| Post/Author/DateTime | Post |
|---|---|
| fodigg10-24-07, 04:45 PM | Greetings! I am curious about what insect PC races currently exist in D&D (any setting) so I can create a sort of "insect empire" in my game. The only ones I know of off the top of my head are: Thri-kreen (http://en.wikipedia.org/wiki/Thri-kreen) Dromite (http://en.wikipedia.org/wiki/Dromite) Abeil (http://en.wikipedia.org/wiki/Abeil) (are these just monsters or can they be PCs?)Are there any others? (I wouldn't count Drider) Thanks! --- Added: Formian (http://en.wikipedia.org/wiki/Formian) |
| Xiuhcoatl10-24-07, 05:04 PM | Formians, if you want to adjudicate a LA for 'em. Numerous ones made by fans. There's also a bug-headed race in a Dragon magazine, too. |
| fodigg10-24-07, 05:50 PM | Formians, if you want to adjudicate a LA for 'em. Numerous ones made by fans. There's also a bug-headed race in a Dragon magazine, too. Thanks! Is this the forum to be looking for the fan-made ones? |
| taradusis10-24-07, 06:21 PM | Spelljammer.org has the Xixchil,Insectare and Rastipedes. |
| CrimsonDeath10-24-07, 07:09 PM | There's the Insectile template from Savage Species, but I've forgotten whether it can be applied to Humanoids or Monstrous Humanoids. |
| Dex10-27-07, 10:02 PM | There are also Driders (Monster Manual), Chitines, Choldriths and Stingers (Monsters of FR), as well as possibly Awakened vermin. And yes, the Insectile Template from Savage species can be applied to Humanoids and Monsterous Humaniods. There may be more, so good luck hunting them down. You may want to look at the Races (http://forums.gleemax.com/forumdisplay.php?s=&daysprune=30&f=18) Forum |
| Ruy10-28-07, 10:32 AM | Ettercaps and araneas are kind of spider people. We have the scorpionfolk from MM2, the Orrmyr are grub-like humanoids from the MM2, and the Vermin Lord from MM3. Diopsids are beetle-people from the dragon magazine compendium. Dark Sun introduced a variety of relatives of the Thri-Kreen, such as the Trin and Zik-Chil. |
| queenfange10-29-07, 01:19 PM | I don't know of any that other people haven't listed, but I did homebrew one with a +0 LA a few months ago... |
| fodigg10-29-07, 02:21 PM | I don't know of any that other people haven't listed, but I did homebrew one with a +0 LA a few months ago... That's cool. Think I could get a peek? :D |
| queenfange10-29-07, 04:08 PM | I don't know how great they are, but if nothing else, hopefully it'll give you some ideas. :) They do use psionics a bit, but nothing too complex, and you could substitute magical effects if you'd prefer. Appearance: Hivexi (singular hivexus) are humanoid with insectoid features. They have antenna and multifaceted black eyes. Their skin, usually a shade of emerald or deep green, is hard and they have no hair anywhere on their body. They lack fingernails. Personality: The group mentality plays an important, though not overpowering, role in hivexi life. They are strongly lawful and often good. They place the good of the community before themselves, but still aim to find a niche in society which they enjoy and are talented in. They are fond of geometric patterns, both simple and complex, and use them in their architecture, games, visual forms of communication, decoration, and technological innovations. Society & Lifestyle: Hivexi have a group-oriented culture. Their attraction ability stemmed from the need to quickly communicate to others in the community where food or other resources were located. One hivexus would find a particularly rich field of food and would use attraction on the next hivexus he saw. They would go look for the field to assist the first one, and use attraction on the next community member they saw, so that eventually dozens would end up finding and harvesting the richest area to best benefit the community. Generally, gendered hivexi are considered more important than nongendered hivexi thanks to their rarity. Individuals have say in their job, living quarters, food, and those whom they associate with, but much of this is organized, approved, or watched by the community. Groups which perform different functions, for example miners versus scholars, are distinct and separate, but one is not placed over the other for purposes for showing respect or preferential resource allocation. The community aims to fulfill all group’s needs equally. Individuals are expected to seek harmony and efficiency, not disrupt society through rude, lazy, or offensive