What PC/NPC races have you created or modified?

darklight

First Post
After reading the Monster Palette thread started by mmadsen, and posting a more or less out-of-place post, I decide to start this thread.

The question is:
What new races have you created, both pc and npc races, and how do they fit in your world? Or what old races have you modified, how and why?

They need not be as elaborate as SHARK's excellent Hobgoblin, OGRE and Orcs A lot less will be fine too. :)

Here are the ones I posted on the Monster Palette thread earlier:

Note: Work is far from done on these races, so there wont be much in the way of mechanics.

Snouts (primitive canine humanoids, name given to them by humans) not very widespread. Most live as hunter-gatherers, on the far side of a mountain range close to one of the more civilized lands. Their society is matriarchal, and the leading female of a group is often a druid. They are generally agile and have good stamina, but are not strong, and their herd mentality has reduced their individual strength of personality, giving them +2 Dex, +2 Con, - 2 Str, - 2 Cha.

Classes: Rangers are, not surprisingly, the most common class among the snouts. Among the females druids are common. All other classes are very rare, though the few individuals who venture into human lands sometimes learn other classes.

Giant Flying Squirrels (have yet to come up with a good name) with druidic traditions, funloving, but also wise. (Hmmm...this might be more or less a replacement for halflings/gnomes/elves... though they will obviously play differently) Only very few are found outside the forest of Sydornia. So far the mechanics look something like:
+2 Dex
- 2 Str
Small: +1 Size bonus to AC; +1 Size bonus to attack rolls; +4 bonus to hide
Base speed 20
+2 bonus Climb and Jump checks: Squirrels have good grasp with both hands and feet, and are used to jumping from branch to branch.
+2 on Craft("Wood-weaving"): From very early on, the young squirrels help build and repair their homes, by weaving and intertwining thin branches into beautiful, lightweight treetop homes.
+2 on Balance checks: Living 50+ feet above ground, the squirrels learn to rely an their great balance + their gliding ability
- 2 on Swin checks: Squirrels are not built for swimming, and try to avoid it if at all possible. When they have to cross a stream, they find a high point, and use their ability to glide across.
- 2 on Ride checks: Squirrels find the whole concept of riding on the back of another creature very odd, and their build also makes it difficult to sit across a horse or other mount.

Glide Ability: I Have yet to define the exact rules for this. It could potentially make the flying squirrels too powerful, or perhaps increase their ECL .
Classes: There is a fairly high percentage of druids among squirrels. They are often the clan leaders, and are always very respected for their vast knowledge of the forest. Bards and Rogues are fairly common, and Rangers and Monks are the most common of the warrior types. A 4' squirrel making an unarmed gliding whirlwind attack is quite a sight :) Sorcerers are rare, but do exist. Sometimes they are feared and shunned, often chosing a life away from the clan. This means that many of the squirrels encountered in human lands are sorcerers, leading to the human misconception that most squirrels are sorcerers.


"demons" (not actual demons, but they look a bit like demons.) Humans consider them savage and primitive, but they are actually a fairly civilized, if harsh society. They are hermaphrodites. Who carries the children is determined by status. The 'mother' is able to work through the entire (fairly short) pregnancy. Children mature very quickly. Being able to procreate quckly makes for a very battle-ready race. The thing that mostly keeps them from spreading, is their choice of living conditions. They prefer mud pools, hot springs and the like.
The race is quite short lived, very few individuals live to be over 50, and most die when they are around 40. They are as cunning as humans, but their short lifespan, and the harsh life of constant struggle for power means that they, as a race, are not very wise.

Classes: Fighter is by far the most popular class among the 'demons'. Among those living away from the towns and cities, Barbarian is common as well. A few learn the 'lay of the land' and become Rangers. Sorcerers, while rare, have a prominent place in the society of the demons, being generally feared and respected. Many of the top leaders of the demons have at least a few levels of sorcerer, often mixed with the combat prowess of some fighter levels.

