| Felgoroth |
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So I've been kind of hesitant about posting the races for my world on forums as I plan on writing a book set in that world but I've decided that I don't really care that much any more also, Eyolf The Wild Commoner had said something in another thread about being interested in the races in my game so I decided it was time to unleash them. Keep in mind that these are slightly overpowered (even for Pathfinder races) because I for some reason I like running games that way, also none of the normal races are in my world except Humans (along with other things that means the languages are different). So here they are:
Humans are the same as they are in the Players Handbook but, with the following additions:
Suurvallan: +2 on all Bluff, Diplomacy, and Intimidate checks. Extra Language – Suurvallan
Orilonaki: Stability (as the Dwarf ability). Extra Language – Orilonaki
Dyringan: Heat Endurance: +2 bonus on saves against fire and can survive in temperatures up to 120 degrees F. Extra Language – Oceanic
Phandærin: Low-Light Vision, +2 on Perception checks. Extra Language – Phandian
Lasarian: Cold Endurance: +2 on saves against cold and can survive in temperatures from 0-90 degrees F. Extra Language – Ündersprek
Froschendic: Hold Breath (see the Chittenga or Lizard Folk ability), +2 on Swim checks. Extra Language – Aldien
Age: Adulthood 15 - Middle Age 35 - Old Age 53 - Venerable 70 - Max Age +2d20
The “lion” men of Leotis, Leonites are known for taiming and riding Griffons and although the majority of Leonites live on Leotis many can be found in Hoite, Suurv, and Denn.
Looks: Leonites look like men with a thin coat of fur and claw like finger nails. The mens hair grows in a style similar to a lion mane and all Leonites have a tail.
Society: Leonites generally stay on the Floating Isle, even in modern times, and generally only visit the island nations below (rather than live there).
Relations: Many Leonites tend to enjoy the company of other races but seem to be somewhat fearful of them because they have only recently been reintroduced to them. Humans, Zvaigzne, and Phandians seem to be the easiest races for Leonites to get along with. Rhinosaurs and Mudlarks will coexist with Leonites, generally not disliking or taking an interest in them. Tahngoa always seem to ask too many questions when in the company of Leonites, which tends to put most Leonites off of them; although some seem to like it and keep the Tahngoa around for amusement. Schist, Vahnthra, and Chittenga seem to frighten most Leonites because of their appearance. Leonites have an extreme dislike for Felgorians because of their past with them. Daishan, Mograhtti, Byndair do not generally see Leonites and are always a bit confused as to what they are, thinking they’re a Human or Zvaigzne most of the time.
Alignment: Leonites have a strong sense of community and tend to lean towards a Lawful alignment.
Names: Leonites generally take 2 names which are usually similar to the names of Froschendic Humans. Example Male Names: Dale Haldan, Alfred Udan, Micheal Frenk. Example Female Names: Samantha Willow, Rebecca Pencha, Helen Verrin.
Size: Medium
+2 to any One Ability Score: Leonites gain a +2 bonus to one ability score of their choice.
Normal Speed: Leonites have a base speed of 30 feet.
Low-Light Vision: Leonites can see twice as far as humans in conditions of dim light.
Keen Senses: Leonites receive a +2 racial bonus on Perception checks.
Saddle Born: Leonites receive a +2 racial bonus on Handle Animal and Ride checks; in addition both these skills are always considered class skills.
Enhanced Scent: Leonites may use a feat to gain the Scent special ability.
Natural Weapon: Leonites are capable of making natural attacks with their sharp claws. A Leonite possesses a claw attack that deals 1d6 damage plus strength modifier on a successful hit.
Weapon Familiarity: Leonites are proficient with lances and long swords and treat bastard swords as martial weapons.
Age: Adulthood 12 - Middle Age 44 - Old Age 72 - Venerable 85 - Max Age +3d10
Shrouded in mystery and said to have fallen from the sky, Zvaigzne are said to be the sons and daughters of stars that fell to Kaj ages ago.
Looks: Zvaigzne are frail human-like beings. They have pointed ears and their skin is either a pale silvery color or a pale gold color (depending on what climate they are from), either way the skin of the Zvaigzne glitters. If a Zvaigzne has gold skin it’s hair is a golden color as well and if a Zvaigzne is silver it’s hair is a silver color. Zvaigzne’s eyes are clouded over and have no pupils.
Society: Zvaigzne tend to live in extreme climates in cities amongst other races. Golden Zvaigzne reside in the Living Mountains and the Dyringan desert while Silver Zvaigzne reside in the White Mountains and Keringwood Forest.
Relations: Zvaigzne tend to be the apple of other races eyes, they renown for their beauty throughout Kaj and Zvaigzne tend to take advantage of this in certain situations. Zvaigzne get along well with Humans, Leonites, and Phandians because they are the easiest to relate to. They tend to think of Rhinosaurs as brutes but will befriend them because of their strength. Tahngoa and Chittenga seem to get along with Zvaigzne although they sometimes become distracted with the sparkling skin of the Zvaigzne. Schist and Zvaigzne seem to like each other but have difficulty communicating sometimes because Schist tend to think more logically than Zvaigzne. Mudlarks and Vahnthra seem to coexist with Zvaigzne, not liking or disliking them. Felgorians seem to view Zvaigzne as weak. Byndair will attack Zvaigzne on site because they say Zvaigzne meat tastes better than any other. Mograhtti have an extreme hatred for Zvaigzne because of their ability to produce light from their bodies. Strangely enough Daishan treat Zvaigzne as little more than Humans because of their looks.
Alignment: Zvaigzne tend to be free spirited and whimsical leaning them generally more towards Chaotic alignments.
