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Quick backstory: a while ago I made this virtual RPG for my girlfriend, and she really liked it, and I was pretty proud of it. But it felt like making a virtual RPG sort of limited the world I was trying to create, so I decided to convert it to a medium with a human element: tabletop RPG.

So I'm trying to make a homebrew that happens to throw out most of the canon races. In fact, the only race that's completely identical to its canon counterpart is humans. There's a race known as elves, but they're not exactly core elves, at least in terms of stats and traits.

The six core races I have for this project are humans, Fae, satyrs, nereids, elves, and changelings (half-Fae), the latter two of which are split into subraces. But I have no idea if they're all balanced with each other, much less with the core humans. I tried using a racial point system, but I'm unsure of the values of certain traits, and I've sort of made up a few things as I went along. I'm entirely spitballing here.

This is meant to be heavily based on roleplaying as opposed to combat, though of course, there are important encounters as well. Also, lots of flavor.

Any feedback is appreciated. Don't hold back.

Setting Flavor Summary: This is a world where adventurers are very important. Among the common folk, adventurers are treated as saviors, though those of the upper-class tend to look down upon them as reckless outlaws with dirty jobs. Adventuring is, in fact, considered a formal occupation with high demand. Many guilds roam the land, acting as adventurer companies of sorts, with all of the bureaucracy to match, though parties and sometimes individual adventurers take on freelance work as well and get to travel the world in turn. The largest known guild is known as the Sunrise Rebellion, which founded most of the mainland's now-wealthiest cities.
Magic is considered something inherent in this universe that only some are born with the power to wield. That said, some don't unlock their magical abilities until later in life. All races are capable of bearing magical children, but the most likely to bear such power are the Fae and Nereids (who happen to hate each other). There is also such a thing called "attunement", or attuning to one's environment so that one may perform feats that seem like magic. This is sometimes derogatorily called "fake magic". Elves have an affinity for it, though anyone can learn it with practice. Bards, as written in this setting, are infamous for it, and some other classes' magic will also be referred to as attunement for optional balancing purposes. Wizards, clerics and the like, however, require true magic.

Changelings:
Changelings

Flavor Summary: Changelings are the offspring of humans and Fae, often via Fae trickery. They grow up with their human parents and are either ostracized or worshipped depending on the attitude of their society. They look most human, but with unusual eye colors and plant-like traits from their Fae parents. Each changeling has one plant-like trait, which separates the changelings into three subraces: flower-bearing, vine-bearing, and thorn-bearing.

Traits:

Flower-Bearing Changeling
+2 Str, Dex, Int, Wis, OR Cha; -1 Con While her human lineage allows her to be generally versatile, a flower-bearing changeling is rather fragile and has bad luck with constitution.
Size: Medium
Base Speed: 30’
Distinct Aura: Changelings have a strange and distinct presence about them that makes them very recognizable and noticeable. Changelings receive -4 to disguise checks and -2 to stealth checks.
Dual Origin: Changelings are considered both human and Fae for battle purposes. They have access to any human- or Fae-exclusive feats, as well as their own changeling-exclusive feats.
Hybrid: As a hybrid, changelings have better immunity and have +2 save against sickness and poison.
Flower Power: Flower-bearing changelings have a natural magical talent and are able to use Prestidigitation as an at-will power. They also automatically gain the Parlor Tricks feat. Unfortunately, flower-bearing changelings are also particularly susceptible to magic and have -4 to Will saves.
Levitation: Flower-bearing changelings’ magical talent extends to a 1” levitation off of the ground at will, and as such, heavy armor does not influence their movement speed. This levitation can not be used over liquid, nor to avoid fall damage.

Vine-Bearing Changeling
+2 Str, Con, Int, Wis, OR Cha; -1 Dex While her human lineage allows her to be generally versatile, a vine-bearing changeling’s vines impede her flexibility.
Size: Medium
Base Speed: 20’ The vines wrapped around her legs force a vine-bearing changeling to slow down.
Distinct Aura: Changelings have a strange and distinct presence about them that makes them very recognizable and noticeable. Changelings receive -4 to disguise checks and -2 to stealth checks.
Dual Origin: Changelings are considered both human and Fae for battle purposes. They have access to any human- or Fae-exclusive feats, as well as their own changeling-exclusive feats.
Hybrid: As a hybrid, changelings have better immunity and have +2 save against sickness and poison.
Vine Armor: The vines on a vine-bearing changeling’s skin count as natural armor, providing +1 AC. The vines’ light magical properties also allow the changeling a spell resistance of 8.
Thick Ropes: A vine-bearing changeling may cut off some of her vines to produce up to ten feet of the equivalent of nigh-unbreakable rope. Doing so causes 1d6 damage to the changeling, and she must wait two weeks for the vines to grow back before she may produce another rope. A talented armor-maker may bind a shield or armor with this special rope to provide +1 AC to the object, but this is a long process with expensive results.

