What PC/NPC races have you created or modified?

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
 

log in or register to remove this ad

::Plug sense tingling... great way to spark interest...::
Ok, here's some info to get you interested... but you'll have to wait for the rest :)
The list of races for the New Dawn campaign setting may or may not include (for me to know, you to find out): Aasimar, Humans, Halflings, Gubal-Kune, Half-Ssiska, Lisifel, Mah-Ah, Manapsi, Half-Lisifel, Nel-Xi-Ka-Sin, Kel-Zara, Teiflings, and Ssiska.

Which ones are included? The person who correctly guesses the proper assortment of races will get a prize (the full write up of one race of their choice thats on the proper list).
Here's a hint: There are exactly 7 races.
 

hey!

i've actually just started a thread in the house rules forum asking for some input on the new/modified races for my upcoming campaign world.

let's see if i can get the url right...

http://www.enworld.org/messageboards/showthread.php?s=&threadid=9894

in brief:

dwarves in this world have a Dex penalty instead of a Cha penalty, get a +1 natural armor bonus instead of a dodge bonus vs giants, and get their racial attack bonus against giants instead of goblinoids.

goblins are like PHB halflings stat-wise, except they get a -2 Wis penalty in addition to the Str penalty and only a bonus to Fort saves instead of to all three. they also lose the bonus to fear saves, but gain low-light vision, 30-ft. base speed, and a bonus to Spot checks.

hobgoblins are people with a mixture of human and goblinoid blood. they always get a -2 Wis, but can choose either a +2 Dex or +2 Con depending on their goblinoid heritage. they get low-light vision and the extra skill point thing of humans.

i don't have the "flavor text" written out in that thread, though. basically, dwarves are basically identical flavor-wise with the PHB version and goblins are very similar in culture to the PHB halfling.

here's the flavor text for hobgoblins.

Carrying a mixture of human and goblinoid (goblin or troll) blood (note: trolls in this world are just Large-size goblinoids, not like the MM troll), hobgoblins possess the best and the worst features of both their heritages. From their goblinoid blood, hobgoblins inherit their hardiness and cunning, while they inherit their versatility and ambition from their human blood. In some human societies, hobgoblins are seen as second-class citizens and forced to remain at the bottom of the social ladder. In other human cultures, ones that have had more extensive contact with civilized goblinoids, hobgoblins can be found even among the nobility and suffer little or no stigma. In goblinoid societies, hobgoblins often end up in charge due to their human-like dynamism and ambitious personalities.

Personality: Hobgoblins are a middle ground between the goblinoids and humans. Some hobgoblins lean more toward one side than the other, but all hobgoblins display characteristics of both.

Physical Description: Hobgoblins look much like goblins or trolls, but are human-sized. Their coloration usually mirrors that of their goblinoid side, but their facial features have an unmistakeable human cast that is not seen in the other pure-blood goblinoids. Unlike full-blooded goblinoids, some male hobgoblins are capable of growing facial hair.

Hobgoblins are not uniform in appearance. Since anyone with a mixture of goblinoid and human blood is a "hobgoblin," there are as many different kinds of hobgoblins are there are ways of mixing the three races. For example, someone who is 1/2-goblin and 1/2-human is a hobgoblin, but so is someone who is 1/4-human, 1/4-goblin, and 1/2-troll, as is someone who is 3/4-human and only 1/4-goblin.

Relations: Hobgoblins usually get along well with just about everyone. Most human cultures at least tolerate the presence of hobgoblins, and many openly accept them. In many goblinoid societies, the hobgoblins are the leaders and the other goblinoids defer to them.

Alignment: Like humans, hobgoblins do not tend toward any specific alignment, not even neutrality. Hobgoblins are as diverse in their beliefs as humans.

Hobgoblin Lands: There are a handful of realms that are controlled or dominated by hobgoblins. But for the most part, hobgoblins live side-by-side with their goblinoid or human neighbors.

Religion: Hobgoblins are as varied in their religious preferences as humans. Many civilized hobgoblins follow the path of Satet (note: Satet is an Islam-inspired monotheistic religion that is the dominant belief of this world), but "wild" nomadic hobgoblins may revere any or all of the three gods.

Adventurers: In human lands, hobgoblins are often warriors. Mercenary or bodyguard hobgoblins are especially common. However, it is not unexpected to see hobgoblin wizards, rogues, or even priests. In lands dominated by goblinoids, hobgoblins are generally the ruling class and thus sometimes turn to adventuring as a way of amassing wealth, power, and prestige.

these are the only "civilized" races of this world.

one thing i plan to work on in the future is to make templates out of aasimars, tieflings, and genasi, with the idea (like Mustrum_Ridcully in his Dragonstar campaign with half-orcs) that they can breed with any race. so i could have aasimar dwarves or genasi goblins if i wanted to, without having to come up with a different stat block or "race" for each permutation.
 