"The Slender Ones": A strange race of tall bald humanlike people. The look a bit like the Minbhar (sp?) from Babylon 5. These people live among the humans of the empire of Qazimir, where they have a role not unlike high nobility. They care little for the humans, and have been known to disintegrate a human for failing to show the proper respect. They are very powerful inate spellcasters, with a different kind of magic. They do not have direct power over the empire, but if one of them express a feeling about something, the human rulers will very, very rarely go against it. They did not originate on this planet.

Classes: This race was originally designed to have a completely different type of magic, based on knacks from GURPS Magic. Of the core classes, they most resemble sorcerers.

Werecreatures: Becoming a were is almost always a voluntary action, requring the consumption of the fluid from the glands of a greezer, a powerful shapechanging creature. Thereafter you must drink the warm blood af the type of creature you wish to be able to change into. Hereafter you can change only in the hour, when the sun is changing from light to dark, or vice versa. (In this world the sun is always in the same place in the sky, but every twelwe hours it changes from emitting 'light energy' to emitting 'dark energy', hence my nickname:) Once you have changed, you have to stay that way for the next 12 hours. It is possible to do a 'half-change', becoming a man-beast (the typical werewolf of the movies). Most weres belong to a large cult devoted to becoming more in touch with nature. This cult controls the majority of the forest of Dysia.

Classes: Any class is possible, since this isn't really a race, but the idea most often appeals to the nature-inclined races. Actually I'm considering making Werecreature a prestige class instead, since the conscripts could come from any race.

Adjati: a race of gangly, translucent-skinned humanoids, that in their distant past was powerful psionics. The gods of the world, who greatly fear psionics, mindblocked the entire race, stripping them of their psionic powers, and removed the memory of the Adjati from every sentient being on the planet, including the Adjati themselves. They are now a weak and dying race. (The reason for this way of 'destroying' the Adjati involves god-level politics that I wont go into).

Classes: The race has never had a knack for magic, using psionics instead. Furthermore the mindblock blocked a large part of the brain, making them rather dim-witted and slow, excluding them from classes that require high intelligence or wisdom. The race was not intended to be a pc race, but if a player is willing to play a rather weak character, a great campaign could be build around slowly discovering the truth about the past, and removing the mindblock, bringing the Adjati back to their former glory.

Well these were a few examples from my own homebrew world, not very detailed, but enough to get an idea I think.
It would be very interesting to see what all you creative people on the boards have come up with.

darklight
 
Last edited:

log in or register to remove this ad

I added two races, Norden and Sauran. Norden are big sasquatch folk of the north who travel in tribes and such.

Sauran are a wide-variety of dinosaur men who are more humanoid that those FR Saurials. More militaristic, too.
 


I'm thinking of modifying Grugach Drow and elves to be more like 1e,

elves had move silent abilities

Grugach had different stat modifiers, innate animal friendship and a kicking set snares ability.

Drow had racial light two weapon ambidex combo. (more spell like abilities as well but no PC SR)
 

I have a sea faring elf race. They get +2 Dex, -2 Cha. Instead of +2 to spot, listen, and search they get +2 to profesion Sailor, Use Rope, and Swim.

I have 3 canine races, that I don't readily have the stats for to copy and paste over.

I have Tarkens, a barbarian race of humans. They get +2 str and Con, -2 Int, Wis, Cha. They have preferred Class Barbarian.

There is the Vermoth, another variant Human race. THey have +2 Wis and -2 Dex.

I have the Fortanear, a High Orc race. THey aren't defined quite yet.
 

I have 2, Dregonians, and "They"(Not a real name) And the stats are...
”Milady,” Said Andar, Klyyr giggled, “Would you be so kind as to walk this way?” A smile burst onto his face, and Klyyr giggled as Andar led her out of the teaching circle, they had both completed the spells they had been given, and that had got them into a good mood. “Would you…” she was Interrupted by a horn. A mass of voices cried out “Orcs!” “I shall see you by the river,” called Andar making his way through the group of Dregonian, his tail working furiously. “They’ve gotten much further in this time” Thought Andar as he donned his Chainmail and Tellra. The thud of horn against platemail, and the sombre battle song of the Dregonian was the only thing that interrupted the Orcs war cry. All the Orc that were left, were sent down the steam.