Names: Silver Zvaigzne usually carry 2 names while Gold Zvaigzne usually only have 1. Example Male Names: Landor Radianti, Xander, Fergus. Example Female Names: Alise Shiningsun, Miranda Lightfoot, Robin.
Size: Medium
+2 Constitution, -2 Wisdom, +2 Charisma: Zvaigzne survive in harsh environments and are witty but, they generally do not think before they speak.
Normal Speed: Zvaigzne have a base speed of 30 feet.
Heritage: Zvaigzne born in Orilonak gain Cold Endurance and gain Orilonaki as a bonus language, Zvaigzne born in Suurvahl gain Heat Endurance and gain Oceanic as a bonus language.
Low-Light Vision: Zvaigzne can see twice as far as humans in conditions of dim light.
Light Source: Zvaigzne may emit a 5ft. radius of light from their bodies at will.
Flash: 1/day a Zvaigzne may concentrate all its light into a powerful burst causing all creatures in a 30ft. radius to make a will save (DC10+½HD+cha modifier) or be dazzled for 1d4+1 rounds. Once this ability is used a Zvaigzne may not use its light source ability until it has meditated in starlight for 1 hour.
Enchanting Prowess: Zvaigzne may add +1 to the DC of any saving throw against Enchantment spells they cast.
Age: Adulthood 200 - Middle Age 400 - Old Age 600 - Venerable 800 - Max Age +2d%
The hulking brutes of the Orilonaki plains, Rhinosaurs are generally distinguished as Orilonaki Rhinosaurs (those that wear solid colored kilts and are not part of a specific clan) or Clan Rhinosaurs (those that wear tartan kilts and are part of one of the Rhinosaur Clans)
Looks: Rhinosaurs are large anthropomorphic Rhinos. They can have 1 or 2 horns and are generally feared by most of the other races because of their size and demeanor.
Society: Orilonaki Rhinosaurs are Rhinosaurs that live in the large cities of Orilonak and are followers of the Orilonaki. Clan Rhinosaurs live in clan lands in small groups usually with the leader in the largest group in a larger village.
Relations: Rhinosaurs are usually looked at with some fear by most races because of their size and most Rhinosaurs have a fierce demeanor. Humans and Leonites usually just coexist with Rhinosaurs and keep confrontation to a minimum. Tahngoa are generally thought of as too smart by Rhinosaurs and therefore are generally avoided. Schist are one of the few races Rhinosaurs like because of their warrior like attitude toward things. Felgorians are generally looked at with pity by Rhinosaurs because they feel that Felgorians don’t know how to live any other way than the way they do. Mudlarks are generally not seen as a threat (even the assassins) and are known to even live amongst some Rhinosaur clans. Rhinosaurs don’t seem to trust Vahnthra or Chittenga and will sometimes capture them and sell them as slaves. Bydnair do not usually see Rhinosaurs but when they do they see them as formidable opponents. Mograhtti do not like Rhinosaurs, although they do not usually see them. Daishan see Rhinosaurs as a race above humans but still below themselves because they are dull witted and too big.
Alignment: Clan Rhinosaurs tend to base their alignment on their clan while Orilonaki Rhinosaurs tend to sway towards a Lawful alignment.
Names: Clan Rhinosaurs only have one name, using their Clan name as a last name if it is needed. Orilonaki Rhinosaurs generally take a second name based on an aspect of their family or themselves. Example Male Names: Rufus Spearhorn, Drummar, Gar. Example Female Names: Olga, Margarete Thunderfoot, Cynthia Gorebrute.
Size: Large
+4 Strength, -2 Dexterity, -4 Intelligence: Rhinosaurs are incredibly strong but, dull witted and weighed down with muscle.
Normal Speed: Rhinosaurs have a base speed of 30 feet.
Poor Vision: Rhinosaurs take a -1 on all ranged attack rolls.
Ferocity: Rhinosaurs remain conscious and can continue fighting even if their hit points are below 0, when doing so a Rhinosaur is staggered and loses 1HP each round. Rhinosaurs still die when their HP total reaches a negative amount equal to their Constitution score.
Intimidating: Rhinosaurs receive a +2 racial bonus on Intimidate checks.
Enhanced Scent: Rhinosaurs may use a feat to gain the Scent special ability.
Natural Armor: Rhinosaurs have a +1 natural armor bonus.
Natural Attack: Rhinosaurs are capable of making natural attacks with their horn(s). A Rhinosaur possesses a gore attack that deals 1d6 damage plus strength modifier and a half on a successful hit, in addition Rhinosaurs deal double damage with their gore attack while charging.
Age: Adulthood -14 Middle Age 30 - Old Age 45 - Venerable 60 - Max Age +2d10
The much smaller, much more intelligent cousin of the Yeti, Tahngoa are known for being crafty and are accredited with the creation of countless useful inventions.
Looks: Tahngoa are small creatures covored with white fur. They have long floppy ears and sharp claws on their hands. (they would look similar to a white Ewok from star wars with floppy rabbit like ears, if such a thing existed)
Society: Tahngoa tend to live in Jiien or in small villages in the White Mountains. They respect the laws of the Orilonaki but also tend to live how they want to if they do not frequent the mainlands of Orilonak.
Relations: Tahngoa are generally seen as tinkerers and “know it alls” because there are so many Tahngoan inventions used throughout Kaj. Humans, Zvaigzne, Chittenga, and Phandians tend to enjoy the company of Tahngoa, although they are sometimes dumbfounded by the smarter Tahngoa. Leonites and Schist see Tahngoa as very intriguing beings but seem to mistrust them around valuables for some reason or another. Rhinosaurs and Felgorians think of Tahngoa as scholars and thus do not tend to bother them as most of a Tahngoas words will go over their heads. Mudlarks and Vahnthra do not generally see Tahngoa but when they meet them Tahngoa tend to have multitudes of questions. Byndair nearly never see a Tahngoa and always seem confused if they catch one. Mograhtti do not like Tahngoa because if they come to the deep caves they generally bring Yeti with them. When Daishan encounter Tahngoa they seem have varying opinions some find them amusing and others think they’re too weak which is why they invent so many things.