behavior. Flowers are hivexi’s favorite food and have been for millenia, though they now consume primarily grain for efficiency reasons. They are vegetarians and their digestive systems are simply not built to handle meat. Family Structure: Hivexi have three genders: male, female, and nongendered (asexual). Most (97%) of hivexi are nongendered. Females are second most common (2.5% of the population), and are not expected to work. Their job is to reproduce, though neutral hivexi are employed in the brood dormitories to care for the young hivexi. The few male hivexi live only until what is middle age for other hivexi; they impregnate females as the community requires. Regardless of the pampering they receive, female hivexi are expected to pursue fields beneficial to the community while incapacitated and waiting to lay eggs. The most common fields include research, philosophy, religion, wizardry, and psionics. For their first few years, hivexi are fed a special high-nutrient goo. Other Races: Hivexi in human cities work in planning, particularly to help design more efficient, integrated communities. Others work as bureaucrats, involved in political decisions behind the scenes, or as bookkeepers. Classes: Psionic ability is unusually prevalent in hivexi, and hence psion is a popular class for those of above average ability. Wizardry is also popular while sorcery and the bardic arts are simply not part of hivexi society. Physical combat is disdained by most, but a few of the tougher hivexi choose the path of warrior or fighter to defend the community from threats which are resistant to magical and psionic powers. Adventuring: Nonlawful hivexi may have a difficult time in such a rigid society. Gendered hivexi who seek to put their own interests before reproduction will find themselves shunned, either forced to conform or leave. On a more positive note, many content hivexi take up adventuring to find new resources or information for their community, or to eliminate creatures which could be potential threats. Racial Traits: -2 Con, +2 Int: Hivexi are analytical and sharp, but internally weak. Medium humanoids (insectoid) Base land speed of 30 ft. +1 natural armor: Hivexi skin is made partially of chitin and serves as a weak exoskeleton. Naturally Psionic: Hivexi gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-Like Abilities: 1/day—attraction. This ability can only affect other hivexi. Manifester level is equal to character levels. Favored class: Psion. Base languages: Common and Hivex. Bonus languages: (depends on setting). |
| taradusis10-29-07, 05:41 PM | Lords of madness had the neogi,they were also covered in spelljammer. |
| painfool10-30-07, 03:57 PM | I also once made an insect-like race (it was to an ant what a centaur is to a horse) with no level adjustment - but admittedly it's not spectacular... It was created when I first started playing the game, and it was definitely my first piece of homemade content. Here's the rules for it if you're interested. http://img.photobucket.com/albums/v396/numbvox/Lamegurnyli.gif The gurnyli people are actually divided into three parts, distinguished and called only mainly by the color of their bodies. While all three have many similarities of person, they have many strong distinctions as well. In general however, gurnyli are usually quiet, loner types who may come to cities for personal interests, but tend to stay anti-social in their homelands. Personality: Gurnyli are generally quite, calm people. They typically enjoy stories of adventure and are easily worked into excitement, but are known for being a little slow at picking up jokes. Gurnyli are also typically dilligent workers, not afraid to fully immerse themselves in a task or studying. They aren't so much inquisitive as gnomes, but rather they simply take pride in their knowledge and accomplishments (not boastfully, they merely see the virtues of both). Physical Description: Gurnyli range from roughly 4 1/2 feet to about 5 1/2 feet and weigh a range of normally 140 to 220 pounds. Their bodies from the waist up are almost identical in shape to those of humans, save for a total lack of hair, and two antennae coming from the top of their head. From below the waist they resemble Formians with their two compartment insect body (with four legs). Their whole body is covered in a light exo-skeleton, lengthy solid pieces below their waist, and tiny flake-like pieces inter-woven above their waist (where humans have skin cells, gurnyli have exo-skeleton cells). Their bodies come in many shades of green, brown, and red, depending on their location of origin. For the most part their individual colors are fairly uniform, though their upper bodies are often of a lighter hue than their lower bodies. A gurnyli's eyes are similar to the color of his lower body exo-skeleton. Gurnyli reach adulthood at about 16, and typically don't live much beyond 65-ish. Relations: Gurnyli aren't the most social of beings. They most often aren't opposed to it, nor uncomfortable with it, they just don't have the same social urges that other races seem to. Though gurnyli people have been around as long as any of the other races, they didn't begin making much of an attempt at interaction until recently, roughly in the past 100 years or so. As such, many of the other races still don't know much about them, and they normally aren't as likely to be fully accepted as society members. Their work ethics do make them favored traveling companions however, as they work well with most all of the races. From close working and living, they have a stronger affinity to dwarves than any other non-gurnyli, but they have no particular distaste for any of the races. Gnomes often are very fond of gurnyli as the gurnyli don't usually notice the jokes and pranks gnomes make at their expense, but still enjoy the enthusiasm of their gnomish companions. Alignment: Most gurnyli fall neutral in all aspects of life, but extreme variation exists in gurnyli society. Homelands: Each subdivision of the gurnyli comes from a different region - the green gurnyli come from below the ground, most often under the foothills of mountains in large communities. The brown gurnyli come from forested areas through the land, building small tribes of their kin. The red gurnyli live in the open plains, often building encampments as centralized to the grasslands they dwell as possible. Religion: On average the brown and red gurnyli have little concern for strict faith, and as such the beliefs of individual brown and red gurnyli varies from any of the many systems. Green gurnyli however have taken a large interest in faith; it's become a strong part of their lifestyles (they don't often devote their lives to their deities, but they do acknowledge them often). Green gurnyli most typically worship either Obad-Hai or Kord. Language: All gurnyli speak Common automatically. Green gurnyli automatically speak Terran as well, as do brown gurnyli and Elven. Names: Gurnyli people name their offspring based on generations. Nobody is quite sure how this tradition came about, but it remains the most common form of naming a child. The generation naming works like this: Each generation the gurnyli add a simple, one-syllabic sound to their offspring's name from the number in their name. After five syllables, gurnyli restart at one syllable. These syllables are separated by a pause when spoken, an apostrophe when written. Most often they go simply by the first sound of their names to non-gurnyli however. (Here's an example: Gir'Tong'Pu has a son... Since Gir's name has three syllables, he names his son Ya'Ta'Rait'Bil with four. Ya's grandson would then have a one syllable name as after six the gurnyli return to one.) Male Names: Male names often contain the following stronger sounds: Aa, Arl, Bai, Bal, Dur, Durg, Gil, Tong, etc. Female Names: Female names often contain the following lighter sounds: As, Bris, Chis, Fel, Hess, Stul, Zin, etc. Adventurers: Most gurnyli adventures become so for one of two reasons; either they believe they can gain something for themselves of their sect, or more commonly they're the exception to the rule among gurnyli and feel inclined to explore and interact with other races (although even they still tend to pursue such passively). (Racial traits are divided by sub-race) Green (Subterranean) Gurnyli Racial Traits: · +2 Con, -2 Cha. Gurnyli in general are tough skinned, but have a reputation for being sort of isolationists; they are usually greeted mostly with surprise when interacting with others of non-Gurnyli lineage. · Medium-size: As medium-size creatures, green gurnyli have no special bonuses or penalties due to their size. · Base speed is 30 feet. · Darkvision: Green gurnyli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and green gurnyli can function just fine with no light at all. · Stonecunning: Stonecunning grants green