -2, CHA -2, Darkvision 30', Incorporeal 50%, Light Sensitivity, Claws (2x1d3, vampiric) 2: Hide +2, Move Silently +2, Minor Scent 3: Hide +2, Move Silently +2, Claws (2x1d4, vampiric), Darkvision 60' 4: Hide +2, Move Silently +2, Scent 5: DEX +2, Claws (2x1d6, vampiric), [i]dimension door[/i] at will Claws: the Shade's claws heal himself for the amount of damage dealt to a living target Scent: as MM; Minor Scent has 1/3rd the range, all DCs increase by 5, and targets cannot be localized to a single square. Incorporeal 50%: all attacks and spells targeting a Shade have a 50% miss chance. This ability can be suppressed at will. Now, the Uplifted races: (there are actually dozens, but only these four are common enough to matter) [b]Tabiranth[/b] (Life) Racial HD: 4 (d4+2 HP, BAB +3/4, Fortitude good, 2+INT skill points Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Tabiranth); Survival, any one other skill 1: Quadraped, Large, 30' movement, Low-light vision (x2), CON +2, INT -2, WIS -2, CHA -2, Claws (2x1d4), Bite (1x1d8), Limited Equipment, Move Silently +2 2: 40' movement, STR +2, Limited Scent, Hide +2, Pounce 3: 50' movement, CON +2, Low-light vision (x3), Move Silently +2, Claws (2x1d8), Bite (1x2d6) 4: Scent, Low-Light Vision (x4), STR +2, Hide increases to +6 in rocky or urban terrain [i]Tabiranths are large, greyish tigers with dark green stripes, native to Gaia. No one knows why their coloration is different than their ancestor race, but non-sentient tigers don't even seem to notice the difference for some reason. They're a relatively recent Uplift, having only reached a self-sustaining population within the last couple generations.[/i] Quadraped: Tabis naturally use all four limbs for movement. A Tabi can use one hand for equipment use, but this reduces movement speed by half and weapons are limited to light, one-handed weapons. Weapons that do not require grasping (clawed gloves) do not interfere with movement. A Tabi can also stand on his hind legs to free both hands, but this reduces movement to 10'. Limited Equipment: Tabis can only use armor specifically made for them, resembling light horse barding. [b]Fin[/b] (Life) Racial HD: 3 (d6+1 HP, BAB +1, Fortitude and Reflex good, 4+INT skill points) Class skills: any two Knowledge skills; Knowledge(Fin); Swim; any two other skills 1: Large, 40' swim, cannot use equipment, DEX +2, INT -2 2: Sonar, CHA +2, STR +2 3: 50' swim, CON +2 Sonar: As a standard action, a Fin can detect the location of any target within a 120' cone, regardless of invisibilty; only full cover prevents detection. [i]Fins are Uplifted shallow-water dolphins. They were actually Uplifted LONG ago, by the magical members of the now-extinct Neanderthal subrace. It's not certain whether the widescale uplift was used to escape an extinction event, or whether the uplift CAUSED the eventual extinction; the Fins "went native" too long ago for records to survive.[/i] [b]Kraelph[/b] (Water) Racial HD: 3 (d8+2 HP, BAB +1, all saves good, 2+INT skill points Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Kraelph); Swim 1: 40' swim, DEX +2, CHA -2, Water Subtype, Sonar, Bite (1d6), cannot use equipment 2: 50' swim, Hide +4 when near cover, +1 Natural Armor, Bite (1d8) 3: 60' swim, CON +2, +1 Natural Armor, Bite (1d10) [i]Native to Ghoti, Kraelphs are biologically similar to both dolphins and sharks. They were uplifted by the Nymphs around 1200 years ago, to be used as combat troops; this backfired completely after a single generation.[/i] [b]Drak'hai[/b] (Fire) [i]aka Dragons, Drakes[/i] Racial HD: 9 (d6+2 HP, BAB +1, Fortitude and Reflex good, 2+INT skill points) Class skills: any one Craft, Profession, or Knowledge skill; Knowledge(Drak'hai); any one other skill 1: Large, 20' movement, DEX +2, WIS -2, INT +2, Claws (2x1d4), Fire Subtype 2: STR +2, Affinity(Freeform), Low-Light Vision(x2) 3: CON +2, Breath Weapon (40' cone, Fear) 4: Flight 40' (poor), Hardness +1, Minor Scent 5: STR +2, Natural Armor +1 6: CON +2, Claws (2x1d6) 7: INT +2, Hardness +1 8: Flight 60' (average), Breath Weapon (80' line, Stun) 9: STR +2, Natural Armor +1 Breath Weapon: Drak'hai can emit a sonic "scream" as a Standard Action, once per 1d4 rounds. At level 3 they get a basic cone Fear attack, and at level 8 they can focus it into a line of Stun. DC for both is (10 + (level/2) + CHA). [i]Note that Drak'hai can use weapons and armor normally, although armor must be specifically fitted to them, and anything more than light armor interferes with flight. Drak'hai are native to Arrakis, and were uplifted by the Salamanders around 2000 years ago. A few colonies have moved to other planes (mostly Gaia and Kuuki).