Arkham
First Post
I've got 3 new races, and 6 varients.
Although with OA, it will be 2 new races and 7 varients.
I created a version of Draconians, descended from
dragons, but not puny like kobolds. Also, I was using a version of Naga, although with OA out, I'm just going to use the low level ones from there. My last new race is the Parthans, a race of catfolk.
I give orcs and half-orcs Endurance for free.
And my other varients are desert orcs and elves,
and arctic elves, dwarves, and gnomes.
Sorry about the formatting, I wasn't doing stat blocks when I wrote these up.
Draconians:
Climate: Warm and Dry. Either mountains, or deserts, depending upon breed.
Political structure: Monarchy.
Society:
There are two Draconian kingdoms on La Tierr. One of which is centered in the deserts, the other around the mountains of the Dragon Kings. Age old enmity constantly arrises between the
desert kingdom and the mountain dwellers.
Both Draconian kingdoms have an abject hatred for the neighboring Parthan tribes. Cloaks or other clothes made of parthan fur is highly prized.
Each draconian monarch claims descent from their patron Dragon King. The draconians live in a, well, draconian society. Each citizen, male or female, is required to serve at least a 10 year
term in each nations army.
Laws are strictly enforced, with the most common punishments being death or disfigurement. It is against the law to speak ill of the draconian's kingdom, ruler, or laws; usually punishable by
death.
Outsiders are viewed with suspicion, but can win the trust of the people. Those who speak ill of the kingdom, ruler, laws, etc, generally are banished to the desert instead of slain. ( although often that has the same results )
Alignment: Any, but tend toward lawful alignments.
Religion: Generally, draconians associate a Dragon King with each domain, and worship them thusly.
Challenge Rating: 1
ECL: +2
Size: Medium
All Draconians:
Rock Crawlers:
+4 Str, +2 Con, -2 Dex, -2 Chr
Climb Speed, 40 ft.
+4 racial bonus on Climb checks
Sand Swimmers:
+2 Str, +4 Dex, -2 Con, -2 Chr
Swim speed, 60 ft. Sand Only.
+4 racial bonus on Jump and Move Silently Checks.
Tremer Sense
Medium Size
Base Speed is 40 ft.
Scent
+1 racial bonus on Will Saves
+2 Natural AC
Can go without water for 3 days plus a number of hours equal to twice her Con score before making dehydration checks.
Can go without food for 21 days before making starvation checks.
Can hold breath for Con*2 Minutes instead of rounds.
-1 to all rolls for each day without any direct sunlight. If they have accumulated penalties, then they must spend at least 1 hour basking in the sun for each -1 penalty.
All draconians get intuit direction as a class skill and get a +2 misc modifier.
1 Bite each round for 1d8 damage.
Automatic Languages: Common, Draconic.
Bonus Languages: Ignan, Terran, Orc, Elven.
Favored class: Cleric.
Naga:
Climate: High Mountains and nearby lands.
Political structure: Monarchy/Empire.
Society:
The Nagakai Empire stretches over 1300 Miles between its furthest points. The Nagakai empire has been at war with their southern neighbors, the human kingdom of the Winter Sun, for
thousands of years, even before the Convocation of Wyrms.
The Nagakai Emperor is Nikogakari, a 375 year old, level 30 Naga Wizard/Cleric of Mor (17/13).
Outsiders are scorned as heathens, unless they appear to have skills or knowledge useful to the empire. At which point they are enslaved or coerced into service.
Alignment: Any, but tend toward evil.
Religion: The official diety of the Nagakai Empire is Mor, the goddess of the dead.
Parthans
Climate: Forests and jungles
Political structure: Tribal.
Society: Parthans live in small villages of 2 to 100. The tribal leadership is merit-based, and anyone can challenge the leader at anytime aside from time of war. The winner of a challenge for leadership becomes the new tribal leader, and usually the loser is slain.
Parthan law is generally very self-reliant. Most of the laws pertain to the forms of challenges for leadership. Property law does not exist in Parthan society. If you can enforce your claim to
something, it is yours.
Alignment: Any, but tend towards chaotic.
Favored class: Fighter.
Religion: The Parthan patron goddess is Erosis, whom the Parthans claim is a parthan female.
Challenge Rating: 2
ECL: +2
Size: Medium
Speed: 50 ft.
Hit dice: 3d8-3 ( Average 10 )
Low Light Vision
+4 Dex, -2 Con, -2 Wis, +2 Chr
1 Bite attack each round for 1d6 damage.
2 Claws 1d8 damage.
+4 racial bonuses to Spot, Move Silently.