gurnyli a +2 racial bonus on checks to notice unusual stonework (see PHB on dwarves). Though green gurnyli are not known for their metal work like dwarves, their underground dwelling has made them stone experts and superb diggers (dwarves often hire them to help mining ventures). · Socially inept: Green gurnyli are typically even more anti-social than their other gurnyli kin. They suffer a -1 circumstantial penalty in social interactions with non-gurnyli races. Due to moderate exposure to dwarves, penalty does not apply when interacting with them. · +2 racial bonus to saving throws against poison. The immune system of the green gurnyli has been toughened due to their extreme underground conditions. · Automatic Languages: Common and Terran. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Goblin, and Orc. · Favored Class: Cleric (normally attached to Obad-Hai or Kord). A multiclass green gurnyli's cleric class does not count when determining whether s/he suffers an XP penalty for multiclassing. Hiding underground from other races, the green gurnyli quickly took to faith as a passionate escape from social inactivity. Brown (Forest) Gurnyli Racial Traits: · +2 Con, -2 Cha. Gurnyli in general are tough skinned, but have a reputation for being sort of isolationists; they are usually greeted mostly with surprise when interacting with others of non-Gurnyli lineage. · Medium-size: As medium-size creatures, green gurnyli have no special bonuses or penalties due to their size. · Base speed is 30 feet. · Proficient with either shortbow or longbow. Brown gurnyli have learned the values of using terrain to their advantage and thus take full advantage of the trees around them by firing from the treetops to enemies below. · +4 racial bonus on Climb. Brown gurnyli have learned to use their unique shape to their full advantage and have taken well to climbing. · +2 racial bonus on Spot. · Automatic Languages: Common and Elven (brown gurnyli interact more closely with elves than other races). Bonus Languages: Aquan, Auran, Dwarven, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, and Treant. · Favored Class: Druid. A multiclass brown gurnyli's druid class does not count when determining whether s/he suffers an XP penalty for multiclassing. Brown gurnyli have a much stronger affinity towards both magic and nature than their other kin. Forest life has given them a strong feeling towards the beauty of the wilderness around them. Red (Plain Dwelling) Gurnyli Racial Traits: · +2 Con, -2 Cha. Gurnyli in general are tough skinned, but have a reputation for being sort of isolationists; they are usually greeted mostly with surprise when interacting with others of non-Gurnyli lineage. · Medium-size: As medium-size creatures, green gurnyli have no special bonuses or penalties due to their size. · Base speed is 40 feet. Red gurnyli have adapted to having to cross the long plains of their homelands. · +2 racial bonus on Move Silently. Living in the plains, the red gurnyli had to learn the stealth qualities of a hunter. · +2 racial bonus on Listen, Search, and Spot. The tall grasslands of the plains have taught the red gurnyli to excel in tracking. · Automatic Languages: Common. Bonus Languages: Aquan, Auran, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, and Orc. · Favored Class: Ranger. A multiclass red gurnyli's ranger class does not count when determining whether s/he suffers an XP penalty for multiclassing. While not as close to the natural world as their brown counterparts, red gurnyli take to the wilderness most often as rangers. Edit: Figured out how to use sblock tags. |
| fodigg10-30-07, 04:26 PM | To use the spoiler block tags: Text here looks like: Text here If you do not include a title, the default title is "Spoiler". |
| painfool10-30-07, 04:29 PM | Thanks - I had managed to find the link to the vb code list just a moment before you posted that. :D |
| fodigg10-30-07, 04:32 PM | Thanks - I had managed to find the link to the vb code list just a moment before you posted that. :D Such a list exists? Could you post that? I've just been absorbing what I could from quoting people and looking at what they do to produce an effect. I just found out about the tags today. |
| painfool10-30-07, 04:47 PM | No problem, it's right here. (http://forums.gleemax.com/misc.php?do=bbcode) |
| fodigg10-30-07, 05:02 PM | No problem, it's right here. (http://forums.gleemax.com/misc.php?do=bbcode) Thanks! :D |