I created some races for my homebrew world. It's kinda Arthurian meets Wiccan meets Planescape. To sum up, (characters resembling but having no relation to :P) King Arthur got upset with God for not beating the devil down well enough. Arthur stormed heaven, took God's mantle of power, and slew the devil with it. The devil found out about the attempt, and took it upon himself to slay the severely weakened God in the meantime. With the main gods calling the shots being out of the picture, the elements became sentient and started calling the shots. Fast forward a couple of thousand years, and Dracian (that's the Arthur-resembler) wiped out half of the humanoid races, including 99% of the elves and became a bad, bad man.

Here's the link to my previous post on my races in the house rules board: Pale Elf, Draketouched, Planetouched
 

333 Dave said:
::Plug sense tingling... great way to spark interest...::
Ok, here's some info to get you interested... but you'll have to wait for the rest :)
The list of races for the New Dawn campaign setting may or may not include (for me to know, you to find out): Aasimar, Humans, Halflings, Gubal-Kune, Half-Ssiska, Lisifel, Mah-Ah, Manapsi, Half-Lisifel, Nel-Xi-Ka-Sin, Kel-Zara, Teiflings, and Ssiska.

Which ones are included? The person who correctly guesses the proper assortment of races will get a prize (the full write up of one race of their choice thats on the proper list).
Here's a hint: There are exactly 7 races.

My guess: Humans, Gubal-Kune, Lisifel, Half-Lisifel, Mah-Ah, Kel-Zara, and Ssiska.
 

Most of the races in my world are subraces of humanity, as my world is (pretty much) dominated by humans, except for small enclaves of other races.

Ones I've created are the Jotan (large, more heavily-built men of the North, culturally a mix of Norse and Celt) and the Bharatans (the Asians of my world, descendants of the original sorcerers).

It doesn't really belong but for non-standard PC races I'll allow for Githzerai (localized in the far south of the world, near my India analog) and the Neanderthals from The Primal Codex (who appear as the Adlais, an Inuit-type race of the far north).
 

Okay, here we go:

Humans:
On my world, there are five distinc human cultures.
The Caerdrim are my "celtic barbarians". Due to the fact that they live on an island, they recieve +2 on their skill modifier for profession:sailor.
The Gwarndi are sort of the "original native humans", much like most of europe's people in the middle ages. They're known for their diplomatic abilities and skills as craftsmen, and can choose to add +2 to either diplomacy or craft skills.
The Lawgin are desendants of the Ceardrim who live on the mainland. Due to their thirst for knowlage, they can choose one knowlage as class skill, or, if they belong to a class that has all knowlages as class skill, they gain +2 to a knowlage of choice.
The Odiarim, loosly modeled on the arabic peoples, gain +2 on either sense motive or gather information, due to a culture based on trade.
The Swarni, a branch of the Gwarndi, are based on asia. Due to the culture, they recieve either on diplomacy or on concentration +2.

Also, I've modified Orcs and Half-orcs. in my world, orcs are a semi-nomadic people, much like the Mongols in the dark ages. They are intelligent and dangerous. I've removed their penalty for daylight, and given them following att-mods: Str+2, cha-2. They're ugly, but tough. Half-orcs combine the worst of man and orc. They're as tough as the orc parent, but while they're not quite as ugly (-1 cha), they're not as smart as either parent (-1 int).

Other allowed races: all halflings; Rock gnomes and svirfneblin; Grey Elves(standard high elves), High elves (grey elves to you), Wood elves, Wild elves and Spirit elves (who I yet have to design) (NO DROW); Hill- and Deep dwaves, Korobokuru; Hengejokai; Nezumi; Planetouched, half fiends, half celestials; Spiritfolk; Half dragons; Helf elves.

There you go
-Alla
 

OOo my guess would be

Humans, Gubal-Kune, Lisifel, Nel-Xi-Ka-Sin, Mah-Ah, Ssiska, and Kel-Zara

Neo

<<::Plug sense tingling... great way to spark interest...::
Ok, here's some info to get you interested... but you'll have to wait for the rest
The list of races for the New Dawn campaign setting may or may not include (for me to know, you to find out): Aasimar, Humans, Halflings, Gubal-Kune, Half-Ssiska, Lisifel, Mah-Ah, Manapsi, Half-Lisifel, Nel-Xi-Ka-Sin, Kel-Zara, Teiflings, and Ssiska.

Which ones are included? The person who correctly guesses the proper assortment of races will get a prize (the full write up of one race of their choice thats on the proper list).
Here's a hint: There are exactly 7 races.


__________________
David Provencher
Triple Three Productions
 



Remove ads

Top