Thorn-Bearing Changeling
+2 Str, Dex, Con, Int, OR Wis; -1 Cha While her human lineage allows her to be generally versatile, a thorn-bearing changeling’s appearance can ward off friendly contact.
Size: Medium
Base Speed: 30’
Distinct Aura: Changelings have a strange and distinct presence about them that makes them very recognizable and noticeable. Changelings receive -4 to disguise checks and -2 to stealth checks.
Dual Origin: Changelings are considered both human and Fae for battle purposes. They have access to any human- or Fae-exclusive feats, as well as their own changeling-exclusive feats.
Hybrid: As a hybrid, changelings have better immunity and have +2 save against sickness and poison.
Bristle’s Bite: A thorn-bearing changeling’s thorns count as a natural weapon that grants the changeling the equivalent of two claw attacks for 1d4 damage each.
Thorns on End: The thorns on the back of the thorn-bearing changeling bristle at the detection of anything awry. Thorn-bearing changelings gain +2 to Perception checks and +2 to Sense Motive checks.

Elves:
Elves

Flavor Summary: Elves are nimble creatures who look rather human-like, though with strange ears, slightly lesser height, and wild hair colors. All elves originate from an island that has only recently been discovered by people of the mainland, and the elves here are known as Islander Elves. The Islanders lived in peace for many years until inner conflicts led to the near-eradication of magical elves. The few remaining magical elves and their many supporters set sail to leave the witch-hunting islanders behind, eventually coming across the mainland and settling there. Over the centuries, these elves became Mainland Elves and developed different traits from their island counterparts. Because of the eradication, Mainland Elves who bear magic are rare, and magic-wielding Islander Elves are all but unheard of. Mainland Elves developed a love of nature while the entirely magicless Islander Elves developed new and wonderful technologies.

Traits:

Mainland Elf
+2 Dex, +2 Wis, -2 Int Mainland elves are graceful creatures with vast amounts of experience, though they lack the penchant for invention of their Islander counterparts.
Size: Medium
Base Speed: 30’
Bravery: Elves in general are a fearless bunch, either wise enough to properly calm themselves down or intelligent enough to have confidence in their survival. They gain +2 to saves against shaking, fear, and panic.
Tuning In: Mainland elves are naturally attuned to the inner workings of the world around them, but communicating directly with it takes much concentration. They may Speak With Plants/Animals up to twice per day.
Mainland Skills: Mainland elves know much about their local world and their environment. They gain +2 to Knowledge (Nature) checks, +2 to Knowledge (Local) checks, and +2 to Handle Animal checks.
Weapon Familiarity: Mainland elves are natural hunters with a respect for the circle of life. They are proficient with longbows and shortbows.

Islander Elf
+2 Dex, +2 Int, -2 Wis Islander elves are nimble and highly intelligent, though they are naive compared to their mainland counterparts.
Size: Medium
Base Speed: 30’
Bravery: Elves in general are a fearless bunch, either wise enough to properly calm themselves down or intelligent enough to have confidence in their survival. They gain +2 to saves against shaking, fear, and panic.
Tuning In: Islander elves have a lot of connection with their ancestry and study up on the inventors of old, to the point that they have become attuned with those beyond life. They may cast Speak with Dead up to twice per day.
Island Skills: Islanders venerate history and invention, and their knowledge of tools is vast. They gain +2 to Knowledge (History) checks, +2 to Knowledge (Engineering) checks, and +2 to Disable Device checks.
Weapon Familiarity: Islander elves are industrious inventors who defend their culture with honor. They are proficient with all crossbows.

Fae:
The Fae

Flavor Summary: The Fae population consists of two opposing nations: the Seelie and the Unseelie. The Seelie are known for their decadence and honesty while the Unseelie are known for their toughness and loyalty. The two have no racial stat or trait differences. Beyond national loyalties, the Fae have little interest in morality. Fae are part humanoid and part plant, with green skin similar in texture to a stalk or stem along with vines and flowers that run along their bodies. They have wings which are butterfly- or moth-like in appearance, though Seelie tend toward the former and Unseelie toward the latter. Their hair and eye colors are most unusual.