Alignment: Tahngoa tend to look at things very logically and obey the laws they have learned but they also tend to break “natures laws” with some of their inventions. This contrast usually results in Tahngoa being of Neutral alignments.
Names: Tahngoa tend to take an Orilonaki name and have a last name that changes as they grow, this last name is generally given to them by another Tahngoa and is supposed to tell others about that person. Example Male Names: Danno Losthead (head usually refers to a Tahngoas mind when used in a name), Grib Patchfur, Sambo Bigpipe. Example Female Names: Sandra Underearth, Hanna Longfang, Anne Chipclaw.
Size: Small
-2 Strength, +2 Dexterity, +2 Intelligence: Tahngoa are nimble in body and mind but, they are small.
Slow Speed: Tahngoa have a base speed of 20 feet.
Natural Craftsmen: Tahngoa receive a +2 racial bonus on one Craft skill of their choice, in addition Craft is always a class skill.
Engineers: Tahngoa receive a +2 racial bonus on Knowledge (engineering) and Disable Device checks.
Darkvision: Tahngoa can see in the dark up to 60 feet.
Cold Endurance: Tahngoa receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F.
Natural Attack: Tahngoa are capable of making natural attacks with their sharp claws. A Tahngoa possesses a claw natural attack that deals 1d3 damage plus strength modifier on a successful hit.
Weapon Familiarity: Tahngoa are proficient with light and heavy picks and treat any weapon with the word “Tahngoan” in it as a martial weapon.
Age: Adulthood 25 - Middle Age 50 - Old Age 75 - Venerable 100 - Max Age +4d%
The rock people of the living mountains, Schist are said to pull themselves from the living stones deep within the mountains.
Looks: Schist look like a human statue with mossy hair. They have no reproductive organs so, they rarely wear much.
Society: Schist inhabit the Living Mountains but when a Schist becomes 100 years old he/she is sent out of the mountains to bring back something to contribute to the Order of the Stone, many usually return in 5 years but others may take up to 1000 years to return, if they return at all.
Relations: Schist tend to keep to themselves but when they leave the mountains they do tend to make a few friendships although many of the Schist realize they will live far longer than those they have befriended. Humans, Leonites, Chittenga, and Felgorians tend to be skeptical of Schist because their strange appearance. Zvaigzne get along very well with Schist as they have had a lasting relationship and both are members of the Order of the Stone. Rhinosaurs do not usually see Schist but those that do tend to like them because of their warrior like attitudes. Tahngoa are very interested in the Schists ability to make things with their body but may come off too strong when meeting a Schist thus scaring the Schist away. Mudlarks will coexist with Schist and some even form very good relationships with Schist because they both love nature. Vahnthra have a strange relationship with the Schist, some like the Schist because they protect the Living Mountains but others hate the Schist because they rule the Living Mountains. Phandians enjoy Schist but some think they are too slow for their size. Daishan never tend to see Schist because Schist tend to stay away from the sea but, when they do encounter each other there always seems to be a strange encounter. Mograhtti and Byndair have a extreme distaste for Schist because they rule the living mountains.
Alignment: Because of a Schists commitment to his/her people Schist tend to be of Lawful alignment and most sway towards Good or Neutral rather than Evil.
Names: Schist generally only take 1 name. Example Male Names: Ündramadus, Ögnatûs, Gommuñ. Example Female Names: Apûndá, Enrîgì, Sézdèn.
Size: Medium
+2 Constitution, +2 Wisdom, -2 Charisma: Schist are tough and wise but, lack social skills and most people are frightened by their appearance.
Slow Speed: Schist have a base speed of 20 feet.
Stone Cunning: A Schist receives a +2 bonus on Perception checks to potentially notice unusual stonework. They receive a check to notice such features whenever they pass within 10ft. of them whether or not they are actively looking.
Tough: A Schist receives a +2 racial bonus on saves against poisons and disease.
Natural Armor: Schist have a +2 natural armor bonus.
Ammunition: Each day a Schist can create 3 plus its Constitution modifier arrows, sling bullets, bolts, or darts from its own body with a Craft (stone working) or (weaponsmithing) check (DC10) as a Swift Action for each missile, a failed check counts as a use. A Schist may create more missiles at the cost of 1HP/missile. All missiles dissolve shortly after being used. Creating a missile doesn’t provoke an attack of opportunity. Schist Monks may create shurikens in addition to the other items listed above. If you do not use a missile it dissolves in 1 day.
Stone Walk: 1/day as a full-round action a Schist and up to 100lbs. of equipment may move through a stone wall or similar stone substance. Schist may only move through a maximum of 10ft. of stone with this ability.
Like a Rock: Schist receive a -4 penalty on Fly and Swim checks and are unable to float.
Age: Adulthood 100 - Middle Age 1,000 - Old Age 1,750 - Schist can't die from aging and therefore do not become venerable
Pointy ears and teeth, grey skin, and stubby tails, Felgorians are around half the height of men but, they are said to be stronger than most of them.
Looks: Well I think that describes them mostly. The best way I can describe them without a picture (and without saying what’s written above) would be if a Dwarf and Orc made babies and for some reason the babies had shark-like teeth and a stubby tail. O! and for some reason the skin of the baby was a dusty grey color.
