1001 races workshop [Archive] - Wizards Community

Post/Author/DateTimePost
Exooki

07-08-06, 09:38 AM
So this thread has kidn of lasted a year and i completely accept its death as my fault my lack of tiem to continue with it has failed it. SO for all of you who contributed to this thread i thank you and i am sorry for failign you. i now have much more time on my hands so i have decided to at leats attempt to revive this thread.

for all of you newcomers this thread as once a great and mighty factory of new races. these two links were put together by Poetria i know these dont go to the end and i will work on cataloging the ones missed in this.


Download 1001 Races Workshop
Vol. 1: http://home.comcast.net/~poetria/1001RacesVol1.zip
Vol. 2: http://home.comcast.net/~poetria/1001RacesVol2.zip

thank you again poetria
Izodor_Shadowcaster

07-08-06, 11:30 AM
Jucoi

They fight for justice after the Rakshasa destroyed almost all of them. Jucoi live in the Eternal Woods ever since they were banished from their homes on of the Celestial Planes after one of them had committed the most terrible crime of all: Treason.

They paint their bodies with blue magical paint that gives them certain abilities. They are almost always LG and they are nomadic, travelling from place to place in fear that the Rakshasas may find them.

EDIT: I have changed the format of the information a bit. :D
Personality: They love freedom and they will fight for it. The like vengeance and they do not easily forgive someone. They are very emotional and do not like to be to serious, but if they have to they will be serious.

Physical Description: The Jucoi are celestial human-like creatures. They look almost exactly like humans. Only they are a bit shorter and they have no hair. They can’t grow any hair. Their eyes are always grey. They can become over 300 years old.

Relations: They like Gnomes and Elves. They are on good terms with Dwarves with whom they share a Lawful Alignment. They often trade with Thri-kreen and that is why most Jucoi learn the Thri-kreen language. They hate Rakshasas.

Alignment: They love freedom but they favour law above chaos.

Lands: They live in nomadic tribes in the Eternal Woods. They do not like to stop because the Rakshasa always hunt on them.

Names: The give Kalundrai (post 10) or Gnome names to each other.

Jucoi Traits

*Strength +2, Constitution -2,
*Medium
*Speed 30ft
*Improved unarmed strike
*Awakened Ears: +2 on listen checks
*Weapon use: Jucoi may treat a Bastard sword as a Martial weapon and not as an Exotic weapon.
*Languages: Common, Jucoi, Celestial
*Bonus Languages: Elven, Gnome, Thri-Kreen, Dwarven, Githyanki, Gythzerai, Draconic
*Favored Class: Monk
*Lv.ad: +0

Age of the Jucoi:
Adult: 30
Middle Age: 70
Old: 195
Venerable: 278
Maximum age: +4d20

height and weight:
same as elves

Racial Feats

Jucoi's Nomadic life
Prereq.:Jucoi, ranger, 1st level
Permanent +10 on movement.

Jucoi's instict
Prereq.: Jucoi, Thri-Kreen langauge, 1st level
Survival becomes a permanent class skill and you get a +1 on Survival checks.

Blue paint of Awakened ears
Prereq.: Jucoi, 1st level
You gain a +3 bonus on listen checks.

Blue paint of Awakened eyes
Prereq.: Jucoi, 1st level
You gain a +3 bonus on spot checks.

For more information and feats go here (http://boards1.wizards.com/showthread.php?p=9578892#post9578892)
Exooki

07-09-06, 10:30 PM
i was expecting more feedback but thats ok. to make this mroe interesting adn because this is a workshop i am adding some other tihngs you can do.

there are now three tihngs you can do in this thread.
1. psot already finished races as above in first psot.
2. Create a name and a breif description of a race that you would like to see created.
3. actually create the race that someone requested(above). please if you dont udnerstand LA or race createion dont try and please no complicated races. jsut give them what they ask for and keep in mind msot people would like 0 level adjustment.
ill start us off

Lunarians- these people love moonlight. they are what some people may call nocturnal. However they dont sleep during the day as they dont need to sleep. They are fine in sunlight but their true power shines only in moonligt. in the light of the mono they grow stronger and faster at the expense on their mind. this effect ends once dawn comes.
Izodor_Shadowcaster

07-10-06, 02:53 AM
First let me say I like this project.

I tried my best at the Lunarian. I could not realise the true power shift during night, but instead I changed their bonusses during the different faces of the moon. Hope you like it! :)

Lunarians

These people love moonlight. They are what some people may call nocturnal. However they dont sleep during the day as they dont need to sleep. Their powers shift during the faces of the moon. They pray to different kinds of moon gods.

Personality: They are true tricksters. They like to make fun of people when joy in needed. The hate injustice and they hate laws.

Physical Description: The have alight blue-yellowish skin and they look like elves. Males and Females are of the same height. Unlike elves they live very short lives.

Relations: They like Gnomes and Elves. The dislike Orcs and Half-orcs. Humans are strange and some are nice and other are not.

Alignment: Most Lunarians are Chaotic Neutral.

Lands: They live in forest and small villages.

Names: They use Dwarven names.

http://www.wizards.com/dnd/images/mm4_gallery/98701.jpg

Traits:
*Medium
*Speed 30 feet
*+2 Charisma, -2 Wisdom- They are very attractive
*Darkvision 60 feet
*Lunar Power. This trait changes with the moon. DUring each face of the moon they get a different power.
Full Moon: +1 bonus on Intimidate & Use magic Device checks. Command 1/day as a spell like ability. DC is Charisma-based. Caster level is your Character level
Crescent Moon:+1 bonus on Sense Motive & Spot checks. Detect Thoughts 1/day as a spell like ability. DC is Charisma-based. Caster level is your Character level
Gibbous Moon:+1 bonus on Bluff & Gather Information checks. Calm Animals 1/day as a spell like ability. DC is Charisma-based. Caster level is your Character level
Half Moon +1 bonus on Balance & Concentration checks. Ecpeditious retreat 1/day as a spell like ability. DC is Charisma-based. Caster level is your Character level
New Moon+1 bonus on Hide & Sleide of Hands checks. Disguise Self 1/day as a spell like ability. DC is Charisma-based. Caster level is your Character level
*Languages: Common, Sylvan
*Bonus Languages: Elven, Gnome, Dwarven, Gnoll, Draconic
*Favored Class: Sorcerer
*La: +0

Height and Weight: like Elves

Age: Like Half-orcs

Orancateb- a magical elan. Not psionic, but arcane. They have the power to speak to someone far away (message). They favor Sorcery above anything else. They have lost their identity in the proces of becomming one with their magic. Some say these creatures are evil and their only mission is to destroy all those who do not share the same alignment, but no one knows if these rumors are true.:D
Orancateb

07-10-06, 07:16 AM
wow, freaky.... nice name :D ;)

I did not feel Aberation truly fits in with Arcane Magic and they are creatures with a supernatural connection to arcane magic and so I decided to make it Fey.


Orancateb

The orancateb are reshaped, reborn by the powers of Arcane Magic. They have lost their true identity and in search for a new one, they can sometimes be a bit to extreme. Some say these creatures are evil and their only mission is to destroy all those who do not share the same alignment, but these rumors are far from true because the only thing these creatures want is a place to call home. Their magical powers are enlarged and maybe these creatures are truly masters of the arcane art.

They look like elves, but with a more savage look. Their skin is green and most of them are wizards. They are not very social and some might call, them loners. When they adventure they search for power, knowledge and an identity.

Orancateb Traits

* -2 Charisma
* Fey: Orancateb are not subject to spells or effects that affect Humanoids only, such as charm person or dominate person.
* Medium: As Medium creatures, Orancatebs have no special bonuses or penalties due to their size.
* Orancateb base land speed is 30 feet.
* Orancateb can use Message as a spell like ability 3/day
* Orancateb have a +2 racial bonus on Knowledge (arcana) checks.
* Orancatebs (unlike most Feys) do not have low-light vision
* Repletion : An Orancateb can sustain her body without need of food or water. If she spends 1 spell slot, an Orancateb does not need to eat or drink for 24 hours.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Orancatebs’ past lives expose them to wide ranges of language.
* Favored Class: Wizard
* Level Adjustment: +0.

Age, Weight, Height: Same as elans
Exooki

07-10-06, 02:10 PM
very good, yes izador i like this project too, my goal is for us to create a lot of races for people to choose from. maybe if we get anough then we can set up a index wiht a test of what they would like for their race and then it pickes the race which best suits their preferences. that would be a mighty and useful tool indeed. orancateb after creating the race from the person above can you create a description so that we can continue creating races? thanks

and now to continue the line......

Entling- of mysterious origin these people have a strong connection the natue, specifically the forest. they get along very well with plants especially treants. they make extraordinary druids. they are like a human but usually a little shorter, usually green or blue eyes, and darkened wood coloresd skin.
Exooki

07-11-06, 09:20 PM
hello? i really expected mroe feedback with so many view...... all feedback is appreciated, it isnt that hard to9 create a simple +0 La race. jsut give a +2 and a -2 to abilties, a description and a couple little bonuses and there you go. ande creating the starting description for someone esle to create is even easier... unless you are extremely unimaginative.

so please people help out the project once it gets started it should be really easy

thank you to thsoe that have posted and will post is is appreciated and very helpdul
Orancateb

07-12-06, 03:25 AM
I like this project. I like races and this thread must LIVE! :D

Oh and I like your Lunarian, Izodor/Exooki and I am going to use it in my Campaign! :)

Oh and I had a request: Could you make a list of the created races at the beginning of this thread, with a small description and post number? That would really be handy.

Entling or Planttouched

These people have a strong connection the nature, specifically the forest. They get along very well with plants especially treants. they make extraordinary druids. they are like a human but usually a little shorter, usually green or blue eyes, and darkened wood coloured skin.

They often fight ferocious against creatures that invade their homes like Orcs and Goblins. They are on good terms with elves and gnomes and with Lunarians (see post 4). They love the forest and they are often gardeners in their free time. They do not like Dwarves and other more mechanically, industrial races. The like to be with halflings.

Entlings where created when Human Rangers and Druids became one with the forest that was their home. Entling Clerics pray to nature gods. Entlings live in small tribes and they are not used to big cities. They never wear shoes for they want to be able to feel the earth under their feet.

Entling treats
* +2 Wisdom, -2 Intelligence
* +2 bonus on Hide and Moversilently checks made in Forest
* +2 bonus on Survival
* Low Light vision
* Human Blood: For all effects related to race, an Entling is considered a Human.
* Languages: Common, Bonus Languages: Any
* Favored Class: Druid
* Level Adjustment: +0

Age, Height, Weight: Same as normal humans, maybe a bit shorter



New idea: Zador, these creatures live because of the many wars with undead. They are the offspring of a female zombie. They are alive, but no one trusts them. They fight against undead, hoping that the world might give them a chance if they kill them. They are thin, extremely thin.

New idea: Kalai, Who would have thought there would be an end? These creatures know there will be and end to the world and try to focus on it. Always trying to prevent Ragnarok, the last battle of the gods. The Kalai are fighters, paladins, enforcers of good.

And remember you can make up races of your own, these ideas are just for help so people can make them. We want all races!
Gideon_Gideonson

07-12-06, 09:31 PM
If I may offer a suggestion before I join your effort:

To make reading and eventually compiling these easier, use the following format:

NAME
brief summary
Personality
Physical Description

Optional (and helpful)
Relations (with other races)
Alignment
Lands (or habitat, etc)
Religion
Language
Names (Male, Female, Family)
Adventurers (reasons...etc)

Then,
Racial Traits
Vital Statistics (age, height, weight)


If you're confused, look at the PHB race set-up. I just think it would make this compilation much more professional and useful. Anyway, I'll be back shortly with some races I created...I like this idea. I'm sticking everything into a word document as we speak, so eventually I might be able to upload the complete thing somewhere. If those of you who have already posted races could e-mail the above information (personality, description, etc) to Gideon_Gideonson@yahoo.com, I can start compiling it further. Thanks in advance and keep up the good work!

EDIT: On to reviews of races already up...

Lunarians: Slightly below average power, due to the small number of skill bonuses and the shifting of said bonuses. I don't know how to remedy this. Maybe grant them a +1 bonus to all saves and attack rolls in moon-light? Not sure on this one.

Orancatebs: Weaker than the Elan. The removal of the ability to negate damage and boost saves is painful...maybe sacrificing a spell slot grants you a bonus on saves in that round equal to the spell level sacrificed...

Entling: Almost perfect. I'd say grant it a +1 or +2 to Natural armor in addition, since it has no physical ability boost and its other abilities aren't that amazing.
Izodor_Shadowcaster

07-13-06, 02:26 AM
Oh and I see what the problem is with the Lunarians. They are small. This makes them to weak. I will make them bigger and than they are o.k. :D
I have changed the Jucoi into the format you wanted and I am going to change the Lunarian to.

This is one of the races I use in my campaign "The Eternal Woods"

Kalundrai

The Kalundrai are a race of gladiators, fighting their lives in the arena. They live to fight and they fight to survive.

Personality:
Because Kalundrai are a race of slave gladiators they are not used to love and care. They are not very social and they like to act before they think. They like to sport and train for their next fight. Everything else is not important. They do not easily make friends because how do you know that you do not have to fight against them tomorrow?

Physical Description
Kalundrai are human descendants from insects. They have compound eyes and long thick white hair. They are about 5.8 feet high and they weight something like 100 pounds with men taller and heavier than women. They can live up to 70 years, but because of their dangerous live in the arena almost none of them reach the 40 years. They have great black claws on each of their hands.

Relations
Because they are slaves they treed all others with respect. They like Half-orcs because they have an equally difficult time in society.

Alignment
Gladiators need not a strong alignment. The hard traning might ask for a lawful alignment, but to kill someone for no better reason than that he is in the arena is very chaotic. Good and Evil are words unknown to Kalundrai and they tend to be neutral.

Lands
They have no lands of their own and they go where their masters go. Most of them are in the great gladiator schools in the big city and other work as slaves on the field or in the homes of their masters.

Names
Kalundrai give strange names. The names are a collection of three different letters but behind each other. There is no distinction between male and female names. Examples: AOX, DOX, RTV, SOB, YHG,

Adventures
When Kalundrai escape their lives as slaves they must find a way to be accepted in society and they must escape their former masters

Kalundrai Traits
* Humanoid
* Speed 30 feet
* +2 Constitution, -2 Charisma,
* Compound Eyes: This feature of its anatomy gives a Kalundrai a +2 racial bonus on Spot checks.
*+2 on Intimidate checks
* Claws: They gain two claw attacks that deal 1d6 of damage.
* Languages: Common, Kalundran, Bonus Languages: Celestial, Elven, Dwarven, Gnomish, Orc, Goblin, Gnoll
* Favored Class: Figther
* La: +0
Izodor_Shadowcaster

07-13-06, 02:39 AM
This is one of the races I made for my campaign.

Vegantos

http://upload.wikimedia.org/wikipedia/en/5/5a/Sunflower_opening_1-KayEss-2.jpeg
This picture is from wikipedia


This strange creature look like a small tree or flower. Its skin is thick and green, with a barklike texture. Its arms look like branches.

Personality: Veganti are very proud creatures and they never forget or forgive an insult, until that person begs for forgiveness or until he had his vengeance. They have a great honour and they value justice above anything else. Veganti have the characteristic of feeling better than everyone else.

Relations: Veganti are on good terms with halflings, gnomes and elves who all have an great respect for nature. They like the lawfulness of dwarves and many dwarves have found a friend in the Vegantos race. They like Jucoi (post 2) and they are glad when they can help these creatures in their battle against the Rakshasa.

Alignment: Most Veganti are lawful, although many Veganti are neutral or even chaotic. Just like almost any other race there is good and evil amongst the Veganti.

Veganti Lands: Veganti live in small nomadic groups. Travelling from place to place. They have a strict hierarchy and every one knows his place inside the group. The groups are ruled by a senate. They live in the Eternal Woods a plane totally covered by forests. The plane has a warm wet environment and a rich soil. The Veganti do not build many big structures, but they are able to do so and many great architectural masterpieces have been build by the Veganti. Although most Veganti are nomadic some huge vegantos cities exist.

Religion: Veganti do not believe in gods and if some believe in them they do not pray to them. In the past they prayed to Obad-Hai and other nature gods, but those days have past and a new godless era has arrived.

Language: Veganti learn the languages of their allies and of the creatures they mostly encounter in the forest.

Names: They use Kalundrai (post 10) names.

Classes: Many Veganti become Totemists or Druids. Incarnate and Wizard Veganti are not unheard of. Veganti Incarnates are almost always Lawful Neutral. The main warrior classes of the Veganti are Barbarian and Ranger. There are almost no Vegantos Clerics. Psionic Veganti are rare if not unheard of.

Vegantos racial Traits

* -2 Dexterity, +2 Intelligence, Veganti are intelligent, but they can’t move that well.
* Speed 20 ft
* Plant (Extraplanar): Veganti are Plant creatures not native to the material plane. They are native to the Eternal Woods, an outer plane
* Sentience: Veganti are not immune to mind-affecting effects.
* Spell-like abilities: , 1/day Entangle. If Charisma is above 12: At will- Speak with Plants. Veganti are able to magically communicate with plants and plant creatures.
* Vulnerable: Veganti are not immune to poison, sleep effects, paralysis, polymorth and stunning. They are also subject to critical hits.
* Sleep: Veganti need to sleep 8 hours to regain strength.
* Languages: Common, Sylvan
* Bonus Languages: Elven, Gnome, Goblin, Draconic, Gnoll, Halfling,
* Favored Class: Druid
* La: +0

Age, Height and Weight

Height & Weight: Same as elves

Age:



Middle Age Old Venerable Maximum Age
Vegantos 250 420 872 no maximum age

Adult Simple Classes Moderate Classes Difficult Classes
Vegantos 170 +3d6 4d8 6d8
Izodor_Shadowcaster

07-13-06, 04:49 AM
Half-Gnomes or Gnomelings

In lands where gnomes and humans live together these creatures live. They are the offspring of a human and a gnome.

Personality: They are adaptable and ambitious like their human parent and they have great sense of humor as their gnome parent. They love nature and adventure. Half-Gnomes love gambling and they almost always have a pair of dice with them in case they get bored.

Phisical Description: They are about the size of gnomes and they have the weight of gnomes to. They are charismatic like other gnomes and their lives are almost as long as the lives of other gnomes.

Relations: Half-gnomes do well among both gnomes and humans and they also get along well with dwarves, elves and halfling. They dislike half-elves and half-orcs, because their common human linage makes them uncomfortable.

Alignment: Half-gnomes are most often good. They tend toward neutrality above law and chaotic, but lawfull or chaotic half-gnomes are not rare. They are goodhearted, and even the tricksters among them are more playful than vicious.

Lands: They have no lands of their own and they live among humans or among gnomes. When they live among gnomes they feel uneasy because they age more faster and when they live among humans they see how their old friend become adults and marry even before they become into puberty.

Languages: Half-gnomes speak the languages they are born to, Common and Gnome. They love the gnome language and some even speak it better than some gnomes, because of their ambition to learn. They like to learn other languages like Dwarven or Elven

Names: Half-Gnomes use human or gnome names.