Traits:

Fae
+2 Cha, +2 Int, -2 Con The Fae are a cunning and charming group, but they have many weak points.
Size: Medium
Base Speed: 30’
Levitation: Members of the Fae have 1” levitation off of the ground at will, and as such, heavy armor does not influence their movement speed. This levitation can not be used over liquid, but it does reduce fall damage by ⅓.
Luck of the Fae: Fae are not only tricky, but have the extraordinary power of fate on their side. Fae have +1 to all saving throws. They also have luck against magic spells, allowing them +10 spell resistance.
Plant Person: Fae are part-plant, with flowers and vines along their bodies. This gives them +2 stealth when in a setting surrounded by plant life, such as a forest. They are also capable of photosynthesis; one hour in direct sunlight allows them to have one less hour of sleep.
Faerie Charm: Faeries may attempt the spell Charm Person once per day, though the effect will last only twenty minutes if successful.
Faerie Weakness: Cold iron is the bane of Fae magic. Fae have -2 AC to attacks made with cold iron weapons.
Fae Wings: Fae Wings are very fragile and cannot be used for flight without the Fae Flight feat (WIP). They are particularly vulnerable to fire and acid. In addition, any stealth attack performed successfully against a Fae will be considered to have struck the Fae in the back, adding +4 damage to the attack.
Court Loyalty: A member of the Fae is always faithful to his court, be it Seelie or Unseelie.

Nereids:
Nereids

Flavor Summary: Descended from ancient gods of the ocean, Nereids are beautiful, small women who populate and rule the oceans. They have mastered the seas and formed many nations, most of which work in harmony to maintain balance in the ocean ecosystem. Nereids have blue or silver skin covered in small scales, along with hair and eyes in any monochrome shades. The shape of a Nereid's fins and the fien details of her appearance depends largely on where she lives, with deep sea Nereids often looking the most unearthly. They are always invited to Satyr nation's parties, though with one exception, the nations always politely decline.

Traits:

Nereid
+2 Int, +2 Con, -2 Wis, -2 Str Nereids are healthy beings with a thirst for knowledge, though they often lack worldly experience and aren’t physically powerful.
Size: Small
Base Movement: 30’
Ocean Dwellers: Nereids spend long amounts of time in the oceans from which they hail. They have a swim speed of 50’ and are amphibious, allowing them to breathe both air and water. They are accustomed to the depths of their homes, granting them 60’ darkvision.
Agile: Nereids are agile creatures who move through land and water with ease. They are granted +2 to Acrobatics checks and +2 to Swim checks.
Resourceful Mind: Nereids use their creative minds to carry them through trials. They are able to use their intelligence modifier in place of their wisdom modifier, but only when making skill checks.
Cold-Blooded: Nereids lack warm blood and are susceptible to cold environments. If kept in a cold environment for more than a day, Nereids act as if they are under the effect of a Lullaby spell until they enter a warmer climate. They may ward off this effect with a Will save, but they are at a disadvantage and must make an additional save for every extra day they spend in the environment.
Melodious: Nereids are known for their melodious voices and gain +4 to Perform (Sing) checks.

Satyrs:
Satyrs

Flavor Summary: Satyrs are tall humanoids with the feet, legs, and hors of goats. Most of them are male, though Satyresses are not unheard of. Satyrs have their origins in a Satyr nation by the sea whose population consists mostly of humble farmers. Vineyards are considered sacred places, and many Satyr temples will have a vineyard within them or nearby. Satyrs are a mostly nocturnal people, and many nights in their year are devoted to dancing, feasting, and merrymaking. Though the Satyr nation holds the highest concentration of these fun-loving folk, many choose to explore other places and indulge themselves in more of the world.

Traits:

Satyr
+2 Cha, +2 Str, +2 Con, -2 Dex Satyrs are a strong, hardy, fun-loving sort. That said, their hooves do nothing for dexterity.
Size: Medium
Base Movement: 20’ Satyrs are built to stand their ground, not to compete in goat-races.
Midnight Parties: Satyrs are used to doing all of their farming, harvesting, lounging about, and merrymaking at night. They are equipped with lowlight vision, but they are also afflicted with light sensitivity.
Entertaining Exaggeration: Talking to a satyr is such an experience on its own, it’s difficult to tell if he’s lying-- but he’s very good at the pan flute, so at least he’s entertaining. +2 to Bluff checks, +2 to Perform (Wind Instrument).
Blissful Madness: Once per encounter, and only at night, a satyr may enter an elated state known as Blissful Madness which lasts 1d4 rounds. During this state, the satyr gains the following circumstantial effects: +2 strength, +1 to Fortitude and Reflex saves, +5' movement, -2 AC. This state also distracts the satyr and opens him up to attacks of opportunity.
For the Love of Grapes: Satyrs thrive on wine and never miss out on it. Satyrs must consume at least one serving of it per day or risk the following penalties until wine is consumed: -2 Perception, -2 to initiative, -1 to Will and Fortitude saves. They cannot use Blissful Madness in this state.
Weapon Familiarity: When satyrs aren’t feasting and dancing, they’re probably farming. Satyrs are proficient with sickles and scythes.