Society: Felgorians are said to have a king in the walled city of Felgoria and if anyone says anything bad about him there is bound to be a fight but, they tend to travel throughout Kaj in groups that cause trouble.
Relations: Felgorians are looked at as ruffians and cannibals because some are known to eat humanoids although it is said to be an outdated practice. Humans, Leonites, Zvaigzne, and Schist tend to look down upon Felgorians and some will attack them without warning. Rhinosaurs, Mudlarks, and Tahngoa tend to look at Felgorians with some pity because they feel they don’t know any other way to survive. Phandians seem to accept Felgorians but will keep an eye on them to make sure they do not cause any trouble. Vahnthra and Byndair do not see Felgorians a often but view them as strong beings. Chittenga and Mograhtti seem to be the only races that will try to pursue friendship with a Felgorian because their brute strength and stubborn personalities seem to get them what they want. Daishan do not like Felgorians, they view them as admirable opponents but they find them lacking in strategy.
Alignment: Forced to live harsh environments and only excepted in Felgoria, Felgorians are not Evil by nature but it comes easily to them. Felgorians are usually Chaotic Neutral feeling that they should not do anything unless it benefits them.
Names:[i] Felgorians usually try to pick a fearful sounding name and it is rare for a Felgorian to take a last name. Example Male Names: Ogfell, Crog, Gorgoroth. Example Female Names: Zelfra, Alma, Marltooth.
[i]Size: Medium
+2 Strength, +2 Constitution, -2 Intelligence: Felgorians are strong but lack schooling and common sense.
Slow and Steady: Felgorians have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability: Felgorians receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Darkvision: Felgorians can see in the dark up to 60 feet.
Illiterate: A Felgorian does not automatically know how to read or write and must put a rank in Linguistics to become literate in a spoken language.
Cruel: Felgorians receive a +2 racial bonus on Intimidate checks but, take a -2 penalty on Diplomacy checks.
Cold Endurance: Felgorians receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F.
Enhanced Scent: Felgorians may use a feat to gain the Scent special ability.
Natural Attack: Felgorians are capable of making natural attacks with their sharp teeth. A Felgorian possesses a bite natural attack that inflicts 1d4 damage plus strength modifier and a half; in addition a Felgorian may initiate or maintain a grapple with its bite.
Age: Adulthood 13 - Middle Age 26 - Old Age 52 - Venerable 105 - Max Age +2d10
The six fingered men of the forsests and swamps of Survahl and Orilonak, Mudlarks are swift and agile little creatures who are known to have ties with with dark organizations.
Looks: Mudlarks have a dark green skin with occasional blotches that vary in color. They are short and have six fingers on each hand (as well as six toes on each foot). The extra finger is located between their thumb and index finger and is a mix of the two. The sixth toe is an extra pinky toe if you were wondering. Mudlarks born without any spots on them are taken at birth and raised to be Assassins allowing them to take levels in the Assassin class without meeting the prerequisites. There is a 5 percent chance of a Mudlark child being born without the spots other Mardlarks possess.
Society: Mudlarks generally tend to live in small villages in the trees of forests, the largest of these is the city of Ebenwood. Although the common Mudlark is generally peaceable many people believe that all Mudlarks are assassins because of the birth ritual with spotless Mudlarks.
Relations: Among other races, Mudlarks are generally looked at with suspicion because of their large contribution the worlds assassin numbers. In addition most races see non-assassin Mudlarks as Rogues that will take anything that looks like it might be of value. Humans, Leonites, and Zvaigzne tend to accept Mudlarks but do not leave stray valuables out while in the company of their small friends. Rhinosaurs do not see Mudlarks as a threat at all and some Mudlarks have been known to live with Rhinosaur Clans. Tahngoa seem to have a love, hate relationship with Mudlarks, they are very intrigued by the Mudlarks sixth finger and their living style but cannot help but tend to get lost in the words of the Mudlark. Felgorians and Vahnthra do not generally see Mudlarks but are wary of them when they do. Chittenga tend to get along well with Mudlarks but both tend to mistrust the other. Phandians seem to love talking with Mudlarks about trees and nature but tend to not like the talk of the assassins among the Mudlarks. Byndair, Daishan, and Mograhtti do not tend to see Mudlarks and thus have varying attitudes towards them when they see each other.
Alignment: Mudlarks live in small societies throughout the forests of Kaj and tend to love nature. They are generally a Neutral alignment unless they are born without spots. Spotless Mudlarks are nearly all some Evil alignment.
Names: Mudlarks tend to have earthy names (even among their assassins) or names that exemplify their talents but they tend to tell people a shortened version. Example Male Names: Fleetfoot (Fleet), Vinerk (Vin), Sen. Example Female Names: Tarra, Gaia, Lily.
Size: Small
-2 Strength, +2 Dexterity, +2 Wisdom: Mudlarks are nimble and know how to survive on their own but, they are small.
Slow Speed: Mudlarks have a base speed of 20 feet.
Low-Light Vision: Mudlarks can see twice as far as Humans in conditions of dim light.
Survivalists: Mudlarks receive a +2 racial bonus on saves against disease as well as a +2 bonus on all Survival checks.
Fast Stealth: Mudlarks can move their full speed while using the Stealth skill without penalty; in addition Stealth is always considered a class skill.
If the Stars are Right: Mudlarks born without any spots on them are taken at birth and raised to be assassins, allowing them to take levels in the Assassin class without meeting the prerequisites. There is a 5 percent chance of a Mudlark child being born without the spots other Mudlarks possess.
Weapon Familiarity: Mudlarks are proficient with short swords and hand crossbows and treat any weapon with the word “Mudlarken” in it as a martial weapon.