Half-Gnome Traits
*Small
*Speed 20 feet
*Lowlight Vision
*Gnome Ears: Half-Gnomes can hear just as good as gnomes and get a +1 on listen checks.
*Gnome Blood: For all effects related to race, a half-gnome is considered a gnome.
*+2 on Bluff and Sense Motive checks, Half-gnomes are good at lying.
*+1 on Craft (Alchemy) checks. A Half-gnomes nose allows him to monitor alchemical processes by smell, but not as good as normal gnomes can.
*Languages: Common, Gnome
*Bonus Languages: Any (other than secret languages such as Druidic)
*Favored Class: Any
*Level Adjustment: +0

Height: a bit bigger than gnomes
Weight: same as gnomes

Age:
Adulthood: 20 years
Simple classes: 1d4
Moderate classes: 1d8
Difficult Classes: 2d6

Middle Age: 45
Old: 78
Venerable: 112
Maximum Age: +2d20
Izodor_Shadowcaster

07-13-06, 07:58 AM
This is the first template I have ever created. I only use it for NPCs because it isn't that usefull for PCs, but it can be used for PCs I think.

Let's not discuss if the LA should be lower or higher. Use it if you want. This is not one of my best races, but I thought I should add it.;)

Spirit Creature

With all kinds of natural energies some creatures become more one with nature than others. These creatures are called Spirit Creatures and are one with nature.

Spirit Creature is a template that can be added to an (monstrous) Humanoid or Magical Beast that dedicates himself to the protection of a natural object such as a cave, tree or river.

Size and type They become fey, but they do not gain darkvision
Speed: +10 on all ways of movement while within 30 feet of his/her natural object.
Special Qualities:
----Natural Home: The creature dedicates himself to a natural object such as a special tree and while he is within 30 feet from that object he automatically knows the precise location of all instruders within 30 feet that special natural object.
----Natural Defense: The creature gains a +1 bonus on AC while within 30 feet from his natural object.
----Low Light Vision.
Challenge rating: +1
Alignment: (usually) Neutral
Level Adjustment: +1, but not very usefull for PCs.
Exooki

07-13-06, 09:28 AM
first iw ould like to say im very gload to see this thread moving now.

in case you haveny noticed however the forums have been updated and moved. if you could repost your stuff inot the one in the new forums as i belive more people look at those and we wizards only moved up to izadors 1st post. so if it isnt to hard copy your posts and move them niot here

hers the new thread (http://community.wizards.com/showthread.php?t=666259)

i think we are supposed to goto the newer one but im not sure..... you can continue here if you want but thats the new thread

:) thanx to all who have helped so far, and once we get a ton i am going to create a compendium.
Orancateb

07-13-06, 09:42 AM
I will repost my races. :D
Exooki

07-14-06, 04:20 PM
ok well currently the new forums arent working so lets continue with this thread. templates are fine as are races youve created yourself or the way weve been doing it with a description for a race to be created. if you post please dont add another description if you didnt work on the previous one. tryinjg to keep it 1 race at a time to keep it simple :) . once the new forums are done gettin fixed weel move to there.

i wont be on for all of next week so izador and orancateb being the 2nd most active in this thread it is your duty to keep this thread going. wehn i comer back i would really like to see A LOT of replies and stuff. thanks ill be here tomorrow but from sunday to sat afternoon ill be busy and unable to see this thread. please dont dissapoint me and i hope this isnt to hard for you.
Izodor_Shadowcaster

07-15-06, 01:04 PM
Sure I will try to keep this thread living. ;) Let's start with this new race, the grey shield goblin. And I would like to add that anyone can add his race and I would really like to see this becoming a big thread.

Grey Shield Goblin

Personality: War, Iron and Industry are the three most important things for a Grey Shield Goblin. They fight for glory and land.

Physical Description: They are larger than normal goblins. Their hair color is brown or black and their eyes are yellow. Their skin is darks red or grey

Alignment: They are followers, not leaders and you often find them serving wizards and kings which makes them rather lawful. They are mostly evil, but some are neutral

Lands:They live in nomadic tribes destroying everything on their path.

Religion: They pray to Goranga, the god that created them. This god has the following domains: Darkness, Law, Creation.

Grey Shield Goblins Traits
*+2 Dexterity, -2 Strength
*Medium
*30 ft
*Darkvision 60ft
*Run as a bonus feat
*-2 on Diplomacy checks made to non-goblins
*+2 on Intimidate checks made to non-goblins
*Auto langauges: Goblin, Common,
*Bonus Languages: Draconic, Giant, Orc, Elven,Spirit Tongue
*Favored Class: Soulborn (from Magic of Incarnum)
*Level adjustment: +0
Exooki

07-16-06, 09:34 AM
im leaving now and wont be back until saturday so i decided to give 1 last description for a race. somone take this description and create stats for the race THAN add your own description for the next person? get it? good. izador keep thats going for me as you sadi you would.

Vampien(vamp e en) derived from wars with the vampiric these people strive to rid the world of undead. posessing minor abilities they can pretend to be a vampire to trick other vampires or spawns into thinking as them as an ally. they work together with their leader as the rest pretend to be spawns. they have fangs and move very quickly as vampires do but they do not have any of other vampire abilities. often clerics or palidens they do all they can to rid the world of all undead.

keep it going ive put a lot of work into this thread and i would really hate to see it die while im gone..... SO IF YOU LOOK AT THIS THREAD PLEASE JSUT CONTRIBUTE ITS EASY AND EXTREMELY HELPFUL.
SeptimusMagistos

07-16-06, 03:40 PM
Tonetals

Tonetals are incredibly bleak and uninteresting, having nothing that distinguishes them other than the complete lack of anything exciting about them.

Personality:
Tonetals tend to be boring and dull, having no strong opinions whatsoever.

Physical Description
Tonetals are humanoid forms. Their skin is gray colored and it's practically impossible to tell any two tonetals apart.

Relations
Tonetals have no prejudice. Nor do they have diplomacy. Most races find that Tonetals bore them to death.

Alignment
All tonetals without exception are True Neutral.

Lands
Tonetal lands are like tonetals-bleak and boring.

Names
All Tonetals are named John Smith.

Adventures
You're kidding, right?

Tonetal Traits
* Humanoid
* Speed 30 feet
* Languages: Common
* Favored Class: Any
* La: -1 (A Tonetal is allowed to receive 1 free class level)
R2-DS

07-16-06, 04:04 PM
In my first D+D group (back in the eighties) we had always joked about doing this "parody" campaign that would be full of silliness. Well it never happened but I always hung onto this idea of....well.....here....


Christmas Elf
Christmas Elves are the seldom seen but ever vigilant toy makers of the north. They are legendary crafters that revel in bringing children joy even though they almost never receive recognition for their efforts. Christmas Elves are isolationists preferring diplomacy to armed conflict and go to great lengths to keep their settlements hidden from the outside world.

Personality: Christmas Elves are pleasant and jovial, almost to the extent of being grating. They get along exceptionally well with each other, a trait that contributes to their unprecedented work ethic. When not pursuing their craft, Christmas Elves revel in song and dance. Indeed this is how their history is recorded. Many a Christmas Elf workshop is filled with cadences sung by all the workers in unison.

Physical Description: Christmas Elves are short and stocky, standing around 3 feet tall and weighing roughly 35-45 pounds, with females being slightly shorter and lighter than males. At first glance they may easily be dismissed as Gnomes, and many have. They tend to be fair skinned with rose coloured cheeks and noses. Unlike True Elves, Christmas Elves are able to grow facial hair. Indeed many are fond of sporting large bushy beards. Christmas Elves hair and eye colour spans the Human range of colours. They almost always dress for functionality but are quite fond of bright reds and greens in their attire. Their typical dress consisting of sturdy leather breeches and a heavy cotton shirt, with fur rimmed boots and coats when outdoors.

Relations: Christmas Elves have no disdain for any of the other humanoid races. In fact they admire them for the unique qualities each possesses. Humans, for their unbridled passions. Halflings for their insatiable curiosity. Dwarves for their unrivalled work ethic (which Christmas Elves see as second only to their own). True Elves for their single mindedness of study. Gnomes for their abounding sense of humour. Half Elves, and Half Orcs for their ability to overcome adversity.

Alignment: Christmas Elves have a high regard for life in all its forms, and never devalue anyone’s right to freedom and choice. Although they themselves believe in order and structure they recognise the need for chaos in the world, thus Christmas elves tend to favour Law over Chaos. There have been no recorded instances of evil Christmas Elves.

Christmas Elf Lands: Christmas Elves prefer colder climates. Terrain that approaches the uninhabitable appeal to them even more. Barren Tundra, and Frozen mountain vales are both common. Thus they can afford to devote more time to making toys and less on defence of the community. The typical village consists of 5 - 20 families. Christmas Elves subside on a diet consisting mostly of fish and vegetables that they grow in specially constructed green houses. Christmas Elves encountered in human lands are usually delivering the fruits of their labours, their toys. Sometimes artisans or smiths leave in search of new toy designs, or to barter on behalf of the village for supplies and raw materials and will only remain abroad until they finds what it is they are after.

Religion: Christmas Elves tend to worship Moradin and Garl Glittergold, both who are venerated for their knowledge of engineering and manufacturing. Shrines to Boccob are also common for without the Lord of all Magics, Christmas Elves life work would be truly daunting.

Language: Christmas Elves speak Celestial when amongst their own. It forms not only their spoken language but their written language as well; in fact all Christmas Elf designs and schematics are written this way. Most have also learned common, the trade language used to barter for goods.

Names: Christmas Elf names are given at birth by the parents of the new baby. Traditionally names are generational, thus it is common for many Elves in the same family to share the same name.

Male Names: Hermey, Paul, Alfie, Alec, Lee, Fletcher, Don.

Female Names: Billie Mae, Corrine, Kathleen, Diana, Shelley, Darlene.

Family Names: Winters, Richards, Balderk, Corunn, Siannodel, Kringle

Adventurers: Few Christmas Elves have taken up the life of an adventurer, as most are content with spreading joy through their craft. Those that do however sometimes do so out of a need to feel more connected to the outside world. Most Christmas Elf adventurers feel a stronger connection to the to the arcane arts than their artisan brothers and sisters and use their talents to bring joy to a wider crowd than if they had stayed at home.


Christmas Elf Traits
. +2 Constitution, -2 Strength, -2 Dexterity, +2 Intelligence: Christmas elves are a hearty bunch having survived in harsh cold climates for countless centuries, but due to their small size they aren’t as strong as other humanoids.

. Small: As a small creature, a Christmas Elf gains a +1 size bonus to Armour Class, a +1 size bonus to attack rolls, and a + 4 size bonus on Hide checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

. Christmas Elf base land speed is 20 feet.

. Lowlight vision: A Christmas Elf can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish colour and detail under these conditions.

. +2 Racial Bonus on saving throws against cold like effects, spells, spell like abilities, and supernatural abilities.

. +2 Racial Bonus on craft (Toy making) checks: This knowledge has been passed on from one generation to the next, each generation surpassing the previous.

. Boccobs Blessing: Christmas Elf characters with the ability to cast arcane conjurations cast them at +1 caster level. This bonus stacks with that of a specialist wizard: Conjurer.

. Pass Without Trace (SP): Christmas Elves can use Pass Without Trace once per day as a 5th level Druid.

. Outsider: Christmas Elves are Native Outsiders.

. Automatic Languages: Celestial and Common. Bonus Languages: Christmas Elves usually learn the languages of the local creatures of the areas they settle in as well as Draconic, the language of magic.

. Favoured Class: Wizard

. Level Adjustment +1: Christmas Elves are slightly more powerful and gain levels more slowly than most of the other common races




So there you have it. I always thought this would be great for a laugh but the more I put into it, the less silly it became. Now i think the only silly part is the name, and even that has an endearing quality to it. Thanks for starting this thread, it was good to get the creative juices flowing again!
Izodor_Shadowcaster

07-17-06, 05:29 AM
I am happy to see the new posts. This thread is finally starting to grow.

Here comes another race from my huge archive of races. :rolleyes:

Vanir, people from Aegir's Halls

http://upload.wikimedia.org/wikipedia/commons/thumb/9/9f/Loki_and_Idun_-_John_Bauer.jpg/520px-Loki_and_Idun_-_John_Bauer.jpg
A Vanir female and male

Characteristics: The Vanir were understood to be rich, the givers of riches, the patrons of fecundity, pleasure, and peace. They love romance and the victory of good over evil.They have a deep knowledge of magical arts, so that they also know the future. It is said that it was Freyja, one of the Vanir Queens, who taught magic to the gods. They also practice endogamy and even incest.

Alignment: They favor good above neutral and evil, but evil Vanir are more common than neutral ones.

Relations: Vanir like elves who share their love for good. They like gnomes, but sometimes they get a bit tired of their jokes. They like Gnomelings (see this thread), Lunarian (see this thread) and Vegantos (see this thread). The do not like Orcs, Grey Shield Goblins (see this thread) and Kalundrai (see this thread).

Lands:The Vanir live in Vanaheimr, also called Vanaland. Their emperor is Aegir who lives in a great castle with many great halls. He is immortal and a demigod. Many come to his castle to honor him.

Religion: Vanir are very religious and they all have a patron god to which they pray every day. They pray to gods like Pelor, Moradin and many many others.

Names: They use names like Odin, Thor, Loki, Heimdal, Idunn, Freia, Skadi.

There are two versions. Always only use one version.
Vanir Traits (version 1)
*-2 Strength, +2 Charisma, +2 Intelligence.
*Darkvision
*+2 Diplomacy checks, they are very charismatic
*+2 True name checks. They know the language of the world.
*Languages: Common, Vanir (uses Elven Alphabet),
*Bonus Languages: Gnome, Celestial, Draconic, Dwarven, Sylvan, Jucoi, Kalundran
*Favored Class: Truenamer (Tome of Magic)

Vanir Traits (version 2, use it if no Truename Magic in Campaign)
*-2 Strength, +2 Charisma, +2 Intelligence
*Low Light Vision
*+2 on Will saves. They have a strong will
*+2 Diplomacy checks, they are very charismatic
*+2 on Knowledge (arcana) checks. They know a lot about magic.
*Languages: Common, Vanir (uses Elven Alphabet),
*Bonus Languages: Gnome, Celestial, Draconic, Dwarven, Sylvan, Jucoi, Kalundran
*Favored Class: Wizard

Age, Height, Weight: same as elves.
Izodor_Shadowcaster

07-18-06, 11:39 AM
common people... it isn't that difficult :( Remember that we do not ask you to make one up at this moment. Just contribute your old ones too!

IF YOU LOOK AT THIS THREAD PLEASE JUST CONTRIBUTE, IT IS EASY AND EXTREMELY HELPFUL.

Here's another race I found in my archive (I am not joking :rolleyes: )

Leprechaun

I couldn't find the flavor text anymore. I will search for it tomorrow. Strange, I can't remember why I made this race... :)

EDIT: I made a remake of this race because I was not happy with it. It is on post 25 of this thread

http://upload.wikimedia.org/wikipedia/commons/thumb/0/0b/Leprechaun_ill_artlibre_jnl.png/170px-Leprechaun_ill_artlibre_jnl.png

Leprechaun traits
*Small
*Speed 20ft
*-2 Constitution, +2 Intelligence, +2 Wisdom
*Disguise Self 1/day
*+2 on Will saves. Leprichauns have a strong will.
*+2 on Bluff checks. They are good in lying.
*Languages: Common, Sylvan, Bonus: Gnome, Elven, Dwarven, Goblin, Halfling, Orc, Gnoll
*Favored Class: Wizard

Age: Gnomes
Heigth and Weight: Halfling
InsanePsychoRabbit

07-18-06, 03:34 PM
This creature's statistics are my intellectual property and I reserve the rights to distribute them.

Tengu

http://img.photobucket.com/albums/v322/backlash98/Gw/Talon_Silverwing.jpg

"There is little love for those of my kind in this place, yet I am here to help save them all. To those who matter, actions speak louder than words and my actions shall echo across this city for eternity until all recognize the honor of the Tengu race." -Talon Silverwing, Tengu fighter

Inhabitants of hills and mountain forests, the oft-maligned Tengu are skilled illusionists who trace their origins back to the spirit world. Though they mostly count spellcasters among their ranks, Tengu are no strangers to the sword, and their strongest warriors are respected by friend and foe alike.

Personality: Tengu are tricksters. They enjoy pulling pranks on members of other races, and even on each other. Most are impish and have no ill intent, but others may be sadistic and wicked. They are often awkward socailly, and when they're not playing tricks they are often unfriendly or rude to others. These two factors combined contribute to the Tengu's bad public image.

Physical Description: Tengu are intimidatingly large in stature. They range in height from six to seven-and-a-half feet tall, and, having lighter bones than a human of the same size, weigh 150-300 pounds, despite a tendency towards being heavy-set. Females are slightly shorter and lighter than males. A Tengu's body is covered by a coat of dusky gray to deep black feathers; these are sometimes tinged with brown or blue. Tengu have rather small heads with beady yellow or orange eyes and a large, slightly looked beak, which is sometimes lined with sharp teeth. Tengu are long-lived, mature at the age of 30 and usually living to about 250.

Relations: Tengu are on bad terms with most of the common races. Humans, in particular, tend to view them as cruel and inhumane. While it is sometimes true that Tengu are evil, it is not the most common Tengu disposition. Some Tengu may manage to win the respect of dwarves (whom they share mountain hideouts with), gnomes (who share their love of trickery and illusions), or even human warriors.

Alignment: The wily Tengu have a chaotic bent. They are free spirits, challenging the rules and doing whatever their love for pulling pranks and/or causing trouble leads them to do. Not all tengu fit this mold, however. Some Tengu may not be chaotic, but lawful ones are very rare. Evil Tengu are common, often more common than good Tengu, but most tend towards neutrality on the good-evil axis.

Tengu Lands: Tengu live in hills and forests at the foot of mountains. They protect their homes with great ferocity if they feel that these lands are violated. Tengu sometimes share their lands with dwarves, and on very rare occasions with humans.

Religion: (For campaign settings other than Guild Wars d20) The Tengu venerate a god by the name of Sojobo. Sojobo is a long-nosed mountain hermit who carries a fan made of seven feathers (his holy symbol). Believed to have once been a Tengu king who ascended to the rank of minor deity, he is said to have taught the human Minamoto Yo*****une the arts of swordsmanship and tactics in ancient times. Sojobo is a chaotic neutral minor deity, and his domains are Chaos, Trickery, and War. His favored weapon is the Katana (bastard sword).

Had to underline the S to bypass swear filter...Minamoto Yo*****une is a legitimate Japanese name and I can't have the swear filter screwing it up

Language: Tengu speak Auran, the language of air creatures, as well as Common, as their first languages. The voice of a Tengu sounds much like the caw of a crow or raven. Dwarven is a common second language, as Tengu and dwarves often come into contact. Evil Tengu usually know Abyssal, the language of demons.

Names (http://gw.gamewikis.org/wiki/Category:Caromi_Tengu_Bosses): Tengu are usually named after species and/or body parts of birds. "Talon Silverwing" is a completely typical Tengu name.

Adventurers: Tengu usually don't stray too far from the mountains, but some occasionally do leave their mountain homes to study and practice their skills abroad, or simply to search for new targets for their pranks. Sometimes, Tengu travel to teach their arts to members of other races. Finally, some Tengu adventurers simply didn't fit in with Tengu society and search for places that acept them.