Scent
Parthans have retractable fingers, just under their retractable claws, allowing them fine manipulations.
Rakisa Ramady* ( Desert Elves )
Climate: Deserts and savannahs.
Political structure: Tribal.
Society: The Rakisa is a bloodline of elves adapted to nomadic desert life. They travel in companies of between 8 and 64, bringing their tents and pavilions with them. Their warriors are
trained in a form of fighting dance called the Leyh. It involves a great deal of swirling, and constant movement, confusing their foes with spinning blades, and flashing scarves.
* Literally, Grey Dancers
The desert is a harsh climate. Rakisa Ramady law was designed to maximize the ability of the company to survive in such harsh conditions. Water is prized, and stealing another's water is a
grave blasphemy. Stealing amongst the company is forbidden, and punished by severing one of the offenders hands, but stealing from any outsiders is looked upon as good policy.
Alignment: Any, but tends towards Chaotic.
Religion: Dalrom, god of travelers and rogues is the primary diety of Desert Elves.
Rapier or longsword proficiency replaced with scimitar or falchion proficiency.
Favored Class: Barbarian
Wahid Aswad* ( Desert Orcs )
Climate: Deserts and savannahs.
Political structure: Tribal.
Society: The Wahid Aswad is a bloodline of orcs adapted to nomadic desert life. They travel in companies of between 8 and 64, bringing their tents and pavilions with them. Their warriors are
quick, deadly, and completely ruthless. There is a long standing hatred between the Wahis Aswad and the Rakisa Ramady. The Wahid Aswad generally subsists by raiding villages,
caravans, and sometimes even cities.
* Literally, Black Ones
The desert is a harsh climate. Wahid Aswad law differs little from standard Orcish law. The strong survive and take what they want from the weak.
Alignment: Any, but tends towards Chaotic Evil.
Religion: Dalrom is the primary diety of Desert Orcs.
+2 Str, -2 Dex, +2 Con, -2 Int, -2 Chr.
Medium Size
Base Speed 30 ft.
Immune to being dazzled or blinded by bright lights or glare.
Scent
Endurance feat for free
+2 racial bonus on Spot checks
+2 racial bonus on Wilderness Lore checks in a desert or savannah.
Automatic Languages: Common, Orc
Bonus Languages: Draconic, Elven, Goblin, Ignan, Terran.
Favored Class: Barbarian
Ice Dwarfs
Abilities: Str +2, Dex -2, Con +2, Int -2
Cold subtype. Immune to Cold damage and effects, double damage from Fire.
Size: Small
Darkvision: 60 feet
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus to Wilderness Lore checks in Arctic environments.
Automatic Languages: Common and Dwarven. Bonus languages: Giant, Gnome, Goblin, Orc, Terran.
Favored Class: Barbarian.
Ice Elves
Abilities: Con -2, Int +2, Chr +2.
Cold subtype. Immune to Cold damage and effects, double damage from Fire.
Size: Medium
Immune to magic sleep spells and effects.
Low Light Vision
+2 racial bonus on Listen, Search, Spot.
Ice Elves can use a 'Frost Touch'. They get their level in 1d3 dice of damage each day. They can make a touch attack to inflict as many dice of damage as they wish, up to their unused dice for that day.
Female ice elves, when pregnant, replenish their dice of 'Frost Touch' damage every minute. Also, whenever anyone touches a pregnant Ice Elf, they are effected as if the Ice Elf used their 'Frost Touch' for their full dice.
Ice Elves with 3 or more hit dice and an intelligence of 12 or higher can cast Chill Metal once per day as a spell-like ability.
Automatic Languages: Common and Elven. Bonus languages: Draconic, Giant, Gnome, Goblin, Orc, Auran.
Favored Class: Wizard.
Snow Gnomes
Abilities: Con +2, Str -2.
Cold subtype. Immune to Cold damage and effects, double damage from Fire.
Size: Small
+2 racial bonus on saving throws against illusions.
+2 racial bonus to Alchemy and Listen checks.
Scent
Automatic Languages: Common and Gnome. Bonus languages: Auran, Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Spell-like abilities: 1/day Speak with Animals for Flying Animals, Dancing Lights, Ghost Sound, Prestidigitation, Ray of Frost.
Favored Class: Illusionist.
Anyone who wants to check out any of my other stuff can go here -> http://home.talkcity.com/PicassoPl/blackenedhatter/dork.html
Although with OA, it will be 2 new races and 7 varients.
