About DM waz up?My custom races kazi'ki:
These reptiles, also known as chameleon men, are native to the jungles. They are commonly mistaken as lizard folk, even though they are small Type: Humanoid (reptile, shapechanger)
Bond to the Jungle (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.(forest or jungle) Poison Resistance (3 RP): Prerequisites: None; Benefit: Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice. Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.(forest or Jungle) Change Shape, Lesser (3 RP): Prerequisite: Aberration, dragon, fey, humanoid, or monstrous humanoid type; Benefit: Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.(Note: they can only change into a small race, usually Goblins or Kobold) Sticky Tongue (2 RP): Prerequisite: Medium or larger size; Benefit: Members of this race can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A member of this race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time. Special: This trait can be taken up to two times. The second time it is taken, members of this race gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action.
oakheart:
oakhearts are humanoid tree people. They live in forests and often join a adventure out of curiosity. They have no gender and often produce berries. The berries contain seeds which eventually become a oakheart as well. They rarely are found in groups of more than 2, and are never attached to any specific area.
Type: plant(10rp)
traits
Environmentalist: oakheart gain a racial +2 to handle animal, and knowledge (nature) is always a class skill.(2rp) Berry growth: 1/day an oakheart produces berries as the spell goodberry(1rp) Treespeak: oakheart can talk with plants as if under the speak with plants spell.(1rp) Low-light vision: can see twice as far in dim light(-rp) Plant traits: Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Total rp: 16 shadow guard:
these undead warriors where once elves, but have since rotted away and become the black skeletons they are. They are merciless, bloodthirsty, and untiring. They have since spread from their original mold. New shadow guard are created each day. None remember their past, and they may join a group in order to learn more about themselves.
Type: undead(formerly elf)
Traits Skeletal DR: shadow guard are nothing but bones, DR/blunt Spell resistance: shadow guard have resistance to lesser spells. SR: 6+lvl Dark magic: shadow guard get a +1 to caster level when casting spells from the necromancy school, they also gain chill touch as a 1/day spell-like ability Negative energy affinity: positive energy harms undead, and negative energy heals undead Lost past: +2 to two knowledge of the players choice Darkvision 60ft, Light vulnerability: are staggered in direct sunlight, but otherwise take 2x damage from light based spells, doesn't include spells that don't cause damage. Undead traits:Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
greymat:
greymat are strange humanoid beings that live in the caves beneath the ground. They live in large communities, and are a benign race. They rarely cause conflict, but are known for their destructive mages. They have grey skin, large black eyes, thin bodies, and a long tail. They join groups mainly for research on the other races
Type: Aberration
Traits Spell resistance: 11+lvl Spell-like abilities:
DV 60ft Largonian:
These animal-like people are native to the land of Largoniah. They fill the notch that humans and elves didn't. They had a thriving society with large cities and kingdoms, but the introduction of humans, elves, orcs and similar races not native to largoniah has reduced them down to a barbarian state. They come in many forms, the shapes of various animals. Humanoid (Largonian)
Claws: most Largonian have claws, 1d3 primary natural attack Swift: +2 acrobatics checks, +5 base speed. Animal affinity: start with animal affinity as a bonus feat.
Fawn:
unlike their wild cousins, who drink and revel in lust and destruction, Fawn are much more civilized, if less magical. These fey are defendants of satyr and nymphs who moved away from the wild revelry. They eventually diverged, resulting in a much more docile race with both male and female members. Their top half appears humanoid, with goat horns and pointed ears. Males often have larger horns than females. Their lower half is goat-like. With cloven hooves and thick wool, they are found mostly in temperate climates. They often are found in positions within Druid circles or as scholars in large cities. They rarely have large communities, and are most commonly found in elven communities.
Type; fey
Forest-bond: +2 AC in woodland. Fearless: +2 vs. Fear/moral effects Performer: +2 to any one preform skill, or +1 to two separate preform skills Object of desire: +1 CL on charm and compulsion spells. Low-light vision. Goat affinity: you gain a +4 to handle animal when interacting with goats, cows, sheep, and similar animals.