Racial Traits:


Medium Humanoid (Avian)
A Tengu's base land speed is 30 ft.
+2 Con, -2 Cha: Tengu are made of tougher stuff than the average human, but are generally gruff, short-tempered, and unattractive.
Low-light Vision
+2 Jump: Tengu cannot fly, but have a tail and the remnants of flight feathers.
+2 Intimidate: Tengu are generally frightening in appearance, but can also puff up all their feathers to look even bigger.
+1 to saving throws vs. illusions: All Tengu are very familiar with illusions and are better able to resist them.
Natural weapons: 2 claws (1d4).
Unusual Body Shape - A Tengu's body is shaped quite a bit differently than a human's. Tengu are treated as non-humanoid for the purposes of determining armor cost; therefore, armor for a Tengu costs twice as much.
Favored class: Fighter (male) or Wizard (female). Tengu wizards almost always specialize in the illusion school. Tengu Clerics have access to the domains Chaos, Trickery and War
Basic languages: Auran, Common. Bonus Languages: Abyssal, Dwarven, Giant, Gnoll, Gnome, and Sylvan


Tengu Vital Statistics

Height and Weight
Race Base Ht Ht Mod Base Wt Wt Mod
Tengu, male 5' 10" +2d10 150 lb. x(2d4) lb.
Tengu, female 5' 7" +2d10 130 lb. x(2d4) lb.

Age

Starting Age:
Race Adulthood Simple Moderate Complex
Classes Classes Classes
Tengu 30 years +3d6 +4d6 +6d6

Aging Effects (see PHB pg. 109):
Race Middle Age Old Venerable Maximum Age
Tengu 75 years 110 years 150 years +2d% years
Izodor_Shadowcaster

07-19-06, 10:03 AM
Nice Tengu race. I like GuildWars

What? 650 views and no new races?

Merrow

Merrows are creatures of the sea. The sea gulls make the music for the merrow and the waves make its home. Merrows are half-creatures. They are the children of Mermaids and an other land humanoid. Merrow males and females are very different and the word merrow is actually only the name of the females. It comes from the Irish... ehm sorry Elven... words moruadh (meaning sea) and oigh (meaning maid). Male Merrow are ugly and weak and die soon after birth. Because all males die, the only way for a merrow to be born is by a mermaid and another humanoid.

Personality: Merrows are kind and they adore all animals. They like to swim in the sea and to live with the animals of the coast. They fear dogs. They are slow to make friend, but fast at making enemies. Fear the anger of a merrow because she will never forget. They do not like to fight and most of them like to sing and make art all their lives. They do not like working, but they will do so if they can see the purpos.

http://www.irelandseye.com/animation/images/merrows/merrows.JPEG

Physical Description: They are 5.5 feet tall and weight about 95 to 135 pounds. They look like humans, but have very flat feet, flatter than those of humans. Their skin is green and they have a small webbing between their fingers. They do not like to wear clothes, but they will wear it in their dealing with humans and other intelligent creatures. They gain adulthood at the agew of 110 and some of them can become 700 years old.

Relations: They like gnomes, halflings and leprechuans and they share their love of nature with elves. They do not like canine races and they hate werewolves. The are not very strong en they do not get along well with orcs and goblins. They love humans.

Alignment: Merrows are of any alignment. Most merrows are chaotic neutral, but all kinds can be found. Evil merrows are rare, but they are powerfull and terifying.

Merrow lands: Merrows live in small groups near the coast. Those groups are only females. When they want to get married they go and search for a merfolk, locathah or water elve male. Some search on land for their future husband. They often marry Humans and elves, but it is not rare to see a Leprechaun and Merrow in a union.

Religion: Above all others, Merrows worship Poseidon. He is the one that protects them. They also worship the patron god of their father's race.

Languages and names: Merrow do not have their own language and they use the Leprechaun language. Merrows use all kinds of names, but often names of their father's race.

Merrow traits
*+2 Charisma, -2 Strength
*Medium Humanoid (Merrow)
*Aquatic: An aquatic creature can breathe underwater. It cannot also breathe air unless it also has the amphibious special quality. An aquatic creature can hold its breath outside the water for 2 rounds per point of Constitution. After that, it begins to suffocate.
*Speed: Land 30 feet, Swim 30 feet
*+2 on perform (sing) checks
*"Speak with animals" 1/day (water animals only)
*Languages: Common, Leprechaun, Bonus Languages: Elven, Gnome, Halfling, Sylvan, Aquan Giant, Gnoll, Goblin.
*Favored Class: Bard


Merrow hat
This hat costs 2500 gp and give a merrow the ability to breath outside of the water. This only works for merrows.
Izodor_Shadowcaster

07-20-06, 05:50 AM
o.k. I could not find the old flavor text of my Leprechaun race, but I have decided to do a remake, because I do not like the stereotypical Leprechaun.

I think this race is better. :)

Leprechaun

Leprichauns are harmless creatures who enjoy solitude and live in remote locations. They hide during the day, because they are cursed by Corellon Larethian, the elven god for unknown reasons. Their pastime is in the making of shoes for other faerie folk such as themselves, gnomes halflings, dwarves and when they forget their spite they also work for elves. Although rarely seen in social situations, leprechauns are very well spoken and, if ever spoken to, can make a good conversation.

Personality: Leprechuans like to laugh and they are always happy to help people in need. They like gold and gems, but they would never even think of asking it for their services. They will never forget an insult. They like to help, but they hate it if someone is taking advantage of their helpfullness.

Physical Description: Leprechuans are small creatures about 3 to 3 1/2 feet tall and they weigh around 35 to 40 punds. A short and slender species, Leprechauns have large round faces and twinkling green eyes. Their hair is thick and red and they grow large sideburns and beards. Like most faeries they have pointed ears. Proud of their skill at cobbling, all Leprechauns possess the best footwear they can make. Leprechauns reach adulthood at about 200 years and they typically live around 1250 years, thoug some can live almost 2000 years.

http://upload.wikimedia.org/wikipedia/commons/thumb/5/58/Leprechaun_engraving_1900.jpg/140px-Leprechaun_engraving_1900.jpg

Relations: Leprechuans get along well with gnomes, halflings and Dwarves. They are a bit suspicious of the taller Humans, but they will always help a human in need of help without any doubt. They also get along well with Lunarians (this thread, post 4). They hate Elves and Half-elves because of the curse their god has placed on them.

Alignment: Most Leprechauns are good and like to help and give, without wanting a reward. Lawful Leprechauns are more common than Chaotic ones and Evil Leprechauns are rare although not unheared of. Some Leprechauns can be very mischievous and very cunning as this small story tells us:
A farmer once captured a leprechaun and forced him to reveal the location of his buried treasure. The leprechaun assured him that the treasure was buried in an open field beneath a particular plant. The farmer tied a red ribbon to the plant, first extracting a promise from the leprechaun not to remove the ribbon. Releasing the leprechaun, he leaves to get a shovel. Upon his return he finds that every weed in the field has been tied with an identical red ribbon, thus making it impossible to find the treasure.

Leprechaun lands: Leprechuans make their homes in hilly lands and dark woods. They live under the roots of trees where they have their burrows. They like living under the ground, but they enjoy nature and they will go out of their dark burrows as often as they can, coming back before sunrise so they will not turn to stone.

Religion: Leprechauns were created by their god Loki, long long ago when he crafted them out of marble. Soon after Loki turned evil and was imprisoned by the other gods. Without a god to lead them the Leprechauns often pray to other gods, but they will never pray to Corellon Larethian because he cursed them. The reason is unknown, but it might have to do something with Loki.

Language: The Leprechaun language uses his own alphabet, which is full of techincal treatises and is often learned by craftsmen to read the best books about how to be a good cobbler.

Names: Leprechauns often use names of plants or animals to name each other.

Leprechaun Racial Traits

*Humanoid (Leprechaun)
*Small
*Speed 20ft
*-2 Strength, +2 Charisma, +2 Intelligence
*Mending 3/day
*+2 on Bluff and Sense Motive checks.
*+2 on Craft (leatherworking) checks, Leprechauns are good at making shoes.
*Darkvision 60 ft, Leprechauns have good eyes
*Curse of Petrification: When a leprechaun is exposed to sunlight (no spells, only to true sunlight) longer than three rounds they become subject to the Flesh to Stone spell. The duration is as long as the Leprechaun is exposed to sunlight. This can not be cured on any way. They are allowed to make a will save(DC 15, a will save instead of the normal Fortitude Save). If they succeed they are immune the next 24 hours. The leprichaun and his gear change to stone.
*Languages: Common, Leprechaun, Bonus Languages: Gnome, Elven, Dwarven, Goblin, Halfling, Orc, Gnoll, Sylvan
*Favored Class: Bard


Age
Starting Age:
Race Adulthood Simple Moderate Complex
Classes Classes Classes
Leprechuan 200 years +3d12 +4d12 +4d20

Aging Effects (see PHB pg. 109):
Race Middle Age Old Venerable Maximum Age
Leprechaun 470 years 642 years 1250 years +5d% years

Racial Feats

Pitikos Leprichaun
You are from the isles of Petikos and you are trained at fighting cranes.
Prereq: Leprichaun, level 1
You gain a +1 attack bonus on flying creatures while they are in the air.

Wichtlein Leprichaun
These Leprichauns live under the ground much like dwarves do.
Prereq: Leprichaun, level 1
You gain Stonecunning: This ability grants you a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Leprichaun with this feat who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a leprichaun can use the Search skill to find stonework traps as a rogue can. A leprichaun can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

A day in the life
(writen by the brothers Grimm)
See here (http://www.cs.cmu.edu/~spok/grimmtmp/159.txt)
benstundze

07-20-06, 06:38 PM
ok I got a class here are the preferences:
name: im not good at names
tiny
+2dex
favored class rogue
doesn’t get a negative for duel wielding 2 daggers
poetria

07-21-06, 12:37 PM
One of my older races made during the 2e phase, rebuilt for the 3.5e phase. Will include their cousins in next post.
===========
KAERKANNÉ

Kaerkanné are lithe and agile. They have ovular faces, round eyes, and antennae that start from between their eyes. Their noses are thin and flat and their mouths are small. Their ears are tiny. They have no body hair. Their fingers are long and graceful. They seem to glide more than they walk.

Skin color: pale "ghostly" grey, mid grey, blue-grey, bluish, purplish, and, rarely, greenish

Eye color: black, blue, grey, yellow, rarely violet or pink

Clothing tends towards dark or bright solids.

The Kaerkanné society is very ordered, with little care about good and evil, as long as the laws are followed and order is preserved. Their main concern is knowledge, magic, the arts, religion, and society. Fighters, though important in protecting the society and keeping order, rank less than mages, priests, and bards. Thieves are few. There are also a few druids, but those, too, are rare.

Due to their ordered and balanced nature, there are several councils that exist within each city. The wizards are run by a Council of an Archmages from each school. The priests are run by a Council of a High Priest of each temple. The House of Lords is run by the House Lord of each ranking family. The Psionicists are run by a Council of a Psionicist from each area. There is also a Council of Merchants, which is run by the leader of each merchant guild. There is a Council of Artisans, also run by a leader of each Artisan Guild. The city itself has a City Council run by each Council Speaker (the chosen from each council) that determines what is best for the city. This Council also has a Druid and a Ranger that take care of the area around the city. There is one High Councilor chosen. This High Councilor must be Lawful Neutral and have an in-depth knowledge of the city’s laws and structure. The High Councilor neither votes in a decision nor takes sides in a discussion. The only exception is cases where a decision must be made based on the law, truth, and/or justice.

For all its varied structures, the cities run smoothly.

Kaerkanné tend towards religions dealing with law and order, truth, magic, knowledge, culture/society, the arts, the earth, and plants.

Kaerkanné Traits (Ex):

*+2 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma: Kaerkanné are quick and agile humanoids. However, they are more fragile. They are also more intelligent, but less charismatic due to their logical mindset.
*Kaerkanné are medium-sized creatures.
*Kaerkanné land speed is 30 feet.
*+4 racial bonus on Listen checks. The Kaerkanné’s antennae pick up vibrations, thus sounds, most others are unable to hear.
*+4 racial bonus on Jump checks.
*Naturally Psionic: Kaerkanné gain 1 bonus point 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.
*Automatic Languages: Kaerkannan, Common.
*Bonus Languages: Sylvan, Elven, Halfling, Gnome.
*Favored Class: Cleric or Psion. Favored class is chosen at character creation.
*Preferred Classes: Cleric, Psion, Wizard, Bard.
*Level Adjustment: +0
*Kaerkanné are able to breed with any humanoid save Bui’Kaerkanné. However, it is possible for two Kaerkanné to produce a Bui’Kaerkanné child. The child will be able to breed with other Bui’Kaerkanné only.

½ Kaerkanné (Human) Traits (Ex):

*+2 Dexterity, -2 Constitution: ½ Kaerkanné are as quick and agile as their Kaerkanné parent. However, they are also just as fragile. Due to their human heritage, they do not have the same stringent mindset.
*½ Kaerkanné are medium-sized creatures.
*½ Kaerkanné land speed is 30 feet.
*+2 racial bonus on Listen checks. The ½ Kaerkanné’s small antennae pick up vibrations, thus sounds, most others are unable to hear.
*Naturally Psionic: ½ Kaerkanné gain 1 bonus point 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.
*Automatic Languages: Kaerkannan, Common.
*Bonus Languages: Sylvan, Elven, Halfling, Gnome.
*Favored Class: Any
*Level Adjustment: +0
*½ Kaerkanné are able to breed with any humanoid save Bui’Kaerkanné.

================
Poetria
poetria

07-21-06, 12:41 PM
Here's the KAERKANNÉ offshoot cousins:

=================
BUI-KAERKANNÉ

Bui-Kaerkanné are quick. They look like a winged, shorter version of their Kaerkanné cousins. Their wings are butterfly wings and range in color and spots. Bui-Kaerkanné skin color ranges from “ghostly” pale grey to a mid grey, pale blue-grey to mid blue-grey, blue, or purple. Rare Bui-Kaerkanné have green or black skin. Eye color is black, blue, grey, or yellow. Rare Bui-Kaerkanné have violet or green eyes. Bui’Kaerkanné clothing tends to be colorful and loose fitting as not to interferer with their wings.

Magic is more of an innate thing that that studied. Most arcane spellcasters are either Bards or Sorcerers. Most Bui-Kaerkanné find scholarly pursuits to be too dull. Those who do study magic prefer the Enchantment/Charm or Illusion school of spells.

The Bui-Kaerkanné society is different from their brethren. Bui-Kaerkanné love freedom, the feel of the air on their face, and music. They tend towards goodness, but are fierce when in battle. Their cities are run by Master Bards who have Lords and Mages as councilors. Priests are highly respected and their council, when given, is listened to. As long as the laws are fair and do not restrict freedom, Bui-Kaerkanné will adhere to them. Any lawmaker whose law is unfair or restricts freedom in any way finds themselves the target of angry Bui-Kaerkanné . An angry Bui-Kaerkanné is a frightening sight.

Each city is ruled by a Master Bard with a Council of advisors, which consists of two Sorcerers, five Lords, and nine High Priests.

Bui-Kaerkanné tend towards religions dealing with joy, happiness, music, song, dance, air/wind, sky, love, charm, sun, light, forest, plants, festivals/celebrations, and magic.

Most Bui-Kaerkanné tend towards chaotic alignments, especial Chaotic Good.

*+2 Dexterity, -2 Constitution: Bui-Kaerkanné are quick and agile humanoids, but their bones are more fragile due to their ability to fly.
*Bui-Kaerkanné are medium-sized creatures.
*Bui-Kaerkanné land speed is 30 feet.
*Flight: Bui-Kaerkanné have beautiful butterfly wings and are capable of flight (good maneuverability). However, like butterflies, they tend to flit to and fro in their flight, thus their speed is halved due to their up and down, back and forth, side to side movement. Bui-Kaerkanné can fly 1 round per Con modifier (min 1 rnd) before they need to rest for 1 rnd.
*+2 Dodge bonus to AC versus ranged weapons when in flight.
*+4 racial bonus on Listen checks. The Bui-Kaerkanné antennae pick up vibrations, thus sounds, most others are unable to hear. The Bui-Kaerkanné cannot gain this bonus while in flight.
*Naturally Psionic: Bui-Kaerkanné gain 1 bonus point 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.
*Automatic Languages: Kaerkannan, Common.
*Bonus Languages: Sylvan, Elven, Halfling, Gnome.
*Favored Class: Bard.
*Preferred Classes: Bard, Sorcerer, Wilder.
*Bui’Kaerkanné are only able to breed with each other. It is possible for a Bui’Kaerkanné to be the product of breeding between to Kaerkanné.
poetria

07-21-06, 12:47 PM
Another of my creations:
=========
ADÛNÂLA

Adûnâla are a hawklike, gnomish race that lives deep in the forest. The Adûnâla either live alone or with their mate and family.

Adûnâla stand around one foot and weigh very little. Their bodies are covered with a fine layer of pale feathers and their hair is usually dark brown with light brown highlights.

COMBAT
Adûnâla are very elusive and prefer flying away when threatened as opposed to wading into combat. The only exception is if their home and family are threatened.

RELIGION
Adûnâla do not worship any god or goddess. Instead, they venerate nature.

Adûnâla Traits (Ex): Adûnâlo possess the following racial traits.
*+2 Dexterity, -2 Constitution.
*Low-light Vision: Adûnâla can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
*Small: As a Small creature, an Adûnâla gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
*Adûnâla land speed is 20 feet. Adûnâla flight speed is 60 feet (average).
*+1 racial bonus on attack rolls against kobolds and goblinoids. Adûnâla retain their gnomish racial hatred of kobolds and goblinoids.
*+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
*Racial skills: Adûnâla gain a +2 racial bonus on Listen checks and a +4 racial bonus to Spot checks.
*Automatic Languages: Auran.
*Bonus Languages: Common, Gnomish, Elven, Dwarven, Halfling.
*Favored Class: Druid
*Preferred Class: Ranger, Bard.
poetria

07-21-06, 12:48 PM
Last one for now...
===========
TÂRUSH

Târush are an evil aquatic race with a shark’s body from the waist down and a humanoid body from the waist up. Skin tone is usually pale white to medium grey, and hair is usually dark. Târush’s eyes are solid black and their mouths are filled with sharp teeth. Târush have gills on the sides of their neck and a thin, grey fin down the center of their back. Târush are able to breathe air for as many minutes as their Constitution score. However, Târush rarely leave their deep water homes.

COMBAT
Târush are highly aggressive and are more likely to attack intruders than have a discussion. In combat they use tridents and harpoons. Spellcasters use the water against their foes.

There are few Târushan arcane spellcasters. Most spellcasters are either druids or clerics. The Târush worship a pantheon of evil deities.

DIET
The Târush are carnivores and love the taste of raw meat.

Târush Traits (Ex): Târush possess the following racial traits.

*+2 Dexterity, –2 Intelligence, –2 Charisma.
*Medium size.
*A Târush’s base water speed is 40 feet.
*Darkvision: Târush’s can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Târush’s can function just fine with no light at all. This replaces Low-light vision.
*Keen Scent (Ex): A shark can notice creatures by scent in a 90-foot radius and detect blood in the water at ranges of up to a ½ mile.
*Racial abilities: Târush gain a +4 bonus on Swim checks.
*Automatic Languages: Aquan.
*Bonus Languages: None.
*Favored Class: Barbarian.
*Preferred Classes: Barbarian, Ranger, Fighter.
poetria

07-21-06, 12:53 PM
I forgot to put LAs as I was thinking this was a LA1 workshop. Anyway, they are all LA 1 (I hope). If anyone has any suggestions or think any of these races should be a different LA, please let me know.