I created a version of Draconians, descended from
dragons, but not puny like kobolds. Also, I was using a version of Naga, although with OA out, I'm just going to use the low level ones from there. My last new race is the Parthans, a race of catfolk.
I give orcs and half-orcs Endurance for free.
And my other varients are desert orcs and elves,
and arctic elves, dwarves, and gnomes.
Sorry about the formatting, I wasn't doing stat blocks when I wrote these up.
Draconians:
Climate: Warm and Dry. Either mountains, or deserts, depending upon breed.
Political structure: Monarchy.
Society:
There are two Draconian kingdoms on La Tierr. One of which is centered in the deserts, the other around the mountains of the Dragon Kings. Age old enmity constantly arrises between the
desert kingdom and the mountain dwellers.
Both Draconian kingdoms have an abject hatred for the neighboring Parthan tribes. Cloaks or other clothes made of parthan fur is highly prized.
Each draconian monarch claims descent from their patron Dragon King. The draconians live in a, well, draconian society. Each citizen, male or female, is required to serve at least a 10 year
term in each nations army.
Laws are strictly enforced, with the most common punishments being death or disfigurement. It is against the law to speak ill of the draconian's kingdom, ruler, or laws; usually punishable by
death.
Outsiders are viewed with suspicion, but can win the trust of the people. Those who speak ill of the kingdom, ruler, laws, etc, generally are banished to the desert instead of slain. ( although often that has the same results )
Alignment: Any, but tend toward lawful alignments.
Religion: Generally, draconians associate a Dragon King with each domain, and worship them thusly.
Challenge Rating: 1
ECL: +2
Size: Medium
All Draconians:
Rock Crawlers:
+4 Str, +2 Con, -2 Dex, -2 Chr
Climb Speed, 40 ft.
+4 racial bonus on Climb checks
Sand Swimmers:
+2 Str, +4 Dex, -2 Con, -2 Chr
Swim speed, 60 ft. Sand Only.
+4 racial bonus on Jump and Move Silently Checks.
Tremer Sense
Medium Size
Base Speed is 40 ft.
Scent
+1 racial bonus on Will Saves
+2 Natural AC
Can go without water for 3 days plus a number of hours equal to twice her Con score before making dehydration checks.
Can go without food for 21 days before making starvation checks.
Can hold breath for Con*2 Minutes instead of rounds.
-1 to all rolls for each day without any direct sunlight. If they have accumulated penalties, then they must spend at least 1 hour basking in the sun for each -1 penalty.
All draconians get intuit direction as a class skill and get a +2 misc modifier.
1 Bite each round for 1d8 damage.
Automatic Languages: Common, Draconic.
Bonus Languages: Ignan, Terran, Orc, Elven.
Favored class: Cleric.
Naga:
Climate: High Mountains and nearby lands.
Political structure: Monarchy/Empire.
Society:
The Nagakai Empire stretches over 1300 Miles between its furthest points. The Nagakai empire has been at war with their southern neighbors, the human kingdom of the Winter Sun, for
thousands of years, even before the Convocation of Wyrms.
The Nagakai Emperor is Nikogakari, a 375 year old, level 30 Naga Wizard/Cleric of Mor (17/13).
Outsiders are scorned as heathens, unless they appear to have skills or knowledge useful to the empire. At which point they are enslaved or coerced into service.
Alignment: Any, but tend toward evil.
Religion: The official diety of the Nagakai Empire is Mor, the goddess of the dead.
Parthans
Climate: Forests and jungles
Political structure: Tribal.
Society: Parthans live in small villages of 2 to 100. The tribal leadership is merit-based, and anyone can challenge the leader at anytime aside from time of war. The winner of a challenge for leadership becomes the new tribal leader, and usually the loser is slain.
Parthan law is generally very self-reliant. Most of the laws pertain to the forms of challenges for leadership. Property law does not exist in Parthan society. If you can enforce your claim to
something, it is yours.
Alignment: Any, but tend towards chaotic.
Favored class: Fighter.
Religion: The Parthan patron goddess is Erosis, whom the Parthans claim is a parthan female.
Challenge Rating: 2
ECL: +2
Size: Medium
Speed: 50 ft.
Hit dice: 3d8-3 ( Average 10 )
Low Light Vision
+4 Dex, -2 Con, -2 Wis, +2 Chr
1 Bite attack each round for 1d6 damage.
2 Claws 1d8 damage.
+4 racial bonuses to Spot, Move Silently.