Dimmer:
Dimmer where mortals, but deals with beings outside the realms has manipulated their forms. When they died, they became dimmer, living who once where dead. Type:Humanoid(dimmer)
SR, lesser: 6+lvl Shadow resistance: 5cold/lightning Spell-like abilities: 1/day gasious form
Weapon familiarity:whips, chain whips. Half-Minotaur:
Creations of the tryst between a Minotaur and a human, these half-breeds tower over their human family, but are only runts compared to their Full blooded parent. Type:Humanoid (Human,Giant)
Speed:40ft (1Rp) Stats: Weakness:(-1Rp)+2Con, +2Wiz, -4Int,(+2Str,-2Dex Size) Language:Standard:start:common, Giant, Bonus: Goblin, Orc, Gnoll, Undercommon, Dwarven, Aklo Resistant (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison. Sprinter (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Gatecrasher (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. Gore:(1Rp) has a Gore attack for 1d6 DMG, this is a secondary attack Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. Scent (4 RP): Prerequisites: None; Benefit: Members of this race gain the scent ability . Half Ogre:
type:Humanoid(Human, Giant) Size:Large (7 RP): Prerequisite: Humanoids taking this quality must have the giant subtype; Benefit: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. Speed:30ft Stats: semi-human heritage: +2 to any one stat, +2 to Con, -2 Int(2Rp) Language:standard-Start: Common, Giant, -Bonus: Orc, Gnoll, Goblin, Dwarven, Gnome, Natral armor:(2RP) Half-Ogre have a +1 to their natural armor. Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.(Note: half-ogres may be dumb, but many take up a trade in smiting, using their great strength for the better) Reach (1 RP): Prerequisite: Large size; Benefit: Members of this race have a reach of 10 feet. Weapon familiarity:(1Rp) half ogres begin with proficiency with Greatclubs and Earthbreakers. Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Dragonborn:
Type: Humanoid(Reptilian) size: medium Speed: 30ft Stats: +2cha, +2Str, -2Dex: Dragonborn are Tough and quite skilled in social situations, but tend to be brutish and lack Finnese Languages:-Start: Common, Draconic, -Bonus: Elven, Dwarven, Gnome, Aklo, Orc, Giant, Gnoll, Goblin Dragon Affinity: Dragonborn have a connection with Dragons. During Creation Pick a dragon type. All your resistances and powers from this race are based off that dragon. They also gain a +2 vs. Sleep, paralyzation, and Enchantments. They also gain a +1 to CL when using powers from the Draconic Bloodline, but it has to be the same type they picked at creation. all resistances and bonuses stack with that of the Draconic bloodline. Energy resistance: dragonborn gain resistance 5 to Energy based on their dragon type. Emissary (1 RP): Prerequisites: None; Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll. Breath Weapon (3 RP): Prerequisites: Aberration, construct, dragon, humanoid (reptilian), monstrous humanoid, or outsider (native) with ties to an elemental plane; Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. If the creature is an outsider (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (acid [earth], cold [water], electricity [air], or fire [fire]). Then pick either a 15-foot cone or a 20-foot line. Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 2d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user's character level + the user's Constitution modifier. Those who succeed at the save take no damage from the attack. (based off the same table as the Sorcerer bloodline) they can use this as many times a day equal to 1 + their Con modifier Swordtrained (4 RP): Prerequisites: None; Benefit: Members of this race are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Dragonborn where once simple lizard men, but dragons used them as slave labor for thousands of years, and they developed an affinity for the magical reptiles. They where oppressed and enslaved by chromatics, but with the help from the metallic dragons, dragonborn where freed. They soon built a society, basing it around the society of metalic dragons, where the oldest would counsel and desire what's best for the community, and with the aid of a silver dragon worshiper of Bahamut they soon had a flourishing society. Dragonborn are trained with swords from the moment they can hold one. The size and type of blade showed status, a shortsword meaning you are a scout or ranger, a greatsword showing your a leader or a person of great importance.
Harpy-kin:
Gremlin, The Nixilnubs:
One of the several "Mites", Nixilnubs (or Nix) are tiny gremlin who have lost alot of their unlucky powers. They are resented by almost all species, and in turn love to be resentful back. They are crafty and often join with clams of kobold or other creatures and supply them with traps and machines so dastardly, it has given kobolds a name in trapmaking. However the Nix's efforts are offten afforeded to other races... Nixilnubs are tiny ugly lizards their scaly hide almost akin to bones. They appear as starved kobold children, save for their black scales and bone pattern, with sunken eyes and a skeletal apearance. Qualities
Traits
Fey Damage Resistance (3 RP): Prerequisite: Fey type; Benefit: Members of this race gain DR 5/cold iron. Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. Master Tinker (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted. Misfortune Affinity:(3RP) members of this race are particularly unlucky, and tend to make all those who interact with them just as unlucky. Increase the DC of all spells cast by or on this race by 2. Also, those with a Cha higher than 11 get the following abilities:1/day-Shatter, Haunted Fey aspect, Dancing lights Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. Bite×2 (2 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.(1d2) Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet. Light Blindness (–2 RP): Prerequisite: Darkvision or see in darkness trait; Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Reincarnation(-1RP):When Nix die, their spirits do not remain. Instead they are Instantly reincarnated as a young Nix, in a far off area, to relive their life. This makes it impossible to resurrect them, and also creates difficulty returning to the party.
Illithid-kin:
Illithids have always been an Enigma. Creatures from a world other than this, with Powerful minds and an almost ravenous hunger for brains. Yet no beings are more akin to then than the Illithid-kin. History
Appearance
Type: aberration (3RP) Size: Medium Speed: Normal 30ft Ability Bonus: Specialized:(1RP)+2Int, +2 Cha, -2 Con, Illithid-kin have frail bodies but despite their outward appearance they contain a great amount of otherworldly power. Languages: Linguist- Begin knowing Undercommon and Azlanti, can learn any language. |