I do have a few other races--Felaun'salear (mix of human and large cats), Gnilfelaun (mix of gnome and house cat), and Rukhul (a human/gargoyle mix). I won't post the cat races as it seems they are quite overdone. If anyone's interested in seeing the Rukhul, let me know. I have them as LA3.

Thanks for any and all feedback. :D

Poetria
Izodor_Shadowcaster

07-21-06, 02:49 PM
I forgot to put LAs as I was thinking this was a LA1 workshop. Anyway, they are all LA 1 (I hope).

Nice races! :D

This workshop allows La: +0, +1, +2 and even some +3s (but not to much of those +3s).

wow already second page and we already have many races (around 20!). I think Exooki will not be disappointed when he returns tomorrow. ;)

I will also add another race to this thread tomorrow. :cool:
Izodor_Shadowcaster

07-22-06, 07:21 AM
Kazai


In their constant wars against humans, elves and dwarves, orcs have few true allies. Kobolds only figth those within their teritory and the goblinoids can't be trusted. The Kazai are true ennemies of elves and like they always say: The enemy's enemy is your friend.

Personality: Kazai hate elves and they hate all that goes with them. They love order and organisation. They hate love and romance and they will never let a prey alive. They do not like jokes and are very organised in everything they do. They have honour and they will always keep a promise. They think they are supperior to everyone else and they are extremely arogant.

Physical Description: Kazai are short and slim, standing about 4.5 to 5.5 feet tall and typically weigthing 80 to 120 pounds. They can become around 200 years old. They reach adulthood around 20. They have a white sometimes grey skin and big yellow eyes. Their hair in grey. They have no ear shell. They do not need to eat or sleep. This is because their god Anubis granted them some abilities like of undead.

Relations: They hate elves and even drow are not welcome in Kazai lands. They think orc are barbaric and stupid, but they still enjoy their company. They enjoy the company of humans, who are so easily turned to evil. Kobolds are nice, but only as servants.

Alignment: Lawful evil is the way to go. Chaotic Kazai are more common than neutral or good ones.

Kazai Lands: Kazai live in nomadic tribes in swamps. They hunt for killing because they do not need to eat. They live in tents.

Religion: The chief Kazai god in Anubis, judge of the dead. He is LE and has the following domains: Law, Magic, Death

Language: Kazai learn the languages of their allies and of their enemies. They have their own language, Kazai, which uses the Draconic alphabet.

Kazai Traits

*Humanoid (Kazai)
*Medium
*Speed 30 feet
* +2 Wisdom, +2 Intelligence, -2 Constitution,
*They do not need to eat or sleep and thye are immune to magical sleep effects. Kazai spellcasters still require 8 hours of uninterrupted rest (but not sleep) to prepare spells.
*+2 bonus on survival checks
*+2 bonus on spot checks
*Bite: They have a bite attack of 1d6 damage
*Languages: Kazai, Common, Bonus Languages: Orc, Draconic, Goblin, Elven, Dwarven, Sylvan, Gnoll, Giant
*Favored Class: Ranger
*La: +0

Kazai do not age, they do not gain any age modifiers.
ornsjach

07-22-06, 03:36 PM
Half-Kitsune
-2 strength +2 wisdom +2Charisma
Medium Monsterous humoniod
alignment:Any nonEvil
Half-Kitsune base land speed is 30 feet
low-light Vision
+2 on Listen checks,hide and, move silently

A Half-Kitsune Pc has 1d4 tails and every even numbered level grow a new tail.
Each tail grants the Kitsune-bito fire resistance 5(stacks only with other tails and Half-Kitsune can only get fire resistance this way) and +1 competence bonus on balance checks.

Fox fire(su) Half-Kitsune possess the super natural ability to shoot glowing balls of whitish-blue flames that act like magic missile but do 1d4 fire and 1 cold damage. Caster level = to 1/2 character level.Automatic languages: common, Kitsune, and Elfish. favord class: any LA+0
ornsjach

07-22-06, 03:41 PM
-2 strength +2intelligence +2 wisdom
Medium Monsterous humoniod
alignment: Kitsune-bito are never evil
Kitsune-bito base land speed is 30 feet
low-light Vision
+2 on Listen checks,hide and, move silently

+2 racial bonus on reflex saves

Tails: Kitsune-bito have fluffy fox like tails, they are born with one tail but may grow up yo 9 over time.
A Kitsune-bito Pc has 1d4 tails and every even numbered level grow a new tail.
Each tail grants the Kitsune-bito fire resistance 5(stacks only with other tails and Kitsune-bito can only get fire resistance this way) and +1 competence bonus on balance checks.

Fox fire(su) Kitsune-bito possess the super natural ability to shoot glowing balls of whitish-blue flames that act like magic missile but do 1d4 fire and 1 cold damage. Caster level = to 1/2 character level.Automatic languages: common, Kitsune, and Elfish. favord class: any LA+0
DreamingGod

07-22-06, 11:33 PM
Well i'm not TOO good at making races, so if ya'll can pick it apart and help me, it'll work out. :P

If any of you've seen DBZ, i'm gonna make Freiza and Coolers race.

let's see...

Changeling

*Medium-Sized Humaniod
*Speed 30
* +2 con, +2 str, -2 cha (maybe...)
*Vacuum Survival (Ex): A space creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.
* Ki Training Feat (Homebrew)

*Metamorphosis (Ex?): All Changelings have the ability to transform at certian levels. (need lots of help on this, I was thinking at X level you get transformation 1, then at X level you get Transformation 2, ect, and they give Stat bonuses)
Izodor_Shadowcaster

07-23-06, 03:12 AM
Well i'm not TOO good at making races, so if ya'll can pick it apart and help me, it'll work out. :P


1) It is a nice idea, I hope you can finish it. Maybe you should take a look at the Shifter race in Ebberon, it might give you a good idea, you could shange some aspects of it and than you have your Dragon Ball Z race :) Yeah I watched that too.

2) Please only post finished or at least almost finished races on this thread. This is to keep this thread organised. We want to help you, but on another thread (so no huge discussion about balance and stuff will come on this thread and it will become more discussion than races). :(

3) Please do not see this as an insult. We want to help, only not on this thread... It seems you are just on the first steps of creating a race. Please create another thread and ask for help there. The people at these boards (including me) will be happy to help you. ;)

4) If your race is finished, do not forget to add it to the workshop!!! :D

I hope Exooki will return soon. He is the OP and it would be nice to know if he still has plans for this thread. :cool:

Sauroid

They are arrogant, reptilians. What do you want more? ;) I made this because I do not think the basic reptilian archtype isn't yet in the game with a La +0.

http://upload.wikimedia.org/wikipedia/en/3/3e/Dinosauroid4.jpg
They have 3 fingers and they are decendants from dinosaurs. For more information please visit here (http://www.daviddarling.info/encyclopedia/D/dinosaurintell.html).
Traits
*Medium Humaniod (reptilian)
*Base land speed 30 feet
*+2 Intelligence, -2 constitution
*Low-light vision
*+2 on Will Saves
*Natural Weapons: 2 claw attack 1d6
*Languages: Common, Sauroid, Bonus Languages: Any
*Favored Class: Fighter

Physical Description: They are reptilian humanoids. They are about 5.5 feet tall and weight as much as humans do. You can't really see a difference between male and female. Sauroids become 80 years old.

Personality: Science is everything and Sauroids want to learn as much as they can. From childhoood on they learn to experiment with life. They see everything as a chance to learn.

Relations:They see any creature that is not a sauroid as an object and a tool.
Exooki

07-23-06, 06:57 PM
very nice izador you kept this thread alive and kicking. i was like WOAH when i saw it with over 900 views. looks like you have got a lot done while i was gone. jsut a couple things

1. i still have plans for this thread and i will tell you what those plans are. my goal is to gat a ton of races. then i will create a tool that aska you some questions of what you want in your race and then the tool picks the best race that suits what you asked for. i dont know a lot abouty programming that but i think my friend does, well we'll think about that when we get there.

2. dont forget we can make races too. i dont see any new descriptions and race like we did before. right now i dont have any ideas but heres how i really want it so look like.

description 1 paragraph at msot. then the next person creates the race which msut only have +0.+1,+2 or +3 LA. then create your own description for the next person. this makes it easy, fun and helpful to add to this post. that should also make it go faster.

1001 RACES WORKSHOP!!!!!!!! help out the cause.

and izador once again thanks and very good job keepin this alive. kudos 2 u :)
Myomorphas

07-24-06, 05:32 PM
http://i17.photobucket.com/albums/b81/Myomorphas/img015.jpg

A lifestalker is an undead who, in his previous life, was devasted without his problem being resolved, such as a betrayal or a broken heart. Unlike a revenant, however, a lifestalker is always chaotic and has a perfect, undamaged dermis. Some lifestalkers are crafted by necromancers, though it is quite possibly one of the most difficult feats to accomplish. Additionally, they require only two hours of sleep per night. A lifestalker counts as a humanoid, therefore is unaffected by undead spells and spell-like abilities.

Death's Healing Hand (Su): Lifestalkers are healed by all negative damage spells, such as inflict minor wounds. Unfortunately, they are damaged by positive spells such as heal minor wounds.

Vigor Mortis (Su): The organ systems of a lifestalker is quite different. Their circulatory system works at a productive rate, while requiring minimal blood. They have a peculiar respiratory system, which absorbs oxygen voluntarily instead of requiring actual breathing. This also allows a lifestalker to never become fatigued through mundane or magical means, unless they skip their Nectar of Undeath for a day (see below). It also allows for breathlessness and ignores the suffocation rules.

Nectar of Undeath (Su): A lifestalker must drink a sip of any kind of blood each day, except for his own. If he doesn't, he is fatigued for the rest of the next day. If he skips that day as well, the lifestalker dies. If the lifestalker drinks more than a sip, he gains a +1 dodge bonus to AC for the rest of the day.

Light Weakness (Su): If a lifestalker successfully casts a spell in the Light domain, or uses an object that casts such a spell, he is required to drink double the amount of blood needed that day and becomes fatigued until he does so, even if he isn't evil. If he fails to before the next day (midnight) or casts another light spell before then, he dies.

Lifestalker Traits
-------------------------
- +4 Dexterity, -2 Charisma
- Medium Size
- A lifestalker's base land speed is 30 feet.
- Darkvision 60 feet.
- Immunity to poison and disease.
- Racial Skills: Lifestalkers have a +4 racial bonus on Hide and Move Silently checks.
- Special Qualities: Nectar of Undeath, Light Weakness, Vigor Mortis, Death's Healing Hand (see above)
- Automatic Languages: Common, Gutterspeak. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Undercommon.
- Favored Class: Rogue
- Level adjustment: +1
Myomorphas

07-24-06, 09:00 PM
Additionally, here's a lifestalker with a homebrew undead subtype, and a few other changes. Enjoy!

Lifestalker

A lifestalker is an undead who, in his previous life, was devasted without his problem being resolved, such as a betrayal or a broken heart. Unlike a revenant, however, a lifestalker is always chaotic and has a perfect, undamaged dermis. Some lifestalkers are crafted by necromancers, though it is quite possibly one of the most difficult feats to accomplish. Additionally, they require only two hours of sleep per night. A lifestalker counts as a chaos sentient*.

"If they think death can keep me from accomplishing my goal, they are terribly mistaken."

Vigor Mortis (Su): The organ systems of a lifestalker is quite different. Their circulatory system works at a productive rate, while requiring minimal blood. They have a peculiar respiratory system, which absorbs oxygen voluntarily instead of requiring actual breathing. This also allows a lifestalker to never become fatigued through mundane or magical means, unless they skip their Nectar of Undeath for a day (see below). It also allows for breathlessness and ignores the suffocation rules.

Nectar of Undeath (Su): A lifestalker must drink a cup of any kind of blood each day, except for his own. If he doesn't, he is fatigued for the rest of the next day. If he skips that day as well, the lifestalker dies. If the lifestalker drinks a half of a gallon, he gains a +1 dodge bonus to AC for the rest of the day. In order for the blood to work, it must not be exposed to air for 10 minutes or more, therefore it can be kept in a container of some sort.

Light Weakness (Su): If a lifestalker successfully casts a spell in the Light domain, or uses an object that casts such a spell, he is required to drink double the amount of blood needed that day and becomes fatigued until he does so, even if he isn't evil. If he fails to before the next day (midnight) or casts another light spell before then, he dies.

Lifestalker Traits
-------------------------
- +4 Dexterity, -2 Charisma
- Medium Size
- A lifestalker's base land speed is 30 feet.
- Alignment: Chaotic any.
- Darkvision 60 feet.
- Immunity to poison and disease.
- Racial Skills: Lifestalkers have a +4 racial bonus on Hide and Move Silently checks.
- Special Qualities: Nectar of Undeath, Light Weakness, Vigor Mortis (see above)
- Automatic Languages: Common, Gutterspeak. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Undercommon.
- Favored Class: Rogue
- Level adjustment: +1

*Chaos Sentient (subtype)

- Restricted to chaotic any.
- Immune to mind-affecting effects.
- Immune to morale and fear effects.
- Cannot be turned or rebuked.
- Heals from any negative damage effects (such as inflict light wounds) and takes damage from positive effects (such as cure light wounds).
- A Chaos Sentient continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Chaos Sentient creature has no maximum age.
benstundze

07-24-06, 10:40 PM
how about a huge human race?
size huge
Izodor_Shadowcaster

07-25-06, 07:50 AM
I will be going to Germany for a few days so I will not be to post until Saturday. Here comes another race. I made it for the people who always wanted to play an angel, but did not like LA. ;)

When I return I am going to make a Camelfolk. ;)


Aggelos, the holy warriors

They are the children of angels and argons and their lives are all about fighting against evil. They live on the celestial planes, but often leave to fight wars and to stop evil.

Personality: They live life as gods. They are honourable, good and just. Some are arrogant, but they will always help someone in need.

Physical Description: Aggeli are as big as humans and they have golden hair, white eyes and silver skin. They weight almost the same as elves and they become as old as gnomes. They are very strong and beautiful. They have golden bird wings, but they can not fly with them.

Relations: They like humans, elves, dwarves, gnomes, Lunarians (this thread), Vanir (this thread) and Leprichauns (this thread), because of their goodness. They hate Orc, Grey Shield Goblins (this thread) and Kazai (this thread), because they are full of evil. They will never just kill them because of their race, but they will not be very kind to them. Some say they are ancestors of the Jucoi (this thread, post 2). They seem to have some kind of sympathy for them. It is told that one day a Aggelos was killed by one of the Jucoi and that because of this treason the Jucoi were banished from the Celestial planes.

Alignment: They are always good and they favour lawful above chaos but chaotic Aggeli are not uncommon. Evil Aggelos die as soon as they are born or as soon as they come to existance. Evil Aggelos are impossible.

Aggelos Traits

*Humanoid (Aggelos)
* +2 Charisma, +2 intelligence, - Constitution, +2 Strength, -2 Dexterity
* Medium
* Speed 30 feet
* Smite Evil 1/day
* Aggelos have one Celstial Title (see below).
* Languages: Common, Celestial Bonus. Languages: Elven, Dwarven, Draconic, Abyssal, Infernal, Auran, Ignan, Aquan, Terran, Gnome.
* Favored Class: Paladin

Celestial Titles:
Celestial Titles can also be gained as feats. Only Aggelos or other Celestial races can take them. Jucoi can take them.

Lord of Ice: You gain a +4 bonus on Fortitude saves against extreme cold, as well as cold resistance 5
Lord of Hell: You gain a +4 bonus on Fortitude saves against extreme heat, as well as fire resistance 5.
Destroyer of Demons: You gain a +2 bonus to your Strength.
Destroyer of Devils: You gain a +2 bonus to your Dexterity
Explorer of the layers: You gain darkvision out to a range of 60 feet. Darkvision is black and white only, but otherwise works as normal sight.
Judge of the unholy: You gain a +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst.
ZinFeir

07-25-06, 07:59 AM
I had already post this by its self, but now I'll post it here. I will do my part in making it to 1001.

Catfolk

Personality: Catfolk are an easy going people. They enjoy the simple things in life, like a good nap in a sun patch. On the other hand, Catfolk can be very competative. A good example of this is Hot-foot day.

Physical Description: Catfolk resemble a humanoid cat in many respects. Cat-like ears and a tail are the traits that stand out the most, along with a light fur to match the predatory cats of the area.

Relations: Catfolk get along with most races, although they keep company with other wild races such as Elves and Raptorans.

Alignment: Catfolk are rarely good or evil, but many of them are too chaotic for city-folk.

Hot-foot Day: Held on the last day of summer, tribes of Catfolk get together for a foot race. The Catfolk are broken down by age and race against other tribes in the area. No physical prizes are given out, its simply a matter of pride to the winning tribe.

+2 Dex, -2 Con, -2 Int +2 Cha
Land Speed 40
Low Light Vision
+2 Listen +2 Move Silently
Weapon Familiarity: Tigerclaws ((Deities and Demigods under Bast))
Automatic Languages: Common and Feline. Bonus Languages: Elven, Gnoll, Halfling, Orc, Sylvan and Tuilvilanuue.
Favored Class: Scout

Save for the stats, all the flavor stays the same (Races of the Wild). The only thing that changed is the deity, which is now Bast.
poetria

07-25-06, 12:08 PM
Rukhul appear as winged, stone-skinned humanoids with clawed hands. They are, in fact, a mix of gargoyle and human (or humanoid) and retain some of their gargoyle ancestors’ benefits as well as some of their disadvantages. The Rukhul came into existence around the same time as the Kaerkanné, Bui’Kaerkanné, Felaun-salear, and Gnilfelaun.

A Rukhul’s average height is slightly smaller than a human, standing 5’ 5” tall and weighing roughly 160 pounds. They age the same as humans. Rukhuls skin color ranges from pale grey to deep black. Men are hairless and have horns curving from their forehead. Women have luxurious deep black hair and a long, strong tail.

COMBAT
A Rukhul prefers to use his flight as an advantage in combat. A group of Rukhul will surround their foes and fire spears and other ranged weapons down upon them.
Rukhul prefer to carry as little as possible. All clothing and armor are designed to keep their wings free. Rukhul rarely carry shields.
Rake: If a Rukhul hits with both claws, he can automatically rake (1d4+Str bonus). A Rukhul can do this only if he has no other weapon in hand.
Gore: Male Rukhul can use their horns in battle (1d3/x2, piercing), but suffer a penalty to do so unless they have Multi-attack.
Tail slap: Female Rukhul can use their tails in battle (1d4/x2, bludgeoning), but suffer a penalty to do so unless they have Multi-attack.

ORGANIZATION
The Rukhul live in villages of clans, complete with a Chief (always male) and Mother (always female). Neither the Chief nor the Mother is a hereditary position. Instead, they are chosen by the current Chief of Mother and trained. Selection of the next Chief or Mother is known only by the Chief and Mother and passed on to the heir.

The Rukhul exist on Plane 1 of Kasmiir deep in the mountains that edge the plane’s borders. They can also be found on Kasmiir’s mainland plate on the mountains and plains of Yaxchilan.

The Rukhual, as well as several other odd races, came into existence when the world of Kasmiir was torn asunder by the god of chaos, Sith.