Scent
Parthans have retractable fingers, just under their retractable claws, allowing them fine manipulations.
Rakisa Ramady* ( Desert Elves )
Climate: Deserts and savannahs.
Political structure: Tribal.
Society: The Rakisa is a bloodline of elves adapted to nomadic desert life. They travel in companies of between 8 and 64, bringing their tents and pavilions with them. Their warriors are
trained in a form of fighting dance called the Leyh. It involves a great deal of swirling, and constant movement, confusing their foes with spinning blades, and flashing scarves.
* Literally, Grey Dancers
The desert is a harsh climate. Rakisa Ramady law was designed to maximize the ability of the company to survive in such harsh conditions. Water is prized, and stealing another's water is a
grave blasphemy. Stealing amongst the company is forbidden, and punished by severing one of the offenders hands, but stealing from any outsiders is looked upon as good policy.
Alignment: Any, but tends towards Chaotic.
Religion: Dalrom, god of travelers and rogues is the primary diety of Desert Elves.
Rapier or longsword proficiency replaced with scimitar or falchion proficiency.
Favored Class: Barbarian
Wahid Aswad* ( Desert Orcs )
Climate: Deserts and savannahs.
Political structure: Tribal.
Society: The Wahid Aswad is a bloodline of orcs adapted to nomadic desert life. They travel in companies of between 8 and 64, bringing their tents and pavilions with them. Their warriors are
quick, deadly, and completely ruthless. There is a long standing hatred between the Wahis Aswad and the Rakisa Ramady. The Wahid Aswad generally subsists by raiding villages,
caravans, and sometimes even cities.
* Literally, Black Ones
The desert is a harsh climate. Wahid Aswad law differs little from standard Orcish law. The strong survive and take what they want from the weak.
Alignment: Any, but tends towards Chaotic Evil.
Religion: Dalrom is the primary diety of Desert Orcs.
+2 Str, -2 Dex, +2 Con, -2 Int, -2 Chr.
Medium Size
Base Speed 30 ft.
Immune to being dazzled or blinded by bright lights or glare.
Scent
Endurance feat for free
+2 racial bonus on Spot checks
+2 racial bonus on Wilderness Lore checks in a desert or savannah.
Automatic Languages: Common, Orc
Bonus Languages: Draconic, Elven, Goblin, Ignan, Terran.
Favored Class: Barbarian
Ice Dwarfs
Abilities: Str +2, Dex -2, Con +2, Int -2
Cold subtype. Immune to Cold damage and effects, double damage from Fire.
Size: Small
Darkvision: 60 feet
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus to Wilderness Lore checks in Arctic environments.
Automatic Languages: Common and Dwarven. Bonus languages: Giant, Gnome, Goblin, Orc, Terran.
Favored Class: Barbarian.
Ice Elves
Abilities: Con -2, Int +2, Chr +2.
Cold subtype. Immune to Cold damage and effects, double damage from Fire.
Size: Medium
Immune to magic sleep spells and effects.
Low Light Vision
+2 racial bonus on Listen, Search, Spot.
Ice Elves can use a 'Frost Touch'. They get their level in 1d3 dice of damage each day. They can make a touch attack to inflict as many dice of damage as they wish, up to their unused dice for that day.
Female ice elves, when pregnant, replenish their dice of 'Frost Touch' damage every minute. Also, whenever anyone touches a pregnant Ice Elf, they are effected as if the Ice Elf used their 'Frost Touch' for their full dice.
Ice Elves with 3 or more hit dice and an intelligence of 12 or higher can cast Chill Metal once per day as a spell-like ability.
Automatic Languages: Common and Elven. Bonus languages: Draconic, Giant, Gnome, Goblin, Orc, Auran.
Favored Class: Wizard.
Snow Gnomes
Abilities: Con +2, Str -2.
Cold subtype. Immune to Cold damage and effects, double damage from Fire.
Size: Small
+2 racial bonus on saving throws against illusions.
+2 racial bonus to Alchemy and Listen checks.
Scent
Automatic Languages: Common and Gnome. Bonus languages: Auran, Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Spell-like abilities: 1/day Speak with Animals for Flying Animals, Dancing Lights, Ghost Sound, Prestidigitation, Ray of Frost.
Favored Class: Illusionist.
Anyone who wants to check out any of my other stuff can go here -> http://home.talkcity.com/PicassoPl/blackenedhatter/dork.html