[/i] and finally... [b]Gom-Tuu[/b] (Air) Racial HD: 3+3 (varies) Class skills: all Knowledge skills (all four genders have Telepathy, cannot use equipment, and fly 10x faster in vacuum.) Gom-Tuu have four genders: two female (Mother, Woman), and two male (Father, Man). Mothers and Fathers are more fertile, but most offspring are Woman or Man. As a child (levels 1-3) each grows separately, and then at adulthood, a male bonds permanently with a female to form a Joined Gom-Tuu This results in four distinct types of adult, depending on the combinations. At merging, the size, speed, and maneuverability of the resulting creature will use the higher of its two components. All other abilities add. Mother: (d8+2 HP, BAB +1/2, no good saves, 2+INT skill points) 1: Huge size, fly 60' (poor), DEX -4, CHA -2, CON +2, STR +6, Photosynthetic, Partial Shapeshifter 2: CON +2, STR +2 3: Gargantuan size, fly 80' (average) Woman: (d6+1 HP, BAB +3/4, Fortitude good, 2+INT skill points) 1: Large size, fly 80' (average), DEX -2, CHA -4, CON +4, STR +4, Photosynthetic, Partial Shapeshifter 2: CON +2, STR +2 3: Huge size, STR +2, fly 100' (good) Father: (d6+1 HP, BAB +1, Reflex good, 2+INT skill points) 1: Large size, fly 80' (poor), STR +4, CON +2, DEX -2, Electrical discharge (10d6 [i]chain lightning[/i]), Lithovore 2: CON +2 3: Huge size, fly 100' (poor) Man: (d4+1 HP, BAB +3/4, Reflex and Will good, 2+INT skill points) 1: Medium size, fly 100' (poor), STR +2, CON +2, DEX -2, Electrical discharge (5d6 [i]chain lightning[/i]), Lithovore 2: INT +2 3: Large size, STR +2, fly 120' (average) Lithovore: male or joined Gom-Tuu can extract nourishment from raw minerals Photosynthetic: female or joined Gom-Tuu can extract nourishment from sunlight Electrical Discharge: male or joined Gom-Tuu can cast [i]chain lightning[/i] at will; the number of secondary targets is the Gom-Tuu's character level, and the DC is 10+(level/2)+CHA. This also bypasses the hardness of inanimate materials. The listed damage is a maximum; Fathers deal 1d6 at level 1 and increase by 1d6 every two levels later (3, 5, 7, 9, etc), while Men deal 1d6 at level 1 and increase every 4 levels later (5, 9, 13, 17) Dual Sentience: Joined Gom-Tuu retain two distinct personalities, and both brains have full control over all internal systems. Cannot use equipment: Gom-Tuu have no fine manipulators. However, they can carry/mount equipment as if they were a vessel. Gom-tuu expecting a fight often absorb a variety of hard materials into their outer skins. Telepathy: Gom-Tuu can freely communicate with any creature within line of sight, regardless of language. Additionally, a Joined Gom-Tuu can bond to a single non-Gom-Tuu; this "Captain" often acts as a tiebreaker in cases where the two minds disagree, and a joined Gom-Tuu can communicate with its Captain regardless of distance or obstruction, as long as it is on the same plane. Partial Shapeshifter: male Gom-Tuu have a rigid structure, while females are effectively fluid, incapable of exerting force. A Joined gains characteristics of both; it cannot warp its surface enough to perform fine manipulation, but can adjust gross structure, such as creating internal compartments for passengers, cargo, etc. Huge Gom-Tuu can carry 6 Medium-sized passengers and their equipment, while Gargantuan carry 12 and Large only 3. Small passengers take up half as much room, Large take double. [i]Gom-Tuu live around 2000 years, but only around 20,000 exist at the present time, and only a few have any magical ability.[/i] Still more to come later. [/QUOTE]
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