RELIGION
Rukhul worship a main goddess they call Mother Stone, a gargoylesque deity that is said to have given birth to the Rukhul. The Rukhul who is Mother of the clan is a cleric of Mother Stone and performs the duties and rites required by Mother Stone to keep the clan safe, prosperous, and fertile. Other deities do exist, many an amalgamation of gargoylesque, rukhul, and humanlike visages.

DIET
Rukhul are carnivores and prefer red meat—raw or cooked—over any other food substance. However, they only need half the amount of food and water required by humans due to their gargoyle ancestry.
The Rukhul also create their own ale that only they and other terran creatures can stomach: Sizil, a fermented moss ale combined with wood bark and pulverized stone.

Rukhul Traits (Ex): Rukhul possess the following racial traits.

*+2 Strength, +2 Dexterity, +4 Constitution, –2 Intelligence, –4 Charisma.
*Medium size.
*A Rukhul’s base land speed is 30 feet. Their base flight speed is 30 ft.
*Low-light vision: Rukhul can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
*Special Qualities: Damage Reduction 5/magic.
*Racial Skills: Rukhul have a +2 to their Hide, Listen, and Spot checks.
*Automatic Languages: Common.
*Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran, Felaun-salear, Kaerkannan.
*Favored Class: Fighter.
*Preferred Classes: Fighter, Cleric, Barbarian.
*Level Adjustment: +3.

Rukhul have been known to breed with humans, elves, kaerkanné, and dwarves. Regardless of the race of the one non-Rukhul parent, the child is always a Rukhul.

Table: Random Height and Weight
Race Base Height Height Modifier Base Weight Weight Modifier
Rukhul, male 4´ 5˝ +2d8 120 lb. × (2d4) lb.
Rukhul, female 4´ 0˝ +2d8 85 lb. × (2d4) lb.

Table: Aging Effects
Race Middle Age1 Old2 Venerable3 Maximum Age
Rukhul 35 years 53 years 70 years +2d20 years

============
Poetria
benstundze

07-25-06, 01:10 PM
got an idea
a tiny race that can dualweald 2 daggers as if with the ambidextury feat i.e. no negative from size or somthing like that
Shadowous

07-25-06, 03:34 PM
Nightstalker Elves

Nightstalker elves are an elven offshoot created through cruel magical experimentation and the forced interbreeding of elves with tanar’ri, shadow dragons, deep dragons, and other evil outsiders. Over a period of generations of such treatment the elven ancestors of the nightstalker elves evolved into a race of outsiders, native to the prime material plane, which breeds true among themselves and with elven mates.
Not much is known about the origins of those unfortunate elves who became the ancestors of the nightstalker elves. It is believed that they were a mixture of enslaved wild elves and survivors of drow patrols who were captured by the mysterious group of liches whom created the nightstalker elves. What their purpose for creating the nightstalker elves was has never been determined since all of the foul undead spellcasters are believed to have been destroyed when the nightstalker elves were freed through the combined efforts of a group of good-aligned adventurers and the rebellious nightstalker elves themselves. What little evidence survived the conflict points to a long and bitter feud between the liches that created the nightstalker elves and the underdark race known as the phaerimm. It is believed that those who created the nightstalker elves did so in the hopes of creating a race of warrior slaves to wage war against the phaerimm. This would explain the almost spiritual and instinctive hatred that all nightstalker elves exhibit towards phaerimm, something none of them can explain, either to others or themselves.
Since gaining their freedom the majority of nightstalker elves have been drawn to the worship of the drow goddess Eilistraee. A small number of outcasts have began to worship evil gods such as Vhaeraun, these are more directly descended from the fiendish allies and servants of the liches who created their race. Many have served their creators willingly for generations and may even be aiding surviving liches in hiding from their people, for nightstalker elves for the most part desire nothing less than the complete and utter destruction of any and all evil liches.
Both factions of nightstalker elves have established small, fortified, and hidden colonies near the surface where they seek to become completely self-sufficient. Nightstalker elven colonies all have several things in common, including large fungi farms, fish farms, and herds of deep rothe. From these sources nightstalker elves create everything they need to thrive and survive as well as trade with other races. The most common goods created by nightstalker elves are wool, cheeses, leather goods, wines, and preserved meat and fish. Many colonies also have a small number of warriors who hire their services out as mercenaries, good-aligned nightstalker elven warriors have gained a reputation for being honorable and trustworthy when hired by dwarves and/or gnomes. The tradition of hiring themselves out as mercenary soldiers began shortly after they gained their freedom, with nothing more than the clothes on their backs and the weapons wrenched from their former overseers the surviving nightstalker elves had no homes and nothing to finance the founding of a colony. Through hard work and honesty they earned enough to support and finance their colonies during the critical first years while their people were still struggling to survive. Many nightstalker elves continue to serve as mercenaries to help their communities gain funds needed for trade with outsiders, as well as a natural sense of wanderlust.
Nightstalker elves all have coal black skin, gray hair and eyes, sharply pointed teethe, vampire-like fangs, and tend to be taller than drow yet shorter than surface elves. Males tend to be taller and stronger than females, with strong muscular builds. Females on the other hand tend to be short, slender, and yet curvaceous. Both sexes have the lithe, graceful, cat-like movements of trained dancers and voices like liquid starlight, musical and lyrical, full of wind and music.
Nightstalker elves wear various types of clothing depending upon what they’re doing. If at home in the safety of their colony they like to dress in white and silver clothing: pants and tunics for males, skirts and dresses for females. When traveling or going outside of their colony they dress in black woolen tunics and trousers, with black leather boots and belts, and either masterwork leather (for low level elves), mithral shirts (for mid-level), or elven chain (high-level) armor and a sturdy weatherproof cloak. When encountered outside of their colony all nightstalker elves will be armed with a pair of longswords, at least half a dozen knives and daggers, dagger boots, and either a light crossbow (for underdark travel) or a composite longbow (for surface travel). Both sexes wear their hair long and either tied back in a ponytail or braided into a single braid.
Mating habits among the nightstalker elves can best be described as freewheeling, fun loving, and generally irresponsible. However, if a female becomes impregnated the male becomes highly protective of her. When a child is born among nightstalker elves both parents, and indeed the entire colony, are highly protective of the colonies children. Among nightstalker elves it is the responsibility of the community as a whole to care for, educate, and protect all of the colonies children. Nightstalker elven children do however form a strong and lasting bond with both their mother and father, even if their parents have taken other consorts. Nightstalker elven parents seem able to tell whenever their children are in danger, regardless of the distance between them.


Childhood Adolescence Adulthood Middle Age Old Age Venerable Age Maximum Age
1-29 30-79 80-450 451-749 750-999 1000+ 1000+3d100

Racial Traits:
Ability Adjustments: +2 Str, +2 Dex, +2 Intell,-2 Con, -2 Cha
These adjustments replaces the High elf ability scores
Medium size. Nightsalker have no bonuses or penalities due to size.
Land base speed 60 feet. and gain the Improved Initiative feat as a racial trait
Immunities: Nightstalker elves have complete immunity to all forms of cold, poison, paralysis, and magical sleep spells and effects. Nightstalker elves are also immune to the touch of shadows. Furthermore nightstalker elven clerics gain a +4 bonus to rebuke attempts vs. shadows.
Racial Bonuses: Nightstalker elves receive a +2 luck bonus on all saving throws, and an additional +2 bonus on all saving throws vs. magical spells, spell-like abilities, and effects. Nightstalker elves have a +5 natural bonus to their armor class and a weapon resistance of 5/+1 A nightstalker elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it Nightstalker elves gain a +10 bonus to their Hide and Move Silently skill checks, and a +5 bonus to their Search, Spot, and Listen skill checks.
Nightvision: Nightstalker elves have 90 foot range darkvision, 30 foot range blindsight.
Spell Resistance. A Nightstalker has spell resistance equal 11 + class lvl.
Spell-Like Abilities: A Nightstalker with an Int of 11 or higher may Cast Darkness 1/day.Caster lvl equals Nightstalker's class lvl.
Light blindness(Ex):Abrupt exposure to bright light (such as sunlight or a daylight spell) blind Nightstalker for 1 round. In subsequesnt rounds, the Nightstalker are dazzled as long as the remain in the affescted area.
Proficiencies (Ex): Proficient with the longsword, bastard sword, blade boots, longbow, shortbow, composite longbow, and composite shortbow.
Automatic Languages: Elven,Drow, Undercommon, and Common. Bonus Languages:Draconic, and Abyssal.
Favored Class: Fighter (male) or Cleric (female)
Lvl Adjustment: +5
turalisj

07-25-06, 03:44 PM
Well i'm not TOO good at making races, so if ya'll can pick it apart and help me, it'll work out. :P

If any of you've seen DBZ, i'm gonna make Freiza and Coolers race.

Coola and Frieza were brothers. Just like he has a father that appeared(however briefly)

I wonder if someone could do the saiyan and the namek..... I don't realy do too well with creating races...
benstundze

07-25-06, 09:21 PM
hello anybuddy?
DreamingGod

07-25-06, 09:49 PM
Well, here are Saiyans and Nameks. Note: I did not make these, all priase goes towards Author (whoever he is...) And they are modified BESM d20 stats, but they work in my game =)

Saiyans

Saiyan Traits
Base Movement: 30
+2 Strength: +1 Modifier
+2 Constitution: +1 Modifier
-2 Wisdom: -1 Modifier
-2 Charisma: -1 Modifier

Alternate Form (Oozaru)
Painful Training
Stubborn Body
Ki Training Feat
+2 to Intimidate Skill Checks
+2 to Survival Skill Checks
Adjusted Level: 0

Alternate Form (Oozaru/Were-monkey)- Full Powered Version with the Defects: Blind Fury (3 BP), Involuntary Physical Change, Restriction (2 BP), and Vulnerability (1 BP). The Attribute gained is Size Change (Growth) +3, gains all the Strengths and Weaknesses of a Gargantuan sized creature.
The Vulnerability is the Saiyan’s tail, if it is grabbed, then all the Saiyan’s attributes drop by 2, and the Saiyan feels weak and drowsy. The Tail is a reservoir of Chi for the Saiyan, and under the light of the full moon (Restriction), a Saiyan who still has his tail is forced to transform into the Oozaru Form, in order to empty the body of excess Chi before the Saiyan is burnt up by his own energies (Involuntary Physical Change). The Oozaru is a giant Ape-like form, which suffers from a bestial madness (Blind Fury).
Should the Saiyan lose his tail, he loses the Alternate Form Attribute and all it’s defects. He gains 1 Feat instead.

Painful Training- Saiyans grow stronger from near death experiences. Whenever they are brought to negative HP, then recovers without dying, Saiyans gain a special experience bonus. This is calculated by how many hit points below zero the Saiyan reached, multiplied by their character level. This trait does not prevent a Saiyan from dying like any other character.

Stubborn Body- Saiyan bodies are conditioned to ignore many of the rigors of aging. They only receive a –1 penalty to Strength, Dexterity, and Constitution at Old age, and do not suffer any penalties at Middle or Venerable age. Saiyans have a lifespan equal to a Dwarf.

Namekians
The quiet and ascetic race known as Namekians are practically legendary, known for their great magic and miracles, until the race nearly died out a millennia ago. No one knows why the race faced extinction, and the Nameks themselves do not talk about it. Now, most Namekians are solitary folk, content to spend their lives tending their planet, although occasionally a Namekian learns how to fight, but only to protect. In the deeper outskirts of space roam other Namekians unaffected by the cataclysm, and some of these are arrogant and villainous.

Personalities: Most Namekians are cold and controlled, preferring to let their actions speak for themselves. They also tend to watch and judge others.

Physical Descriptions: Quite distinguishing races, Namekians are green-skinned humanoids with no body hair, two antennae on their foreheads, and tan sections over their body. They often choose loose and simple garment.

Relations: Namekians tend to be cold and short-spoken to others, alienating most other by their attitude. However, if one should earn the Namekian’s respect, then they have gained a friend for life.

Alignment: The Namekian’s steely control is the epitome of being Lawful, and most prefer a neutral outlook to the consequences of good and evil.

Adventurers: Very few Namekians choose to adventure, although there is an occasional wonderment about the rest of the universe, and that is where most Namekian adventurers come from. Rarely does a Namekian become concerned about wealth, but personal development is very important to them.

Namekian Traits
Base Movement 30
+2 Wisdom: +1 Modifier
-2 Charisma: -1 Modifier
Does Not Eat
Elasticity +1
Fast Healing 2, can re-grow limbs
Heightened Sense (Hearing) +5
+2 to Concentration Skill Checks
+2 to Listen Skill Checks
Adjusted Level: 0
Exooki

07-25-06, 10:54 PM
hello seeing that this is finally starting to get going i would like to repsot the rules and how this goes seeing as a couple people obviously havent read the rules as they have broken them.

1. please no comments, if you are posting something other then a race then please psot it somewhere else. if there seems to be a lot of comments going around then we can create thread 1001 races workshop comments.

2. you are doing 1 of 2 things here. you are A adding a race, also small medium and large races only no smaller or bigger then that. C you are creating a race for a previous description please also add your own description to keep it going. your desciption should be loose but give the enxt person enough info to create the race 1-2 paragraphs should be fine. please only 1 of these going at a time so if you want to add your own description but there is already one going then create that race and then jsut add your description.

NOTE IF YOU ARE VIEWING THIS THREAD AND NOT HELPING THE CAUSE THEN YOU ARE A LAZY GOOD FOR NOTHING. really this is easy, simple and not very time consuming. the races need not be complex only some stats and a background(3 paragraphs at least we want fully generated races.
benstundze

07-27-06, 03:33 PM
ok people come on post this is supposed to be a race compendium
Exooki

07-27-06, 10:28 PM
it is sort of true. my plan is for this compendium to be created and maintained. the previous ceases maintainence and has falled apart. please help out this one, the new one. i could really use the help. once we get enough races i shall start work on the generator that will pick the best race for the user of the races we have compiled depending on some questions the user answers. this would not only be very useful but a great help for creating interesting players, nps, villains and the like. so please help out just 1 race and your job is done, some of you may wish to help mroe by adding more, this is extremely helpful and encouraged. it is those who dont help at all that hurt this project.

so please just add a race if you look at this thread. it does not have to be yours but please mention the creator if it is someone elses. one race helps longer then you think and i truly believe that with all your help 1001 races isnt an impossible goal.

thank you,
Exooki
benstundze

07-28-06, 01:28 AM
rename it name it the race cumpendium
edit tital and its changed
you will get more hits and races
Exooki

07-28-06, 12:23 PM
i cant without restarting the thread. should i do that? we havent gotten that far that makes this difficult. izadot should i restart the thread with a betetr name? i already tried renaming it and tyhat doesnt work on my first post.
benstundze

07-28-06, 05:50 PM
it will work iv doon it befor just change the title
Exooki

07-28-06, 07:04 PM
no sorry it doesnt work. i know it did but i think i know why. rememebr how they were having trouble wqith the foryums and had to roll it back some versions? well this vs (like 2.05 i think compared to the one b4 3.5 doesnt allw you to rename the thread. so my question is should i repost this thread as THE NEW RACE COMPENDIUM, THE 1001 RACE WORKSHOP!!!!? or the like ? please i am wondering as this thread is dying and i would like to amke the decision quick.
benstundze

07-29-06, 01:15 AM
yes i think you should and i also think you should say that this shop was the original (and provide the link) and that no races need be reposted that way you don’t need 2 pages of reposted races
name it "the 1st race compendium" just don’t use 1st lol
Izodor_Shadowcaster

07-29-06, 02:10 AM
I think you should first try something like this before you are going to make a new thread:

MODERATORS! PLEASE, COULD YOU CHANGE THE NAME OF THIS THREAD TO <INSERT NAME>. THANK YOU.

I think that should work.


If they do not answer it, you could make a new thread with a different name, but remember that you will lose 25 races and just making a link back is not going to solve that problem. You should allow people to repost their races (if only to fill the much wanted space). You should also think about the fact that there were 3 other races compendiums in the past and they all died, I think that the name races compendium is cursed. ;)

So I vote YES for a renamed thread and if that doesn't work a new thread.

May the gods help us in our mission to create a new races compendium.
Izodor,
Phelot_Plaguecrafter

07-29-06, 02:56 AM
If you're one of the awesome people that knows where I received inspiration for this race, then hats off to you. If you aren't...Well, I'm sure you're still awesome enough to suit your purposes.

The D'resh

The D'Resh are a nomadic race of waste dwellers. They are one of the very few races that would call a desert, a salt flat, or a dust bowl home. They are highly spiritual, yet not quite religious. They survive in the desert as well as any race could, and they consider themselves blessed for being capable of doing so.

Personality The D'Resh are a very self aware race. They are proud of that which they can do, and in such situations, they are confident almost to the point of arrogance, yet in any situation in which they are less useful, they are most humble. They believe everything in terms of wholeness. God is everything. Life is everything. God is good. Therefore, everything is good, as is life. Life experiences are highly esteemed by the D'Resh. They prize experience as an art form, though those with more experience have no more weight societally than do newborns. Their history has been thought to be a derivation of the humans, such that humans had simply dwelt in the desert long enough to gain the certain adaptations that the D'Resh now have, though this theory is largely unproven, as even the D'Resh have forgotten from whence they came.
Physical Description They stand perhaps 3-5 feet shorter than the average human, and are on average, 90-120 pounds lighter, given their lifestyle. They have rock-like protrusions on most forelimbs and joints which can end in jagged edges, or smooth bumps depending on where on the body they are located. Most members participate in a ritualistic scarring, which burns a good portion of their flesh and subsequently helps protect them from the sun. They are hairless, though most have eyebrows and lashes which are made of that same rocky material.
Relations The D'Resh are an incredibly understanding race. They are very slow to anger, and can accept anyone and anything as a friend. The basic requirement to garner respect from a D'Reshi is simply to exist. A D'Reshi despises causing harm to anything, living or not, but their unconditional love for life and existence coupled with the threat of said life ending often will drive a D'Reshi to fight for his survival, overriding his enjoyment of peace. Even so, they are very forgiving. The D'Resh understand how difficult it is to survive in the wastes, and as such, they know that they need as many friends as they can possibly have.
Alignment Almost every single D'Resh in existence is Neutral Good. They want to leave a lasting impression on the world as a largely positive influence, though they understand that many of the things in this world considered evil are merely...necessary. A D'Resh will do good, but not by following the laws of the governing area. He will do as he sees to be good, and if a law coincides with his own ideals, then it is purely coincidence. Nor will he go out of his way to accomplish something incredibly good, no matter the cost. For a D'Reshi, the ends never justify the means. For the most part, the rule is this: Live and let live.
D'Reshi Lands D'Reshi territory is generally very, very limited. They dwell in harsh environments and are nomadic. For the most part, the desert is their home, but they have been known to venture further into mountainous regions or plain-like areas. They are hardly what one would consider territorial. If another race crosses into a D'Reshi encampment, the D'Resh are more likely to pack up and leave, while smiling and giving the newcomers rations for the week than to fight them off.
Religion The D'Resh do not worship a deity. They worship all deities. In fact, they worship all things. They literally refer to their patron as "All" or "Everything". The D'Resh do not know who created them, nor do they know who continuously allows them to survive such harsh conditions, but they do know whatever It is is most assuredly there. Their worship is very different from an average race's. They do not fashion a church and pray to an altar. They have no high ranking clerics or priests. That which they would consider worship is waking up another day, and noting that they are still alive. Every day they live is a day in which they revere all things, simply and completely.
Language D'Resh children are taught Common and the languages of many other desert dwelling races (Armand, Asherati, Bhuka, etc.) yet once children reach a puberty(around 15-18, like humans), they take a vow of silence, and forever more speak in signs and drawings. This explains why most diplomatic visits seem to be led by children, when in truth, the child is merely speaking aloud that which an older member is using signs to dictate. The D'Resh have a rich history, to the point at which they can recall, that is. Much of their history is recorded through pictographs and memorabilia.
Names A D'Reshi is not granted a name at birth as most humanoids are. The children of a group are refered to collectively as "Young". A D'Reshi only receives its name after it accomplishes something important from which a name can be derived. For example, a D'Reshi may venture into the desert to find water, and from then on be dubbed as a water bringer, water carrier, bringer of life, etc. etc. The spoken name is largely unimportant though, as once one receives a name, a symbol representing it is scarred into their chest, and from then on other D'Resh refer to them by drawing said symbol in the sand, or in the air.