Age: Adulthood 12 - Middle Age 40 - Old Age 57 - Venerable 75 - Max Age +2d20
The feathered men of the Phandian Isles, Phandians are sometimes seen off of Phandia speaking with strange creatures in the woodlands.
Looks: Phandians look similar to a human with feathers. They can be colored like any bird and their feathers can look different, the feathers on the head grow longer than the rest of the feathers giving the appearance of hair. They have talon-like hands and feet.
Society: Phandians generally live on the Phandian Isles and are usually not seen off them. It is said that Phandia has no stable government but is run by its people.
Relations: Phandians are the most accepting race in Kaj and seem to be offended when other races think they are better than another. Humans, Leonites, Zvaigzne, Schist, and Chittenga all seem to get along very well with Phandians, although some Chittenga see young Phandians as prey when they are starving. Rhinosaurs see Phandians as strange foreigners and are usually confused by them. Tahngoa are always ready to ask Phandians how they move so fast and ask questions. Mudlarks seem to enjoy Phandians more than other races because they have a connection with nature. Vahnthra find Phandians intriguing but dislike how fast they are able to move. Byndair and Mograhtti that encounter Phandians are usually dumbfounded by their speed but always seem to pursue them despite that. Daishan tend to try and befriend Phandians because of their ability to move so fast but Phandians seem to dislike Daishans thoughts on other races.
Alignment: Phandians usually believe in personal freedom and are there are quite a few Chaotic Good Phandians although there are just as many with Neutral alignments because some feel they should not interfere with the other countries.
Names: Phandians have 3 names, one that is a secret, one that only other Phandians know but do not speak unless they are behind a closed door, and one that they are called by others. Example Male Names: Hawkshal, Cralindel, Nytofan. Example Female Names: Sefuni, Opahunai, Dusquindil.
Size: Medium
-2 Strength, +4 Dexterity, -2 Constitution: Phandians are very lithe and agile but they have frail, weak bodies.
Fast Speed: Phandians have a base speed of 40 feet.
Keen Senses: Phandians receive a +2 racial bonus on Perception checks.
Acrobatics: Phandians receive a +2 racial bonus on Acrobatics checks.
Foreign: Phandians receive a -2 penalty on Diplomacy checks.
Avian Heritage: Phandians treat fall damage as if the distance fallen were 10ft. shorter.
Burst: 1/day a Phandian may increase its base speed by 10 times (normally making it 400) when it runs. Bursting while running gets rid of the normal x4 to a Phandians base speed; a Phandian is fatigued for 1 hour after bursting.
Natural Weapon: Phandians are capable of making natural attacks with their talon like hands. A Phandian possesses a claw natural attack that deals 1d4 damage plus strength modifier on a successful hit.
Age: Adulthood 20 - Middle Age 50 - Old Age 70 - Venerable 100 - Max Age +5d20
The rat men of Kaj, Chittenga have a knack for swimming and can be found almost anywhere in Kaj, there are even rumors that they’re outnumbering humans.
Looks: Chittenga resemble humanoid rats (much like splinter from the Ninja Turtles). They have varying colors of fur from grey to brown to white or black as well as long hairless tails and sharp incisors and claws.
Society: Chittenga are said to have been created in Phandia but have since come to inhabit every island in Kaj. They have claims in no kingdom but they tend to live off of other societies.
Relations: Chittenga are known for their athletic abilities but are generally looked at with disgust. Most Chittenga, knowing full well that other races think this way tend to either play against the races disgust using trickery or keep to themselves. The only races Chittenga seem to get along well with are Felgorians, Mudlarks, and Mograhtti because of other races common mistrust of these 4 races. Chittenga tend to be able to coexist with Humans, and Leonites but know that the more “savage” Humans and Leonites will take them as slaves. Zvaigzne and Tahngoa tend to have varied reactions to Chittenga, some treat them very well while others run away fearing they will catch a disease. Schist seem to get along with Chittenga as long as the Chittenga obeys the laws in the region. Rhinosaurs have a extreme dislike for Chittenga, they see them as pests that steal and ruin crops and thus tend to exert their dislike by capturing Chittenga and selling them to Humans as slaves. Phandians (like in most other situations) seem to be the most accommodating as they do not care about a persons past. Byndair will eat Chittenga but say they taste terrible. Daishan actually treat Chittenga as a race slightly above Humans because they seem to be better at moving in water and on land.
Alignment: Chittenga tend to travel in groups or live in tribes thus building a bond but they realize since they are looked down upon that they usually do not have bright futures. This results in Chittenga usually being an extremist in alignment (Lawful Good/Lawful Evil or Chaotic Good/Chaotic Evil).
Names: Chittenga tend to have long, choppy, names made up of varying noises and thus usually have a nickname which they tell other races. Example Male Names: Ti’cho’ta’tic, Kip’to’da, Vet’la’etch’da’ga. Example Female Names: Hwa’mi’sa, Yi’cho’dal’si, Tii’den’go.
Size: Medium
+2 to any One Ability Score: Chittenga gain a +2 bonus to one ability score of their choice.
Normal Speed: Chittenga have a base speed of 30 feet.
Darkvision: Chittenga can see in the dark up to 60 feet.
Tough: Chittenga receive a +2 bonus on saves against poison and disease.
Hold Breath: A Chittenga can hold its breath for a number of rounds equal to 4 times its Constitution modifier before it risks drowning.
Natural Athlete: A Chittenga receives a +2 racial bonus all Acrobatics, Climb and Swim checks, in addition Swim is always considered a class skill.
Enhanced Scent: Chittenga may use a feat to gain the Scent special ability.