Dregonian
Dregonians are a group of civilized people, with horns and tails, they mainly live in woods, and if outside their forest, they rarely stay in one place for long.

Persona
To a Dregonian, his most prized possessions are his family, his shalna and his home. In a Dregonians mind, a forest symbolizes protection and a river or stream is purity, both are near sacred to them, and so is their protection, thus any housing or equipment is usually created with fallen trees. Although philosophy is not alien Dregonian, it is still a hard thing to master for them (E.g. asking a Dregonian “If a tree falls and no one is around to hear it, does it make a sound?” The answer will, more often then not, be “What does it matter? A tree has fallen!”).

Physical description
Dregonian stand 6-7 foot tall, and have scales from their waists down ward, ending at their tails (They have no feet) these tails are coloured from green through yellow to red. The skin (apposed to the scales) can be tan to brown or even a light flesh colour. The horns on their heads resemble rams horns and can be used for 1d6 damage, unless they are wearing helmets.

Alignment
Dregonian that are born in their Shalna usually take on the alignment of their parents or other role models (I.E. teachers, trainers or other family)

Homeland
The common Dregonians live near or in forests, and usually near steams. They favour flat ground, and humid climates; they dislike deserts. Dregonians are happy near almost kind of forest. Dregonians do not build houses, and will most likely sleep under large trees, should a storm pass by. Other populations of Dregonian live in places other than forests but do not like cold climates because of their cold-bloodedness.

Religion
Dregonians all worship Ehlonna, some may vary but all the gods they pay tribute to have natural aspect, all except the evil Dregonian who openly worship Merrshaulk and are some times friends of the Yuan-ti.

Language
Dregonians speak their own language. They also pick up most languages much faster then humans can.

Names
A Dregonians name is very important to it; it shows individuality.
Some common names are
Male: Andar, Frulle, Doulk, Shorn and Gernohr
Female: Leialla, Klyyr, Hourn, Shrenale and Guolle

Racial traits
+2 Con -2 Wisdom
Movement rate of 30ft
Low-light Vision Dregonians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain they ability to distinguish colour and detail under these conditions.
Dregonian get a + 2 to Concentration checks and swimming as spell casting is encouraged at a young age, so is swimming.
They have a - 4 to Climb checks
Wood cunning as Stone cunning but with wood
And They:
Medium-sized Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: 0
Speed: 40 ft.
AC: 13 (+3 Hide armour)
Attacks: Tellra
Damage: Tellra
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: They're traits
Special Qualities: They're traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills: Hide +5, Move Silently +3 intimidate +6
Feats: Alertness
Climate/Terrain: Any hill or plain
Organization:??
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
They built strongly, broad shouldered human like creatures, their skin is always a very dark shade of green, and they adorn their bodies with Red tattoos and scars. Their hair is usually in dread locks, if not it is short.
They live in hilly or on flat land, preferably with long grass. They can be quite ritualistic and look threatening. Their favoured class is barbarian
Combat
If provoked, they will flank and chase the enemy into a wall of spears, if they do not follow/won't be chased they will surround and attack
Their Traits (Ex): They benefit from a number of racial traits.
  • +4 racial bonus to intimidate.
  • +2 morale bonus to saving throws against fear.
  • +2 racial bonus to Hide skill
  • Natural cunning
 


About nine years ago i created a bunch of new races for someone elses homebrew world. Some of them, looking back were a bit over powered, but i was less experianced than i am now.

The ones that pop to mind,

I can't remember the name but they were a race of creatures that lived in deep forest and swamps, they were so intune with nature that over time they became part plant. The main benift they had was they could harvest themselves for herbal ingrediants to make healing salves, poisons, and anti-toxins.

I created a race of half-elementals, they were actually a lot like genisai, go figuer.

Tundra dwarves, these were so bad i didn't even really like them. They were basically crazy, savage, burrowing dwarves.