Racial Traits

+2 Dexterity, +2 Wisdom, -2 Strength, -2 Charisma The D'resh are smaller and more agile with good intuition, but they are physically weak and they just don't seem to fit in.
Small: +1 AC, +1 Base attack bonus, -4 on grapple checks, limited to 3/4 carrying capacity (small traits)
D'Resh land speed is 40 feet. They have a burrow speed of 10 feet. Living in the desert quickly lets one learn to cover more ground quickly and to hide efficiently.
Low-light vision.
Fire resistance: 5 Cold resistance: 5 D'Resh are accustomed to incredibly averse temperatures, as the average desert they reside in can range from 140 degrees in the day to -50 degrees at night. (as the Endure Elements feature.)
+2 Natural Armor. The rocky protrusions and extensive scarring present in D'Reshi flesh give them astounding hardiness.
Sandcunnning: Notice strange things on the architecture of any sand, dust, dirt, or mud based structure. Notice which way the wind is blowing based on the motion of such materials. Can fashion themselves a small hovel made of such material to provide themselves shade and shelter. This process requires about 9-12 hours and nearly 200 pounds of various materials (Sticks, water, mud, etc.)
Automatic Languages: Common, Sign Language, D'Resh take Vows of Silence at very young ages, and as such are prohibited from speech. They understand any language they know, yet they are inable to speak it. If it is absolutely necessary, a D'Reshi may utter a sound, word, phrase, etc. but it will incur a -2 penalty on attacks and saves until the next day.
Favored class: Monk
Level Adjustment +1

Image Link. (http://www.ghostcircles.com/matt/mnd.php?subaction=showcomments&id=1086231192&archive=&start_from=&ucat=4&)
Exooki

07-29-06, 10:55 AM
izador you are back glad to see it, i already asked the mdoerator (wizo cat) and i have not gotten a reply yet. the name is sort of cursed but the previous one died yes but after 2 years!!!!. the sticky noted one is 2 years old. what i think we need is the mdoerator to sticky this instead. that makes it seem much more improtant and furthermroe increase peoples reasons to help out. i will give the moderator 1 more day to respond and if he does not i plan to remake the thread under the name 1001 RACES WORKSHOP, THE NEW RACE COMPENDIUM. and that should help out. all of you who have help out with this if we have to do that please, please help out get the new one started the name should attract more people and i hope it will work. my plan depends on a lot of help so all helkp is appreciated, im glad to see so many of you constantly supposrting this thread (msot notably izador). if you all could try to help me out, send pms to wizo cat to urge him to make this a sticky.
faranja

07-29-06, 10:58 AM
Dhento

Personality: Dhento are quiet people, their goal in life is to be perfect. That is in anything: magic, swordmaship, and so on. They value determindness in all things. They love gardens, and everything that is wild, yet tamed.
Physical description: Dhento are about 3 feet tall. Instead of their left hand they have half-foot long sting, and the fingers of their right arm are longer than of human. Their skin is pale green, and their eyes are dark red. They are sleek in build, and their face is very narrow. Dhento have no hair, but their ears are very long. They live as long as gnomes.
Relations: Dhento see other races as lower and treat them with pity, but do not disrespect them. They get well along with gnomes,and humans. They dislike dwarves, for their ignorance about nature.
Alignement: Dhento are usually lawful neutral. Chaos is allmost completely unknown to them. Some Dhento are evil, and some good. There are more good Dhento than there are evil.
Dhento habitat: Dhento live in small states, that are filled with gardens and small cities. Dhento countries mostly are near to a great lake, or river, but some are mixed with the countries of gnomes.
Religion: Dhento worship no gods, except Somendo, the avatar of order over the wild.
Language: Dhento speake Common, and Dhentogoi, their own language.
Names: Female: Tazinda, Bjanse, Manisti
Male: Tohnok, Prazhd, Zaal


+4 dex; -2 cha; -2 con. Dhento are agile, but they are not very sturdy, nor attractive.


Small: As a Small creature, a Dhento gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.


Dhento base land speed is 30 feet.


Natural weapon: Dhento's sting deals 1d4 damage, but because of that a Dhento can't wield a shield, or a second weapon. If a dhento strikes with his other weapon, and his sting, he treted as having the two-weapon fighting feat.


Darkvision: Dhento can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dhento can function just fine with no light at all.


Plantknowledge: Dhento gain +2 on Search, Spot, and Knowledge(nature) checks made to understand if plants are hurt or deformed, and +1 to hide checks to hide in or behind plants


Automatic languages: Common, Dhentogoi. Bonus languages: Any.


Favored class: Ranger.


Age, wight, height: Same as gnome's.
Exooki

07-29-06, 11:52 AM
:D :bump:
That Blasted Somoflange

07-29-06, 01:26 PM
posted in wrong forum, my apologies.
Exooki

07-29-06, 09:03 PM
he told me that we must wait a month to see if the old races compendium has really died, if it has this shall become the sticky note and replace it whihc i think will really skyrocked participatation. now people he also said this thread needs to stay alive so please keep posting on it.
benstundze

07-29-06, 11:34 PM
sweet i have a lot of ideas that can be races but no 1 is making any
RoCkEtInToXiCaTe

07-29-06, 11:46 PM
S-CRY-ED ALTER ARM TEMPLATE
RoCkEtInToXiCaTe

The Alter Arm template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is an inherited template, which means it must be applied at creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason, after creation.

Size and Type: The base creature’s type does not change, but the creature gains the shape-changer subtype. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged.

Speed: An Alter user has chips that propel him forward when a bullet attack is used and can move at twice the base creature’s base land speed. When the template is not active, the base creature's speed remains unchanged.

Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Special Attacks: You gain the Alter Arm power, the extraordinary ability to make a three melee attacks with increasing bonuses per attack to both attack and damage rolls. You must declare the name of the bullet you are using before making the attack. This ability is usable once per day. You may activate the ability in response to another's action.

Once per day, the character may summon a magical enhancement onto his arm, as a standard action. While the Alter Arm is active, the character is treated as if using Rage (expanded on below) (as the barbarian class ability). The arm lasts one round per point of (improved) constitution bonus (minimum 1) unless dispelled earlier (see below). Attacks made with the fist of the Alter Arm deal 2d10 damage as a one-handed slam attack. These are treated as natural weapons. The character may, in any one round, choose to substitute attacking his opponent and punch the ground, giving him a +30 bonus to a single jump check. This jump technique does not count toward the bullet slots usage.

The Alter Arm also has three special 'bullet' attacks. Using all three bullet attacks dismisses the Alter Arm, even if its duration has not expired. Only one bullet attack may be used per round, and they must be used in order from first to last. A bullet attack counts as a special standard action which may be used as part of a charge, but does not have to be. Treat bullet attacks as Adamantine, for the purpose of attacking and over coming damage reduction.

¤ Shocking First Bullet: +4 to attack, +8 bonus to damage.
¤ Annihilating Second Bullet: +6 to attack, +12 bonus to damage.
¤ Exterminating Last Bullet: +8 to attack, damage bonus equal to character's (improved) strength score, stun for one round (fort save, DC = the character's improved strength score).

At the end of the alter arm ability, the user loses the Alter Arm modifiers and restrictions and becomes fatigued (–4 penalty to Strength, –4 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Abilities: Increase from the base creature as follows: Strength +6, Constitution +4, Dexterity +4.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Any Choatic.

Level Adjustment: +2

In a rage, the Alter Arm makes the user temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but you take a –2 penalty to Armor Class. The increase in Constitution increases the the Alter Arm user’s hit points by 2 points per level, but these hit points go away at the end of the duration of the ability when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a the Alter Arm user cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist,Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat you have except Combat Expertise, item creation feats, and meta-magic feats.

Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage. This does not apply to a barbarian's alter ability. He must take a separate feat for the penalties to be reduced.

A barbarian with this template may treat this as an extra rage per day. Greater Rage and Mighty Rage bonuses do not apply, or affect this ability. This template is not a standard rage action. A barbarian who is raging with mighty rage or greater rage cannot activate the ability, unless he is doing it as one of his rages per day. There fore if he has three rages per day, he gets an extra rage that can be activated as this ability. Any feats that allow more than one activation per day pertaining to this feat, stack. Therefore with the required feat that says once per encounter to activate the arm, as opposed to once per day, a barbarian can choose to activate this ability, or his normal class ability, whichever rage he may have.

Alter Arm Template Feats

Alter Arm Evolution [General]

Prerequisite: Alter Arm Template, Base Attack Bonus +10, Strength 22, Constitution 20, Instant Alter Use, More Power, And More, And More, Heightened Alter Power.

Benefit:
-Shell Bullet Ultimate: +12 Attack, Damage is Improved Strength Score x 5.
-Fly Speed: 60 ft. (good maneuverability)
-Natural Armor: Improve the base creature's natural armor by +4 (This stacks with the +2 natural armor bonus for the 1st level of Alter Arm, and any natural armor the base creature may already have).
-Regeneration: You can reattach the severed alter arm instantly by holding it to the stump, but at a cost of 5 hit points, per reattachment.
-Ability Scores: Increase the base creature's ability scores as follows: +8 Str, +6 Con, +6 Dex

At the end of the alter arm ability, you lose the Alter Arm modifiers and restrictions and becomes fatigued (–8 penalty to Strength, –8 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

The chips are replaced with one giant, curved propeller which grants you the ability to fly at great speeds. Your arm's armor is thicker and completely replaces your arm, not just covering it, and three fins of metal jut out of your face near your right eye (which is shown to be injured after the Alter's first use). The attack, "Shell Bullet Burst" is powerful and, unlike the first form, has infinite use; however, it puts a strain on you. Also, it can regenerate when it's cut off and reattaches to you.

Normal: You have lower Natural Armor, only 3 uses of attacks, and no fly speed.

Final Alter Arm Evolution [General]

Prerequisite: Alter Arm Evolution, Base Attack Bonus +15, Strength 25, Constitution 25, Instant Alter Use, More Power, And More, And More, and Limitless Alter Power.

Benefits:
-Proud Fist: +15 Attack, Damage per Fist is Improved Strength Score x 10. You may now attack with both arms, instead of just your dominant hand.
-Fly Speed: 120 ft. (perfect maneuverability)
-Natural Armor: Improve the base creature's natural armor by +8 (this stacks with any natural armor the base creature has, as well as the +2 from the first form, and +4 from the second).
-Regeneration: You can reattach the severed alter arm instantly by holding it to the stump, but it costs 10 Hit Points, per reattachment.
-Ability Scores: Increase the base creature's ability scores as follows: +10 Str, +8 Con, +8 Dex

At the end of the alter arm ability, you lose the Alter Arm modifiers and restrictions and becomes fatigued (–15 penalty to Strength, –15 penalty to Dexterity, can’t charge or run) for the duration of the current encounter multiplied by 2.

Your entire body is encased in your Alter's alloy, causing you to appear like a humanoid cross between a samurai and a lion, and boosting the power of your punches to incredible levels. Your propeller becomes a whip that you use to shoot into the air and you are able to use super-sized shell bullets using both arms.

Normal: You have worse fly speed, lower natural armor, and less powerful attacks.

Instant Alter Use [General]

Prerequisite: Alter Arm Template, Dexterity of 20 or higher.

Benefit: Instead of assuming your alter arm as a standard action you may use it as a free action.

Normal: You must take a standard action to activate your Alter Arm ability.

More Power, And More, And More [General]

Prerequisites: Alter Arm Template, Base Attack Bonus +3, Instant Alter Use, Strength 24, Constitution 22.

Benefit: You may use the alter arm ability once per encounter.

Normal: You are limited to using the Alter Arm ability only once per day.

Heightened Alter Power [General]

Prerequisites: Base Attack Bonus +5, Strength 20, Constitution 18, Alter Arm Template.

Benefit: Your duration is doubled based on your new constitution score, and your penalties are reduced by +6.

Normal: You suffer a larger penalty when you end the use of your alter arm, and you also have a duration of rounds the alter arm lasts, that is constitution based.

Limitless Alter Power [General]

Prerequisites: Base Attack Bonus +10, Strength 25, Constitution 22, Alter Arm Template.

Benefit: You have no timed duration. You may keep the alter arm on as long as you want. Your penalties, when you decide to end the alter arm, are reduced by +10.

Normal: You suffer a larger penalty that is greater when you end the use of your alter arm, and you also have a duration of rounds the alter arm lasts, that is constitution based.
RoCkEtInToXiCaTe

07-29-06, 11:48 PM
S-CRY-ED ALTER SPHERE
RoCkEtInToXiCaTe

The Alter Sphere template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you chose will hereafter be called the base creature. This template is an inherited template, and must be applied at character creation. This template cannot be added after character creation. It cannot be attached to any Humanoid or Monstrous Humanoid after creation for any reason, or in any way.

Size and Type: The base creature's size and type remain unchanged.

Speed: The Base Creature's speed does not change.

Armor Class: The Base Creature's armor class receives no additional bonuses.

Special Attacks:

You gain the Alter Sphere power, the extraordinary ability to make 8 small balls that manifest before you and are completely under your control. This ability is usable once per day. You may activate the ability in response to another's action.

Once per day, the character may summon a magical set of 8 emerald balls, as a standard action. While the Alter Sphere is active, the character may select which ability to use for each ball, and each ball can do an action simultaneously from the others. Each Alter Sphere lasts for 10 + Intelligence modifier rounds.

Alter Sphere Stats:

HP: 25
Hardness: 20
Fly Speed: 60 ft. (Perfect Maneuverability)
Feats: Hover.
Weight: .5 lb.
Size: Diminutive: 3 inch Diameter.
Damage: 1d12
Critical: x3
Type: Bludgeoning
AC: 34 = AC 10 + 4 (Size) + 20 (Hardness)

A diminutive sized ball that is green in color. About 3 inch diameter.

When used in conjunction with each other, Hardness and HP stack, for instance if you use the sword or shield ability and use all 8 spheres then that would be HP of 200 and a Hardness of 160 for the sword or shield.

The Alter Sphere is dispelled if one or more of the balls is destroyed, or if the Duration of the Alter is up.

Each Alter Sphere ball lasts for 10 + Intelligence modifier rounds.

The Alter Sphere Template also has many special spell-like abilities.

Spell Like Abilities:

Light Up

Light
Evocation [Light]
Components: 1-8 Alter Sphere(s).
Casting Time: One standard action.
Range: Touch.
Target: 1-8 Alter Sphere(s).
Duration: As long as the Alter Sphere(s) remain(s) active, or until you choose another command for the the chosen Alter Sphere to do.
Saving Throw: None.
Spell Resistance: No.

This spell causes the Alter Sphere(s) chosen to glow like a torch, shedding bright light in a 40-foot radius (and dim light for an additional 20 feet). The effect is mobile, if you command the Alter Sphere to move. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Arcane Material Component: 1-8 Alter Sphere(s) manifested.

Mind Control:

Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Components: 1-8 Alter Sphere(s).
Casting Time: 1 round
Range: Close Ranged Touch (25 ft. + 5 ft./2 levels)
Target: 1-8 humanoid(s), or Monstrous Humanoid(s).
Duration: As long as the Alter Sphere remains manifested, or until a new command is given to the Alter Sphere.
Saving Throw: Will negates.
Spell Resistance: Yes.

You can control the actions of any humanoid, or monstrous humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands such as “Come here”, “Go there”, “Fight”, and “Stand still”. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

The Alter Sphere must touch the target's forehead, once contact is made, the ball buries itself in the target's forehead, so that half of the hemisphere can be seen, glowing green from its forehead.

Shield

Shield
Abjuration [Force]
Components: 3-8 Eternity 8 balls.
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: As long as the Alter Spheres are manifested, or until you give said balls a new command.

Shield creates an visible, tower shield-sized mobile rotating web of Alter Spheres that hovers in front of you. It negates magic missile attacks directed at you. The rotating web also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

The Shield starts with three spheres in the middle that look like a small triangle, then five more rotate in a circular pattern outside of the first three.

This ability requires a minimum of Three Alter Spheres to carry out.

Abilities: Increase from the base creature as follows: Strength +4, Constitution +4, Dexterity +6.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Any.

Level Adjustment: +3

Alter Sphere Feats


Alter Sphere Amplified [General]

Prerequisites: Alter Sphere, Intelligence 16.

Benefit: You can more functions for you Alter Sphere power.

Sword

Sword
Abjuration [Force]
Components: 8 Alter Spheres.
Casting Time: 1 standard action.
Range: Personal.
Target: Self.
Duration: As long as the Spheres are manifested, or until you give said spheres a new
command.

You collect all 8 Alter Spheres to create a greatsword that counts as being adamantine for the purpose of overcoming damage reduction. It is also immune to DR/-. Its beginning hardness is 160 and its beginning HP is 200. It has the following stats:

Greatsword: Damage: 4d12 Critical: 18-20/x4 Weight: 4 lb. Type: Slashing

Curing Touch

Cure Light Wounds
Conjuration (Healing)
Components: 1-8 Alter Spheres
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When touching an Alter Sphere upon a living creature, you channel positive energy that cures 1d12 points of damage +1 point per character level.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Eternity Extra Shot

Bow Abjuration [Force]
Components: 8 Alter Spheres.
Casting Time: 1 standard action.
Range: Personal.
Target: You.
Duration: As long as the Alter Spheres are manifested, or until you give said balls a new command.

This creates a blue composite longbow that can shoot 1-8 Alter Spheres as arrows, each of which deals 1d12 piercing damage. If you shoot all 8 Alter Spheres at once they all deal a combined 8d12 damage. You may stack any effects with this bow, except for Shield or Sword. That means you can shoot an Alter Sphere and heal (or deal extra damage to the undead), be a lit up via Light Up, or hit an opponent and mind control them. The bow has the following stats:

Longbow, composite: Damage: 1d12 per Alter Sphere. Critical: x4 Range: 200 ft. Weight: 8 lb. Type: Piercing

Abilities: Increase the base creature's ability scores by Strength +2, Constitution +2 Dexterity + 4 and Wisdom +6.

Normal: You only have three functions for your Alter Spheres.

Alter Sphere Longevity [General]

Prerequisites: Alter Sphere, Constitution 16, Intelligence 18, Alter Sphere Amplified.

Benefit: Alter Sphere(s) lasts for double their normal duration.

Normal: Each Alter Sphere only lasts for 10 + Intelligence modifier rounds.

Alter Sphere Quicken [General]

Prerequisites: Alter Sphere, Constitution 18, Intelligence 20, Alter Sphere Amplified, Alter Sphere Longevity.