Natural Attacks: Chittenga are capable of making natural attacks with their sharp teeth and claws. A Chittenga possesses a claw and a bite natural attack and both inflict 1d4 damage plus strength modifier on a successful hit.
Weapon Familiarity: Chittenga are proficient with tridents and treat nets and treat any weapon with the word “Chittengan” in it as a martial weapon.
Age: Adulthood 5 - Middle Age 15 - Old Age 23 - Venerable 30 - Max Age +1d10
Looked down upon because of their resemblance to evil dragons, Vahnthra are known for their ability to spit acid as well as their knack for magic.
Looks: Vahnthra are lizard like humanoids with webbed hands and feet and a frilled flaps of scales on various parts of their body. They have gills on their necks but, can breathe water and air both with no problems. They generally have green, black, or yellow scales but, there have been accounts of Vahnthra with copper scales.
Society: Vahnthra generally live in a port city or near an oasis in the Dyringan desert. Although they have no ties to any government, Vahnthra tend to work most with the Suurvallan Empire and the Order of the Stone.
Relations: Vahnthra looked at in different lights by nearly everyone, some see them as descendants of evil dragons and others see them as a smart and reliable race. Humans and Leonites tend to keep a close eye when working with Vahnthra because of their knowledge of magic and their ability to spit acid. Zvaigzne seem to be the most accepting of these little reptilians because they seem to be one of the only races that have as quick a wit as Zvaigzne. Schist, Mudlarks, Tahngoa, and Phandians seem to get along well with Vahnthra for the most part. Rhinosaurs and Felgorians tend to look down upon Vahnthra because of their strange ability to spit acid (although some Felgorians seem to be jealous of the ability). Mograhtti, Mudlarks, and Chittenga tend to relate with those Vahnthra that have been shunned for ancestry but may keep a watchful eye on them. Strangely enough Daishan and Byndair don’t seem to be bothered by Vahnthra and will even travel with them on occasion.
Alignment: Vahnthra are very diverse in their alignment, you are just as likely to see a Lawful Good Vahntrha as you are to see a Chaotic Evil, or Neutral one.
Names: Vahnthra tend to take names of Dyringan humans as a first name and a last name that has something to do with the color of their scales. Example Male Names: Darius Greenscale, Hamid Copperclaw, Qualtan Blacknail. Example Female Names: Sheela Yellowbelly, Vindella Bluebrow, Lingall Greyscale.
Size: Small
-2 Strength, +2 Intelligence, +2 Charisma: Vahnthra have quick minds but, are small.
Slow Speed: Vahnthra have a base speed of 20 feet.
Swim Speed: Vahnthra have a swim speed of 30 feet granting them a +8 racial bonus on swim checks and making swim a class skill.
Water Breathing: A Vahnthra can breathe underwater indefinitely and can use its breath weapon and other abilities while submerged.
Natural Armor: Vahnthra have a +1 natural armor bonus.
Breath Weapon: When created a Vahnthra character chooses whether it has a 30ft. line or 15ft. cone breath weapon. This deals 1d6 acid damage and once used it cannot be used again for 1d4 rounds. A successful reflex save (DC10+½HD+con modifier) halves the damage.
Heat Endurance: Vahnthra have a +2 bonus on saves against fire and can survive in temperatures up to 120 degrees F.
Age: Adulthood 50 - Middle Age 92 - Old Age 147 - Venerable 220 - Max Age +2d%
Chittengan Net – ranged – 30gp – 10ft. – 10lbs. – entangles
Mudlarken Dagger – light – 35gp – small 1d3 – medium 1d4 – x3 – 1lb. – P
Tahngoan Boomerang: Unlike a normal boomerang, a Tahngoan boomerang has a bladed edge allowing it to deal lethal damage and be used as a light melee weapon. When throwing this weapon if the thrower misses its intended target the boomerang returns. To catch a returning boomerang, the thrower must make an attack roll and hit an AC of 10. Failure indicates the boomerang lands in a square adjacent to the thrower (if the thrower is proficient) or 1d4 squares in a random direction (if not proficient).
Chittengan Net: A Chittengan net looks like a normal net made of thin metal wires. This weapon functions like a normal net with the following changes. If the entangled creature attempts to cast a spell it must make a concentration check with a DC of 17+ the spells level or be unable to cast the spell. An entangled creature can attempt to escape with a DC25 Escape Artist check (a full-round action); the net has 10HP and can be burst with a DC30 Strength check (also a full-round action).
Mudlarken Dagger: This serrated dagger functions similarly to a normal dagger but it has a detachable blade. A character using a Mudlarken dagger may have the blade brake off inside the opponent as a swift action causing 1 point of bleed damage until the target is healed with a DC15 heal check or by any spell that heals hit points. The blade may be recovered after battle if desired.
Schist Spikes - Prerequisites: Schist, con: 15+, Improved Unarmed Strike, BAB +6, *A Schist Monk can take this as a 6th level bonus feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create spikes on its body that add an extra 1d4 piercing damage to unarmed strikes. These spikes last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects of this feat have ended.
Schist Blades - Prerequisites: Schist, Schist Spikes, BAB +8, *A Schist Monk can take this as a 10th level bonus feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create blades on its body that add an extra 1d6 slashing damage to unarmed strikes. These blades last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects have ended. *This feat cannot be used while Schist Spikes is being used.
Body Spikes - Prerequisites: Schist, con: 15+, 4th level Fighter, *Combat Feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create spikes on its body that act as armor spikes. These spikes last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects have ended.