My favorite, were the Untouchables. They were sort of to humans what drow are to elves, but thats in real broad terms. I did a lot of work on this one, setting up Dieties for the race, and even a large map of thier primary city.

The sad thing is i can't even go back and revamp any of this stuff because it all stayed with the guys campaign material when i stopped gaming with him. On a side note, he supposedly got some "our" work published in one Gary Gygax book or another, of course the person i'm speaking of is some thing of a compolsive liar. Any way i think the moral of the story is, if you are going to create stuff, do it for yourself or at least make sure you have a copy.
 

Currently, for a DragonStar based Campaign I might or might not ever start ( :) ), I developed an alternate orc, and a "half orc template".

In this background, the orc are a spacefaring race that left their home regions due to some cosmic catastrophe. They were able to conquer several parts of the already existings space faring realms. The greatest losses were by the goblinoid and kobold realms.
The orcish tribes do not shine in space combat, but in melee combat. Their ships are mostly "enter"boats, so they can dock the enemies vessels or land on enemy planets, to kill - if neccessary - everybody.
One of their speciality is some kind of reprodcution mechanism, that allows them to combine the racial abilities of their "victims", and add the orcish abilities (that is why Half-Orc is a template.). These Half Orcs cannot produse own children, but they can be very well used in combat or diplomacy (more likely the first).
The Goblins were quite shockend when the orc were able to use the goblins typical numeral advantage against themselves.

Well, after a few dozens years, everything has calmed down. Within the Orcish tribes, a new leader occured. He was, unlike most orks, Lawful Neutral, and he follows a lawful neutral god, that seems to be unhappy with the things that happens in the past. (The stability of the region is not very strong).
At the same time, a new alien species - Fomorian - entered the known terretories and began a raid. But especially orcish tribes under the leadership of the LN orc hold them back...

Orc (Modified)
+2 Strength, +2 Con, -2 INT, -2 Wis (Strength is in DS not as important as usual, so this can be considered a fair trade)
Darkvision: 60 Feet
+2 racial bonus to Intimidate Checks
Favored Class: Barbarian

Half Orc Template
Add all Orc racial modifiers to the base creatures. Racial bonus and penalties do stack. (A Dwarf-Halforc would have a +4 Bonus to Constitution, a Elven-Halforc would have no bonus or penalty to Constitution)
If the base species does not own Darkvision, it gains Darkvision 60 Feet.
You gain a +4 (instead of the standard +2) bonus on Intimidate Checks against creatures of the same base species.
You add Barbarian as Favored Class to any Favored Classes the base species might already have.
ECL +1

Mustrum Ridcully
 

So many changes

My Orc (spelled orks in my world) are a nomadic race, who are masters of mounted combat. They're currently being integrated with another nomadic people, and will eventually die out into a standard half-orc race.

My dwarves are forced monotheists who have lost of their cultural attack and defense bonuses gainst humanoids, they now have bonuses against trolls.

I have a culture of elves, who have favoured class bard. They're Spartan warriors, Athenian thinkers, and Saphic poets. They are also anti-theistic.

Gnomes in my game world, are the cultural and spiritual center of my European culture equivalent. They created the main faith of the Heartlands and spread it to the humans, and later the elves. They have access to a special base class which is an intelligence based divine caster.

My halflings are wuxia inspired Taoist mobsters. They're strict vegetarians (you are what you eat), but their funerary rites include cannibalism. Their favoured class is monk.

I have a race of lizardfolk who have been modified to a ECL +0 race. The player who wanted this race was inspired by Crocodile Hunter. They are much more barbaric than standard lizardfolk, and less iguana, and more crocodile in phenotype.

I have a race of Thai inspired yuan-ti. They're an old psionic empire, that's fallen ... or perhaps moved into the astral realms.

My thri-kreen are a NPC race, of powerful psionicists. They're influenced by Australian Aboriginal mythologies, and the Buggers from Ender novels by Orson Scott Card.

Oh I neartly forgot the trollkin, which were taken from the old 2nd ed Viking historical guide.
 

Remove ads

Top