Benefit: Alter Sphere(s) may be summoned as a free action.

Normal: Alter Sphere(s) may be summoned as a standard action.

Alter Sphere Extra Use [General]

Perquisites: Alter Sphere, Intelligence 14.

Benefit: Alter Sphere(s) may be summoned once per encounter.

Normal: Alter Sphere(s) may be summoned only once per day.

Alter Sphere Power Surge [General]

Prerequisites: Alter Sphere, Intelligence 20, Alter Sphere Longevity, Alter Sphere Extra Use, Alter Sphere Amplified.

Benefit: Each Alter Sphere ball gains 5 hardness and 10 hit points.

Normal: Each Alter Sphere ball has only 20 hardness and 25 hit points.

Special: This feat may be taken multiple times, and each time the benefits of this feat stack together.
Izodor_Shadowcaster

07-30-06, 02:43 AM
he told me that we must wait a month to see if the old races compendium has really died, if it has this shall become the sticky note and replace it whihc i think will really skyrocked participatation. now people he also said this thread needs to stay alive so please keep posting on it.

That is some great news. This thread will live and a month isn't that long.

Oh and Exooki I had a request. Because this is going to be a bit like the old races compendium could you make a list of all the races created in this thread at the first page, (just like the the old races compendium had, you can edit your first post.), that would be really helpful if you still want to make that computer test thingy and also if people want to search. Maybe add the post number and the creator. I know this is a terrible long job, but if its done this is so much more professional.

Here comes my camelfolk. ;)

Camelfolk, the true nomads

http://upload.wikimedia.org/wikipedia/en/f/fa/Cameljordaniandesert.jpg

People of the desert, we can live without the minimum of water, food, shelter or cloud. We are the Camelfolk, lords of the desert. Water? oh you want water, here drink with us, stranger.

Personality: When the going gets tough, the tough get going. These people live in the desert and are used to the harsh environment. The will share all hte water and food they have with anyone, because team work is very important in a place like the desert. They are proud creatures and a bit arrogant.They are usually quite friendly, although during the day they may seem brusque as they hurry to get about their business and out of the oppressive heat. At night, however, they offer warm greetings and good drink to any travelers who happen upon their camps. To them, a stranger is neither friend nor foe—just good company whose presence brings a moment of joy.


Physical Description: Camelfolk are about 5.5 feet high and they weight 120 pounds. They have strange camellike faces and a big hump on their back. They have light brown hair all over their bodies. They do not get very old and most of them die very young at an age of 50. They can get 80 years old, but most of them do not get to this age. The clothing favored by Camelfolk tends to be light and loose, and they wear just enough to keep the heat off during the day. Most desert creatures wear headgear that not only protects them from the sun but also provides some warmth during cold desert nights.

Relations: They like desert elves (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#desertEl ves) and they often travel together. They do not like the capitalistic ideas of Desert gnomes (http://www.d20srd.org/srd/variant/races/environmentalRacialVariants.htm#desertGn omes) and they can be good company for almost anyone lost in the desert. They dislike orcs and goblins and they like other races that do the same. They will never refuse to share their water with anyone, but with an orc gives them a second of thought. Like many desert races they are not choosy about trading partners, but many share the prejudices common to their kinds.

Alignment: A chaotic lifestile is not very succesful in an invironment such as the desert and many Camelfolk are lawful. Good and evil Camelfolk are rare and most Camelfolk favor neutrality above good or evil. But good and evil Camelfolk are not unheard of. They dislike chaotic creatures because they can not control themselves and they can not live in the already chaotic world of the desert.

Lands They live everywhere and nowhere. They are nomands and they never have more property than they can carry. They move from oases to oases and from well to well. They live in big family tents, big enough for 20 people. They live in groups of 50 to 200 camelfolk. They do everything together and they all share everything. Everything is of everyone. They will build tents together. They travel from place to place bringing goods from far away.

Religion: Camelfolk were created by their god, Katranzu, lord of fire and heat. He is a sungod and rules of the desert. He gives and takes. He is lawful neutral and his domains are: Law, Sun, Fire, Weather and Travel. Camelfolk do not build great temples but they often have small amulets representing their love for Katranzu. When they are in foreign lands they often pray to the gods of elves, dwarves and humans.

Names: Camelfolk names are names of hope. "Oases", "Night", "Water" are common Camelfolk names. There is no difference between male and female names. Camelfolk are not named by their parents, but are named by the counsel of elders in their tribe. This happens on their seventh birthday and before that they are nameless. Sometimes it happens that they forget to name someone and than the one will be called "Otiunka", what means: He without a name. Many Otiunka are not proud on their name and adopt other names from other races. Many Camelfolk take elven names or gnome names and some even have orc names.

Adventures: When camelfolk loose their group in desertstorms or are banished because of some crime they have to survive on their own and that on itself is an adventure, but when they leave the desert they often find that the real world isn't very different and that surviving is still the most important thing in life.

Camelfolk Traits

*+2 Constitution, -2 Charisma, Camelfolk are very good at living in the desert, but they are not very beautiful.
*A +4 bonus on Survival checks and a +4 bonus on Constitution checks against starvation and thirst. They are very good and living in a desert
*Low light vision
*+2 on Concentration checks
*Languages: Common, Camellen, Bonus Languages: Gnome, Draconic, Dwarven, Elven, Giant, Goblin, and Orc
*Favored Class: Ranger
*La: +0

Age: same as half-orcs

my next race to post on this thread will be: beefolk, :eek:
Exooki

07-30-06, 10:03 AM
the first post now has the start of our race compendium. i would like to enforce that we have as little comments as possible so from now on please do not psot anytihng without a race to go with it. this is to keep it easier on me adding to the race compendium so that i dont have to scroll around as much. also could oyu please write a 1 sentence description for me to add to the first post? that would be very helpful. and finally please keep posting races !!!!! this thread must become extremely popular to replace the old one and it must stay busy and alive at all times. i understand that many of you also have a lot of races to post but please be patient and dont post them all at once save them for when the post is having trouble and needs some new material to keep it going.


Thank you and please, please keep helping out the project if you could not tell we have 35 races done and thats jsut the start :)!!!!!!
RoCkEtInToXiCaTe

07-30-06, 10:15 AM
Name: Xin'Douti
Size: Medium
Outsider
Base Land Speed: 30ft
Languages: Common, Celestial.
Bonus Languages: Any. (Except secret ones such as Druidic, etc...)
Favored Class: Rogue

Decription: Sometimes called shades, they are the creatures of the night. Living in the shadows, they can strike, then disappear without ever even being seen. Though they look humanoid in shape, their alienism is very apparent. They have large muscular arms, and a broad V shaped torsoe, with big shoulders, and usually very muscularly defined pectorals and abdominals. They also have big thick long legs, which makes them quite fast. Their hair looks like transparent blue/black flames, continuously burning on their heads, their eyes are a nike sign, with a slash through it down the middle, and are colored white. Their mouths appear to be stiched closed, with x shaped stiches along the opening of the mouth. Females tend to have small breasts, with a slightly less muscular build, and thinner legs. Though they are still quite strong, and fast. Their flesh is pitch black, the darkest of night. Strong sunlight deters their movements and everything, their eyes aren't as accustomed to bright light as a human or elf or orc's. They function better in the darkness, but are still lethal in daylight, unless there aren't any shadows around.

Relations: The Xin'Douti are almost never seen, and thus no one knows what they are like, though if you ever meet one, it's probably going to kill you. They are not the nicest creatures around, but they also don't kill just for the hell of it, they are sent of mission by their leaders, and they think of themselves as the judges of other beings, slaying those they view as wrong.

Alignment: They are neutral, straight and true. Hardly evil, or good, they simply exist to judge and execute those they view as wrong, or evil, and they tend not to appear to those they deem as good, never blessing, only purging the world of what they view as evil. So in other words, Lawful Neutral.

Xin'Douti Lands: Are never seen by anyone from the material plane. Existing in the shadows, they build extensively elaborate castles, like the ones of middle ages, and live in a similar style. Their government in monarchy, and they have classes such as Peasant, Assasin (Knight), King, Duke, and all of the like. Those who have seen a Xin'Douti see only the Knights, or rather, the puppets of their Judicators.

Religion: They worship noone, for they are their own gods, relying on their own nuetral judgement to carry out order in the universe.

Names: The Xin'Douti name their children slimy, gross, shadowy names, much like the race themselves. While they mean nothing, a name is the only way to distinguish them from another, because they tend to look alike as far as looks go. Females looks nearly like males, and thus names are used for telling one another apart.

Male Names: Xlith, Del'tathei, Grishna, Ulkglar, Drax, Daggethora, Nea'shra.
Female Names: Xaethia, Delatia, Gashra, Ulivine, Debeth, Dae'staoria, Na'shaline.

Reason for Adventuring: The Xin'Douti go on adventures mainly to complete their objectives of judgement. Though some of them go from the fray and try to amass wealth or power for themselves, sometimes setting up thieves guilds that they periodically visit, or something along those lines. Or the occaisional good one may join a monk's monestary to provide their stealth skills for combating chaotic or evil creatures. Some have a hatred for undead, and seek to destroy that which they deem a sin against life. There are many reasons one may be a Xin'Douti to go adventuring.

Racial Traits:


+2 Str, +4 Dex, -4 Wis, -4 Cha: They are trained to strike quickly, silently, swiftly, and precisely, jumping from shadow world and back in a split second, without ever being noticed. But they are rarely seen by daylight races, and are hardly sociable creatures, with a semi-frightening appearance. The Xin'Douti are also trained in being quick, and precise, so they have incredible speed, or at least greater than a normal humans.

Darkvision 120 ft: They live in the shadows, and thus have developed an advanced sense of sight in the darkest of blackness.

Blindsight 60 ft: They live in darkness, and thus even when absolutely no light source of any sort at all is available, or they are blindfolded or such, they are so at home and one with darkness that they, themselves, can see without eyes.

Immune to all darkness spell and effects, having no limited vision in any sort of darkness, though still affected by mind affecting spells.


Racial Abilities:


Shadow Strike (EX): If the Xin'Douti is in a persons shadow, you can make a Death Attack, to kill the foe. But the foe recives a Reflex Save, DC 15+Xin'Douti Dex mod+Xin'Douti Character (ECL) Level (So level 6 with Dex of 18 would mean DC of 15+4+6 = 20), but the target recieves a +2 on the Reflex check if target is warned before the blow can be dealt.

Shadow Walk (EX): The Xin'Douti are able to meld into shadows and become a part of it, that means they can live in your shadow and you would never know it. They are able to move in shadows as normally as a silver dragon walks on cloud, or you walking on the ground, or a fish swimming. Spot checks made against a Xin'Douti in a shadow would be DC 15+The Creatures ECL. The older Xin'Douti are far more stealthy and adept at stalking in the darkness.

Shadow Jump (SU): A Xin'Douti has the ability to travel by shadows, as if by casting the Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least two shadows. They may use this ability 3 times a day per/level (For instance if level 6, you could do it three times a day x 6 so 18 shadow jumps.) They have no limit on the distance between shadows.

Hide In Plain Sight (SU): A Xin'Douti can use the hide skill even while being observed. As long as it is within' 30 feet of a sort of shadow, a Xin'Douti can hide herself from view in the open without anything to actually hide behind, or in. They cannot, however, hide in their own shadows. The DC to spot a Xin'Douti hiding in a shadow would be 25 plus any other circumstances which might prevent seeing clearly, such a low light, etc.


Racial Weaknesses:


Strong Light Weakness: If in the direct light of any strong, powerful source of light for longer than 1 hour, the Xin'Douti must return to the shadows, or suffer a -5 penalty on all checks and rolls.

Light sensitivity: -1 Circumstance pentalty on all attacks rolls, skill checks, and saves while in bright light, or direct sunlight. The penalty increased by -1 every hour the Xin'Douti is in Direct Sunlight without retreating to a shadow. The maximum penalty is -10, after 10 hours the Xin'Douti takes Subdual damage until knocked out, unless of course it retreats into a shadow. It takes 30 minutes in a shadow to remove a -1.


LA:+2
RoCkEtInToXiCaTe

07-30-06, 10:17 AM
A revamped minotaur based solely on the Monster Manuel Minotaur, to be more player friendly. Maybe just a bigger, badder Orc, too.

Personality: They have much tenacity, courage, intuition, and combat prowess due to their living in the wilderness. During the times of war with rival clans or nearby civilizations they revel, and during times of peace they will trade for goods. They are a proud and noble race, deeply religeous and respecting elders. They are generally kind and benevolent during times of peace or interaction, but in combat a whole new side of rage and fury takes over. They are savage and brutal in this way.

Physical Description: A minotaur stands around 6'5''-7'0'' tall, and weighs roughly 700 lbs. They are anywhere from a black, tan, or white or anything in between, even a bronze color of fur. They have double jointed legs like a wolves or back legs of a cow, and end in hooves. They have long powerful arms with 5 fingers like a man. From the waist up they look human, save for their fierce heads that are bovine in nature, with long horns and protruding noses, and small eyes.

Relations: The minotaurs are sworn enemies of goblionoids and thus are very gruff and unfriendly towards half-orcs or orcs. Being humanoid they relate most well with humans, and they are also at ease with elves, who live in forests, and dwarves, who are strong and proud, just as they are. Gnomes, and Halflings might as well not exist, as such small people are hardly around such big people. Though if one found a Gnome or Halfling it may mistake it for a Dwarf or Human child and thus be benevolent to it.

Alignment: More savage Minotaur tribes with little caste system or tradition or foundation tend to be evil. But if they have good tradition, and dieties and are in contact with good races, even if primal they will tend towards good.

Minotaur Lands: Minotaurs can be very fierce and protective when protecting their lands. It is rare to find any other race actually living ON their land, but plenty of races live around the borders and farther out.

Religion: Many Minotaurs either worship Obad-hai because he is a god of nature and they live close to the land, or evil Minotaurs will worship Nerull or Erythnul due to their evil and cruel mayhem-like aspects, whereas good Minotaurs may worship Kord or Heironeous due to their strength and valor aspects.

Language: Minotaurs will speak both giant, being border-line large and they also speak common.

Names: A Minotaur often chooses either an aspect or an impressionistic name, it depends on either tribe or purpose. They may choose scary names to intimidate people, or honorable names such as Pride or Wrath, or they will choose Stormhoof Orcbane for an aspect such as having a mighty war stomp and killing several Orcs to protect the clan.

Adventurers: Minotaurs represent their race by their actions, so many will go out to prove not all Minotaurs are giant dumb cow-men that are only savage. They will take on honorable proffessions such as body guard or join an army, to best serve to their natural strength. They are arrogant though and will sometimes boast of their strength too much. They also go to horde wealth and fame and glory for themselves, as well as bring honor to their clan. Some may do it as an initiation into adult-hood.

Minotaur Racial Traits


+4 Strength, -2 Dexterity, -4 Charisma: Minotaurs are large and powerful. From youth, minotaurs focus on developing their muscles over their minds. Minotaur arrogance can be offensive to other races.

Medium: As Medium creatures, minotaurs have no special bonuses or penalties.

Base Land Speed: Minotaur base land speed is 30 feet.

Darkvision: 60 ft

Natural Attack: A minotaur may use his horns as natural weapons to make a gore attack, dealing Gore 1d4 points of damage (plus the minotaur's Strength modifier). If the minotaur charges, his gore attack deals Gore 1d6 points of damage, plus 1 1/2 times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll).

Powerful Build: You may count a Minotaur as a large creature for the effect of grapple additions and weapon use as well as any other thing a Large Monster may get a benefit for.


Racial Weaknesses:


Light Sensitivity: Minotaurs are dazzled in bright sunlight or within the radius of a daylight spell.

Dazzled
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.


Illiterate: As stated before, the Minotaur focus on their muscles, not their minds, and all of their history is oral. Not many of them can read or write, and thus any class they take, they must expend 2 skill points to be able to read and write their language, and 2 more per bonus language(s).


Skills: +2 racial bonus on Search, Spot, Listen checks. Minotaurs are a people familiar with the wild, and are naturally adept at skills useful among adventurers.

Automatic Languages: Common, Giant. Bonus: Orc, Goblin, Terran.

Favored Class: Barbarian. A multiclass minotaur's Barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Izodor_Shadowcaster

07-30-06, 11:43 AM
here comes my first real contribution to the NEW races compendium as it is. I did not feel like contributing a race I had already made, so this is a real new race I just made. :)


Guarto

humans that came from the future and are lost in this time.

Lost in time and lost in destiny, they search for a perpose to live. They are the Guarto, humand that come from an other dimension, ours. They came from the year 2580, an age in which individuals are unimportant and big mass empires fight for colonies and money. They are humans or at least they were. They are mutated during the chemical and radioactive wars and have lost their pride and honour. They wanted a different live and so they searched for a way out and the only way they knew was with science. They built a huge time/dimension machine called the Huicai that had enough energy that it could transport them all to a different and hopefully better world, but they would not have enough energy to return. They machine arrived and they became explorers of the new world.

Personality: Guarto are very honorable and proud and an insult is never forgotten. They enjoy working and labour and they do not mind not having a time of rest. They are smart and intelligent and they know when someone is mistreating them. They have landed in a new world and they can be very uncertain about their place in it. They like technology and craft. Science is not only a way of explaining the world. It is a way of living.

Physical Description: Guarto are identical to humans, but they have some mutations. Their two eyes have two different colours and they are often hairless. They have a thin skin and that makes them weak and vulnerable to deseases. They age slowly and they are very light. They like simple clothes.

Relations: Guarto are very suspicious of anything other than humans. They tend to be hostile, but that is only because of their fear not because of hate or anger. They distrust humans, because they are the reason why they left their homeland. Gnomes share their love for technology and dwarves their love for law and order.

Alignment: They are almost always lawful neutral with some being true neutral and some being Chaotic. They lived under strong and unjust laws, but the law is the law and you must not brake it. They will never do something illegal and lying is as much a crime as murder.

Lands: Guarto have no lands of their own they only have their old ruined Huicai. They often live in human lands.

Religion: Guarto are not religious although some of them show this strange believe in someone they call "the great one". He or she is not a god and their are no clerics or temples, but it is clear that there is someone or something watching over these people.

Guarto Traits

*Humanoid (Guarto)
*Medium
*Speed 30 feet
*+2 Intelligence, -2 Constitution
*Human Blood: For all effects related to race, a Guarto is considered a Human.
*Field of study: +4 bonus on 1 knowledge check. This knowledge check is chosen at character creation and can't be changed.
*Darkvision 60 feet
*Teleginetic mind: As a move action, a Guarto can move an unattended object weighing up to 5 pounds up to 15 feet in any direction. Using this ability does not provoke attacks of opportunity. He or she must be able to see the object you are affecting, however. He or she must concentrate on the object to move it telekinetically. If his/her concentration is broken while he/she is levitating the object (see the Concentration skill description) the object falls. This ability can be used at will.
*Thin skin:Guarto take 1 additional point of damage each time he is wounded.
*Languages: Common, English, Bonus Languages: Any
*Favored Class: Psion
*La: +0

Age: same as gnomes
Height and Weight: same as elves
micbru

07-30-06, 04:47 PM
Here is the Dragle race. I will get around to more flavour later perhaps.