Blessing of the Stars – Prerequisites: Zvaigzne, Caster Level 5th, int: 15+, wis: 15+, or cha: 15+ (whichever is your spell casting modifier) - A Zvaigzne with this feat can float 2 to 3 inches above the ground as if walking normally. They are "immune" to difficult terrain and leave no foot prints. In addition while floating they gain a +4 bonus on Stealth checks to move silently but, take a -2 penalty to their CMD against bullrush and overrun attempts.
Stars Grace - Prerequisites: Zvaigzne, Blessing of the Stars - A Zvaigzne with this feat gains a fly speed equal to its land speed (when the feat is taken).
Stomp - Prerequisites: Rhinosaur, str: 19, *Combat Feat - A Rhinosaur with this feat may take a move action to stomp the ground causing everyone in a 5ft. radius to make a reflex save (DC10+str) or fall prone.
Greater Stomp - Prerequisites: Rhinosaur, str: 21, Stomp, *Combat Feat - A Rhinosaur with this feat may take a move action to stomp the ground causing everyone in a 10ft. radius to make a reflex save (DC10+str) or fall prone and take 1d4 points of non-lethal damage.
I didn't add the Byndair, Daishan, or Mograhtti because they're non-playable races in my game and the PC's haven't encountered them yet.
| Eyolf The Wild Commoner |
I'll comment on the racial weapons and feats for now.
The races will come later.
The weapons and the feats all look very well made, I love them all, pretty cool abilities, and seems like you balanced them very well. Sorry if this isn't as informative as you'd like.
But yeah, they all look pretty darn good.
--- Side Note ----
I went and modified my Chelonei Species. They are VERY different now.
| Felgoroth |
So I've been working on the types for my races today (because for some reason I've never done that before), here's what I have so far.
Humans - Humanoid (Human) duh
Leonites - Humanoid (Leonite)
Zvaigzne - Fey
Rhinosaurs - Monstrous Humanoid
Tahngoa - Humanoid (Tahngoa)
Schist - I have no idea. Fey maybe?
Felgorians - Humanoid (Felgorian)
Mudlark - Fey
Phandian - Fey or Humanoid (Phandian)?
Vahnthra - Humanoid (Reptilian)
Chittenga - Humanoid (Chittenga)
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my only suggestions are up the gore damage on the rhino people to a d8. large size should have better than a d6 damage natural attack. also the lion people need a litle more umph. like a bonus on acrobatics and jump, or maybe a bite attack.
otherwise i really like these.
the only problem i see is having this many more races makes bein a ranger a little harder, but thats negligable
i may steal these for my campaign
| Felgoroth |
my only suggestions are up the gore damage on the rhino people to a d8. large size should have better than a d6 damage natural attack. also the lion people need a litle more umph. like a bonus on acrobatics and jump, or maybe a bite attack.
The reason I didn't give Rhinosaurs a d8 gore attack was because I figured 1d6+str and 1/2 would make up for it and if they're charging it deals 2d6+str and 1/2 (I was also trying to balance them with a bunch of medium and small races). I know what you mean about the Leonites though, I've never felt they were quite on par with the other races. I'll see what I can do.
the only problem i see is having this many more races makes bein a ranger a little harder, but thats negligable
Ya, that's why I was trying to figure out types/subtypes. If I make Schist and Phandians Fey that will take care of 4 of the races, there's plenty of other Monstrous Humanoids so that would take care of Rhinosaurs, and there's also quite a few Reptilian Humanoids so Vahnthra are taken care of as well. That still leaves you with 5 but I guess it would depend on where you were, personally though, the only Humanoids I ever pick as a Ranger are Giants and Goblinoids.
i may steal these for my campaign
Really? That's awesome. There's a link above to my world (if you need it). I can give you my email if you need have any questions.
Name Violation
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wouldn't it be 2d6 + (3 x str), or 2(d6 + str +1/2) not 2d6 + str + 1/2?
because 2d6+ str + 1/2 is the same as a human with a great sword. They'd be dealing more damage with an appropriate sized weapon, thats the same as a large long sword. A large Great sword deals 3d6, and would be a better option than 2d6. now 2d8 + (3 x str) stays powerful for a while and tapers off later in the game. its strong but its the main thing the race has goin for it.
| Felgoroth |
i may use a different racial stat set up for the Leonites. I'm thinking +2 str, +2 cha, -2 int maybe. This race makes screamin Palidans or cavaliers
The big reason I did the +2 to any is because Leonites are half Human, they're descendants of an extinct race (who's name I have yet to figure out) and Humans. The original race were pretty much anthropomorphic lions (kind of Leonal's from 3.5's MM1) where as Leonites are more similar to a lion-esque Human (they honestly kind of look like Shifters from Eberron). I think I may give Leonites 2 claw attacks and possibly a +2 on Acrobatics to make up for them being slightly less powerful than the other races right now.
EDIT: Ok, revised Leonite stuff. I also changed the Rhinosaurs gore attack to 1d8 but I didn't feel that really deserved me to post the race again. You probably already know this but please don't sell anything for my races (unless you're going to give me a cut), I've worked on them for a long time and I'm in the process of writing a book based in the world I've made for them.
+2 to any One Ability Score: Leonites gain a +2 bonus to one ability score of their choice.
Normal Speed: Leonites have a base speed of 30 feet.
Low-Light Vision: Leonites can see twice as far as humans in conditions of dim light.
Acrobatic: Leonites receive a +2 racial bonus on Acrobatics checks.
Keen Senses: Leonites receive a +2 racial bonus on Perception checks.
Saddle Born: Leonites receive a +2 racial bonus on Handle Animal and Ride checks; in addition both these skills are always considered class skills.
Enhanced Scent: Leonites may use a feat to gain the Scent special ability.
Natural Weapon: Leonites are capable of making natural attacks with their sharp claws. A Leonite possesses 2 claw attacks that each deal 1d6 damage plus strength modifier on a successful hit.
Weapon Familiarity: Leonites are proficient with lances and long swords and treat bastard swords as martial weapons.
| Felgoroth |
So to make things slightly simpler for a Ranger I've made Schist and Phandians Fey, I'm also going to change Felgorians to Monstrous Humanoids (I mean they can grapple with their bite attack, that seems pretty monstrous to me) and I'm also thinking about changing Chittenga and Leonites to Monstrous Humanoids but I'm not sure on those 2 yet, any suggestions on that?
Name Violation
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So to make things slightly simpler for a Ranger I've made Schist and Phandians Fey, I'm also going to change Felgorians to Monstrous Humanoids (I mean they can grapple with their bite attack, that seems pretty monstrous to me) and I'm also thinking about changing Chittenga and Leonites to Monstrous Humanoids but I'm not sure on those 2 yet, any suggestions on that?
The Leonites should stay humanoid. chittenga's I could go either way on
| Felgoroth |
Alright, I think I'll make Chittenga Monstrous Humanoids and leave Leonites as they are. That makes it 4 Humanoids (Humans, Leonites, Tahngoa, and Vahnthra), 4 Fey (Zvaigzne, Schist, Mudlarks, and Phandians), and 3 Monstrous Humanoids (Rhinosaur, Felgorians, and Chittenga) which makes the Rangers job much easier.
Name Violation
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THe only other things i can think of is a few racial feats
Like maybe a feat to give the Leonites a d4 bite, and maybe a pounce feat to let them make 1 attack with each natural weapon on a charge.
Maybe 1 for Rhionsaurs to give them stability as per dwarf ability (since rhino's dont walk backwards)
a Phandian one could allow featherfall x/day or maybe more uses of the burst ability
| Felgoroth |
I'd actually thought about giving Rhinosaurs stability but I thought it would unbalance them some (they already get a +1 on all CMD checks in general from being large, and another +2 from their +4 strength). In my 3.5 version of the races Phandians actually had feather fall 3/day instead of avian heritage (all the races in 3.5 had a +1 LA). I'm not too sure about Leonites having a bite but I guess it might help people if they want to make a more savage Leonite (rather than making a cavalier, mounted fighter, or paladin).
| Felgoroth |
I've been working on these lately and I was wondering if any of them were too powerful or not powerful enough.
Clan Born (Human - Orilonaki or Clan Rhinosaur): You may choose a Rhinosaur Clan to have grown up with or in. You gain proficiency with that clans favored weapon.
Orilonaki Trained (Human - Orilonaki or Orilonaki Rhinosaur): You training with the Orilonaki military has taught you to work well in group settings, you add an additional +1 to aid others checks.
Water Senses (Human - Dyringan): Growing up in the desert has given you the innate ability to detect a source of drinkable water within 50ft. Doing so requires a Survival check; the DC depends on the depth below ground of the water source depending on the following DC's. 0ft below ground (on the surface) = DC10, 10ft or less = DC12, 11-20ft below the ground = DC15, 21-40ft below the ground = DC20, 41-50ft below the ground = DC25.
Tree Climber (Human - Phandærin): Growing up in the forests of Phandia has given you greater mobility in the trees. You receive a +1 bonus on Acrobatics and Climb checks in forested areas, in addition 1 of these skills is always considered a class skill.
Ice Dancer (Human - Lasarian): Growing up in the frozen tundra of Lasrien has taught you to move over ice and snow without problems. You gain a +2 bonus on Acrobatics checks and a +1 on Reflex saves when moving over snowy or icy terrain.
Born on the Sea (Human - Froschendic): Growing up on a ship has granted you your "sea legs." You gain a +1 bonus on Profession (sailor) checks and a +1 bonus on Acrobatics checks made while on a ship, in addition, 1 of these skills is always considered a class skill.
Savage Animal (Leonite): You are more savage than your fellow Leonites, you lose your weapon familiarity ability but gain a bite attack that deals 1d6 damage plus strength modifier and a half. This bite attack is treated as a primary weapon when used with your claws.
Burning Light (Zvaigzne): The light shed from you is brighter than that of a normal Zvaigzne, your Light Source ability now functions as the light of a torch instead of a candle.
Snow Trooper (Tahngoa): You receive a +2 bonus on Stealth checks made in snowy areas, in addition Stealth is always considered a class skill.
Hidden Weapon (Schist): You have learned to create more durable weapons from your body, by spending 2 uses of your Ammunition ability you can create 1 light weapon of your choice from your body, this weapon lasts for 1 day.
Stench of Death (Felgorian): You smell of blood, death, and rotting corpses. You emit a 10ft radius of stench, anyone that comes into this aura must make a Fortitude Save (DC12) or become sickened for 1d4+1 rounds; if the creature passes its save it cannot be effected by your stench for 24 hours.
Star of a Killer (Mudlark): You were born without the spots of a normal Mudlark, you do not need to roll a percentile to take levels in the Assassin class without meeting prerequisites.
Bursting Charger (Phandian): You have been taught to make attacks at extremely high speeds, you may make a charge attack while using your Burst ability. You gain all the normal benefits and penalties of charging and deal double damage but you are exhausted for 1 hour after you attack.
Shadow Scale (Vahnthra): You were born with jet black scales, you receive a +2 bonus on Stealth checks made in shadowy or dark areas, in addition Stealth is always considered a class skill.
Escaped Slave (Chittenga): You have escaped from slavery and lived to tell the tale, you receive a +1 bonus on Disguise and Sleight of Hand checks, in addition 1 of these skills is always considered a class skill.