Dragles are known for their ability to withstand phisical punishment and their effective military. They stand at 6 1\2 to 7 1\2 feet tall and they weigh in at 240 to 340 pounds. Dragles were two layers of clothing, the first is a small tunic made of cotton, usually white, then a bigger tunic made of silk which tends to be a brighter colour. They prize their scales and feathers which are kind of like eagle feathers and dragon scales. They tend to have an eagle/dragon apperance. Dragles are best at melee combat with a sorceror or two in the back. They dislike archers and use axes, swords, sheilds and magic.
Pic:
UMmmm... Does anyone know how to put pictures in?

NOTE: Here is the original class, probably an LA +1.
Features:
*+2 Constitution, +2 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma.
*Medium sized character.
*Dragles base speed is 30 feet.
*Powerful build:The physical statue of a dragle lets him function in many ways as if he were one size category larger. Whenever a dragle is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the dragle is treated as one size larger if doing so is advantageous to him. A dragle is also considered to be one size larger when determining whether a creature's special attacks based on size (swallow whole etc.) can effect him. A dragle can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
*Acclimated: Dragles don't take penalties for altitude and dont lose their aclimmatization even if they are on the ground a long time.
*Mountain mouvement: Dragles can make standing long jumps and high jumps as if they were running high jumps and long jumps. A dragle can climb half his speed with a move action without taking the -5 penalty.
*+2 racial bonus on saving throws against poison.
*+2 natural armor bonus.
*Automatic languages: Common and Draconic.
*Bonus languages: Dwarven, Giant, Orc and Goblin.
*Favored class: Fighter


NOTE: Here is the final LA+0 class.
Features:
*+2 Constitution, +2 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma.
*Medium sized character.
*Dragles base speed is 30 feet.
*Acclimated: Dragles don't take penalties for altitude and dont lose their aclimmatization even if they are on the ground a long time.
*Mountain mouvement: Dragles can make standing long jumps and high jumps as if they were running high jumps and long jumps. A dragle can climb half his speed with a move action without taking the -5 penalty.
*+2 racial bonus on saving throws against poison.
*+1 natural armor bonus to AC begining at 5th level of any class.
*Automatic languages: Common and Draconic.
*Bonus languages: Dwarven, Giant, Orc and Goblin.
*Favored class: Fighter
Count Nerindil Van Seraph

07-31-06, 09:37 AM
Blade Elves (Urgaitin)


Physical appearance: Blade elves are different from high elves and their more common kin in many respects. For one, they are bigger. The males average about six feet tall with the females slightly shorter. They are muscular, but usually sinewy rather than bulky. Their features are even sharper than normal for an elf, their ears are especially long and narrow (even blade-like) and swept back, not fanning out, but close to their heads, creating a very aerodynamic profile. Their hair is usually dark brown to black, but if a urgaitin is born with red hair it is considered an omen (it's meaning depending on the position of the stars at the time of its birth) for both the young elf and the whole clan. Such births are, needless to say, rare.

Perhaps the most striking features of an urgaitin are the ritual scars and tattoos covering his body. Each scar has a specific meaning, depending on its design and placement on the body. Young blade elves earn their first scars as a right of passage into adulthood. The youth is required to choose a blade that will be his for the rest of his life. In some clans the elf is required to craft the blade him or her self. After the blade has been selected, the soon to be adult elf is required to spend three days and nights meditating on the blade. At sunrise of the fourth day, they take their blades and plunge it into their hearts, all but killing them. There they must lie for another three days, as they undergo a spiritual quest to find their "inner blade." Very few find this special state of enlightenment, but it is said that those who do emerge from this death-trance reborn. It is also said that those who find their inner blade can make it partially manifest in the material realm and grant their favored blade spectacular powers. Whether or not they find this inner blade or not, when they awake they are made official members of the clan.

Habitat: Blade elves live in the vast, arid, equatorial desert. They build huge tower-fortresses, called Messers, which dot the landscape, each one ruled by a separate clan. These structures not only stretch high into the sky, but deep underground, as well. The towers are used as guard posts, while the underground plazas serve as community centers and markets. The lowest chamber is where the head of the clan lives.

Religion: Blade Elves are decidedly agnostic. They acknowledge the existance of the gods and the great power that they hold. However, they feel no particular need to worship them. They beleve in personal strength and see asking for divine assistance to be weak. That being said, there is a small following of Cas, the demi-god of Spite (HoH), spread out amoung a few clans.

Society: Urgaitin are governed by a stange sort of monarchy. When the leader of the clan, known as a Megiltura (blademaster) becomes to old to carry out his position properly, their oldest offspring have an opportunity to succeed his or her parent. However, there are many seperate families in the clan, many of them having conflicting plans as to how the community should be run. Thusly, the oldest scion of each fammily competes for the title, usualy in a test of strength. These tests, usually gladitorial combat to the death, are held in large arenas before the entire clan. The winner becomes the next Megiltura.

Unlike most elves, urgaitin live in a very ordered, structured, and lawful society. They are each assigned an occupation based on their skills and are taught to be dillegent in that feild. As they are a warlike people, most families have a millitary tradition. An Urgaitin who chooses the life of a soldier has the most chance for succes and prestige.

Relations: Blade elves see most people of different race as just that: people of a different race and nothing more. They tend to judge people on a basis of personal achievement and usefulness. "It matters not, how sharp the blades of your ancestors were. You must still hone your own." With this said, there are a few acceptions:

Drow: Urgaitin despise the dark elves. They see them as sly, knifing, arrogant and lazy. A drow would stab you in the back as soon as you turned away. An urgaitin, on the other hand, has honor. They will look you strait in the eye and stab you in the face.

Metalic Dragons: Because of the century long battle that happened eons ago between the common ancestor of all blade elves, Urgaitil, and a vast army of gold dragons, relations between the two races have been strained, at best.

Celestials: It is far worse between urgaitin and angels. The elf warlord, Urgaitil (see above and also in the BoVD), had created a special weapon in order to defeat a daunting foe. This weapon, known as the Angelwing Razor was honed on the wings of captive celestials, making it impossibly sharp, before they were subjected to far more terrible and perverse tortures. While most clans of blade elves do not hold Urgaitil in any sort of reverance (although some do) many celestials know this story and have a starting attitude of unfriendly (at best) towards any urgaitin they encounter.




Typical Alignment: Usually Lawful Neutral or Lawful Evil

Medium

Base speed: 30 feet. At 5HD, blade elves become more acclimated to armor. They can move at full speed in medium armor. At 10HD they can move full speed in heavy armor.

+2 STR, +2 DEX, -2 WIS, -2 CHA. In addition to the typical elvish grace, urgaitin are well muscled. In terms of personality, they are gruff, terse, and single minded.

Low-Light Vision: An urgaitin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon proficiency: Choose one: Bastard sword, spiked chain, Two-bladed sword, armor spikes. You may use that weapon as a martial weapon. (Armor spikes become simple)

+2 racial bonus on listen, craft (weaponsmith), and intimidate checks. Urgaitin have keen ears and are physically daunting (more on that in the flavor). In addition, they have been trained in the arts of weapon making from a very young age,

Automatic Languages: Common and Urgaitin. Bonus Languages: Draconic, Elven, Thri-kreen, Sylvan, Celestial, and Infernal.

Favored Class: Fighter

LA: Not sure. 0, maybe 1?
Izodor_Shadowcaster

07-31-06, 09:55 AM
Let's post another race-template.

Parasite

Parasite that lives in the bodies of others.

Read post 72 for information about the Guarto.

http://upload.wikimedia.org/wikipedia/commons/thumb/0/0f/Drosera_capensis_bend.JPG/180px-Drosera_capensis_bend.JPG

Together with the Guarto came these creatures, parasites. They are worms that attack their prey and slowly eat their way to the nerve system. There they attach themselves and they become one with the body of their victim. Slowly they begin to reshape and take control over the body, a very slow and painful process. It takes 72 hours and after that period the person dies and the parasite has complete control over the body. He grows a huge tentacle from the back of his skull with which he can do things. The guarto did not know they had taken this creature with them. At their home they would have had the medicines and the power to attack and destroy the parasites, but here they are powerless.

Physical Description: They look like their base race, but one thing is different, a huge tentacle has grown from the back of his head. They live for another 20 years and after that they die. In the corpse of the old parasite grow 5 larvae that will come out and search for prey. These larvae have the memmory of their mother.

Personality: These creatures are not more intelligent than the old creature and the personality is the same as that of the old creature.

Relations: They see everything that is not one of them as an enemy or as a tool they can use against their enemies.

Parasite Traits

Parasite is a template that can be added to any humanoid or monstrous humanoid.

Type: changes to aberration
Speed: Speed decreases with 10.
Special: You gain a tentacle. The tentacle grants a +4 mutation bonus on grapple checks. It can also grasp and manipulate a simple object of your size category or smaller. For example, a Medium-size creature can use the tentacle to grasp and manipulate a Medium-size or smaller object. The tentacle cannot be used to operate a piece of equipment that requires opposable digits or fine motor control (such as a cell phone).
You can “hang” from your tentacle indefinitely by wrapping it around a larger object, thereby freeing up your other limbs. The tentacle isn’t dexterous enough to fire ranged weapons, but it can be used to make a slam attack. The tentacle’s slam attack deals an amount of bludgeoning damage dependent on your size: Small 1d4, Medium-size 1d6, Large 1d8. If you get multiple attacks in a round, you can strike with the tentacle multiple times. The tentacle is treated as a natural weapon with a 10-foot reach, and attacks made with it do not provoke attacks of opportunity.
LA: same as base creature
R2-DS

07-31-06, 12:20 PM
This is good race but I couldnt help but notice there a few areas that could use some tweaking. Nothing major just some spit and polish. Please bare with me and know that I post this with the utmost respect for your creativity.


Blade Elves (Urgaitin)


This is good, no revisions here.

Physical appearance: Blade elves are different from high elves and their more common kin in many respects. For one, they are bigger. The males average about six feet tall with the females slightly shorter. They are muscular, but usually sinewy rather than bulky. Their features are even sharper than normal for an elf, their ears are especially long and narrow (even blade-like) and swept back, not fanning out, but close to their heads, creating a very aerodynamic profile. Their hair is usually dark brown to black, but if a urgaitin is born with red hair it is considered an omen (it's meaning depending on the position of the stars at the time of its birth) for both the young elf and the whole clan. Such births are, needless to say, rare.


Who put these scars on? does the idividual do it. Is it a ritual thing done to all males/females at a certain age? Why are they doing this?


Perhaps the most striking features of an urgaitin are the ritual scars and tattoos covering his body. Each scar has a specific meaning, depending on its design and placement on the body. Young blade elves earn their first scars as a right of passage into adulthood. The youth is required to choose a blade that will be his for the rest of his life. In some clans the elf is required to craft the blade him or her self. After the blade has been selected, the soon to be adult elf is required to spend three days and nights meditating on the blade. At sunrise of the fourth day, they take their blades and plunge it into their hearts, all but killing them. There they must lie for another three days, as they undergo a spiritual quest to find their "inner blade." Very few find this special state of enlightenment, but it is said that those who do emerge from this death-trance reborn. It is also said that those who find their inner blade can make it partially manifest in the material realm and grant their favored blade spectacular powers. Whether or not they find this inner blade or not, when they awake they are made official members of the clan.


Also well done.


Habitat: Blade elves live in the vast, arid, equatorial desert. They build huge tower-fortresses, called Messers, which dot the landscape, each one ruled by a separate clan. These structures not only stretch high into the sky, but deep underground, as well. The towers are used as guard posts, while the underground plazas serve as community centers and markets. The lowest chamber is where the head of the clan lives.


Good here too. I Like the diversion from the traditional Seldarine worshipping elf..


Religion: Blade Elves are decidedly agnostic. They acknowledge the existance of the gods and the great power that they hold. However, they feel no particular need to worship them. They beleve in personal strength and see asking for divine assistance to be weak. That being said, there is a small following of Cas, the demi-god of Spite (HoH), spread out amoung a few clans.


Strange customs for a "lawful" society but very flavourful!


Society: Urgaitin are governed by a stange sort of monarchy. When the leader of the clan, known as a Megiltura (blademaster) becomes to old to carry out his position properly, their oldest offspring have an opportunity to succeed his or her parent. However, there are many seperate families in the clan, many of them having conflicting plans as to how the community should be run. Thusly, the oldest scion of each fammily competes for the title, usualy in a test of strength. These tests, usually gladitorial combat to the death, are held in large arenas before the entire clan. The winner becomes the next Megiltura.


Perhaps Urgaitin soldiers are drawn from the winners of these "Gladitorial Combats?"

Unlike most elves, urgaitin live in a very ordered, structured, and lawful society. They are each assigned an occupation based on their skills and are taught to be dillegent in that feild. As they are a warlike people, most families have a millitary tradition. An Urgaitin who chooses the life of a soldier has the most chance for succes and prestige.


This is definitely a "Neutral" stance.

Relations: Blade elves see most people of different race as just that: people of a different race and nothing more. They tend to judge people on a basis of personal achievement and usefulness. "It matters not, how sharp the blades of your ancestors were. You must still hone your own." With this said, there are a few acceptions:


The one thing all surface elves share a hatred of.......well done!

Drow: Urgaitin despise the dark elves. They see them as sly, knifing, arrogant and lazy. A drow would stab you in the back as soon as you turned away. An urgaitin, on the other hand, has honor. They will look you strait in the eye and stab you in the face.


Good way to term it. Two "lawful societies" will have their differences.

Metalic Dragons: Because of the century long battle that happened eons ago between the common ancestor of all blade elves, Urgaitil, and a vast army of gold dragons, relations between the two races have been strained, at best.


Theres something missing here, but I cant pin it down. I wonder how it is that Urgaitin can maintain some sort of relationship with Good dragons and yet not with angels. Given that the two groups function on a similar level of power and share many of the same goals in terms of combating evil. More on this later.....

Celestials: It is far worse between urgaitin and angels. The elf warlord, Urgaitil (see above and also in the BoVD), had created a special weapon in order to defeat a daunting foe. This weapon, known as the Angelwing Razor was honed on the wings of captive celestials, making it impossibly sharp, before they were subjected to far more terrible and perverse tortures. While most clans of blade elves do not hold Urgaitil in any sort of reverance (although some do) many celestials know this story and have a starting attitude of unfriendly (at best) towards any urgaitin they encounter.


]......so, going back to the last statement. I would consider a couple of things here. One, make there alignment just "lawful". In all the flavour bits you've described them as a mainly neutral bunch, but their "relationships" section paints them as a quasi "evil" society. I'm sure that exceptions do exist though. Or, go back and rework the "relationships" to fit that evil nature. If Urgaitin are truly evil then that would explain the hostilities between them and the groups you mentioned above. In fact I would imagine they would downright hate each other[/I].


Typical Alignment: Usually Lawful Neutral or Lawful Evil

Medium


Need to separate these. That Urgaitin receive Armour proficiency with all light, medium, and heavy armour in addition to any armour or shield proficiencies they receive at 1st level.

Then come up with a name for your "Speed ability". Maybe call it, "Nimble Tactician". Then explain that at 5 HD Urgaitin do not suffer movement penalties to speed from wearing medium armour. At 10 HD they no longer suffer movement penalties to speed while wearing heavy armour.

Base speed: 30 feet. At 5HD, blade elves become more acclimated to armor. They can move at full speed in medium armor. At 10HD they can move full speed in heavy armor.


Not bad. These ability acore adjustments certainly fit their favoured class. Also you need to establish whether these are "in addition" to the standard elf traits, or if they "replace" them.


+2 STR, +2 DEX, -2 WIS, -2 CHA. In addition to the typical elvish grace, urgaitin are well muscled. In terms of personality, they are gruff, terse, and single minded.


Wouldnt be elves without it.

Low-Light Vision: An urgaitin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.


Another inconsistency with your description here. Especially with spiked chain on that list. You stated earlier that Urgaitin choose a "blade" that they become bonded with for life. If that the case I would suggest "ONE" free proficiency with a Bladed weapon". Whether its martial or exotic is irrelevant. Not every Urgaitin is going to be a fighter, yet all will undergo the "blade through the heart ritual" right? If you want to more narrowly focus that you could further limit the choice to "any bladed weapon that does piercing damage", to more accurately reflect their cultural traditions.


Weapon proficiency: Choose one: Bastard sword, spiked chain, Two-bladed sword, armor spikes. You may use that weapon as a martial weapon. (Armor spikes become simple)


These are good. They reflect the description of their society you gave.

+2 racial bonus on listen, craft (weaponsmith), and intimidate checks. Urgaitin have keen ears and are physically daunting (more on that in the flavor). In addition, they have been trained in the arts of weapon making from a very young age.


Either remove the Thri Kreen language or change it to "comprehension only" I would imagine it is nearly impossible to recreate the series of "clicks and snaps" that is the Thri Kreen spoken language.

Automatic Languages: Common and Urgaitin. Bonus Languages: Draconic, Elven, Thri-kreen, Sylvan, Celestial, and Infernal.


For sure it's fighter.

Favored Class: Fighter


With the Urgaitins "free" armour and "free" weapon proficiencies, along with their Speed ability (Nible Tactician?), I would say that they are LA +1

LA: Not sure. 0, maybe 1?


Great Race overall, just needs consideration in those areas I pointed out.
DreamingGod

07-31-06, 05:40 PM
Ok, Freiza and Coolers race done!

Aisujin

*Medium-Sized Humaniod
*Speed 30
* +2 con, +2 str, -2 Wis, Aisujin are tough and Strong, but are very arrogant.
*Vacuum Survival (Ex): A space creature creates its own oxygen supply or doesn’t need to breathe at all. It can exist in zero-atmosphere environments.
* Ki Training Feat (Homebrew)

*Metamorphosis (Sp): All Aisujins have the ability to transform at certain Hit Dice. At 7 HD they gain there second form which is +4 Str, +2 Dex, +4 Con, A Gore attack which is 2d8 + Str, and is a Large creature. at 14 HD they get there 3rd form which is +10 Str, +12 Dex, and +12 Con, it is still the large size and loses the Gore Attack. The fourth form is gotten at 20 HD, it is +18 Str +20 Dex +20 Con, is now Medium Size, and counts as a Quasi-Deity.

LA: +2 ( I think...)

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I like your Blade Elves, Count. :D
benstundze

07-31-06, 05:47 PM
thats is so misusable imagin your dm sending a lvl 7=9 barbarian after you it whould have an unstopible waraxe
Poodle

08-01-06, 02:57 AM
*Verve

*Medium-Sized Humaniod

*Speed 50 Fly 150ft (good manoeuvrability)

* +2 int, +2 cha, -2 Wis, Verve are highly intelligent creatures with a love of life however in there youth they are rather rash

*Creature of energy and thought (Ex): the verve are made up of energy and thought however they can take any form they chose they will look just like the thing they emulate except for a slight glow which they can turn of if they concentrate

* (forgot what this was called sorry) the alignment of a verve determents wether it is positive energy or negative energy or neutral


*(forgot what I called it will have to find its later) as the verve get older they become more powerful at lvl 5 they gain minor ranged energy attacks and the ability to read minds. i forgot what 10 15 20 25 30 was really I am sorry I know they loose the wisdom minus at some lvl lol

I know it is kinda overpowered and wired it was on of the first races I made back when I was just starting I should probably give it a racial progression to be honest I hope its not so bad you can’t enjoy :)

Sorry about my spelling and punctuation and sentences structure I am not feeling to well
Exooki

08-01-06, 10:51 AM
i have updated the new race compendium again(see first post) for all of you who wish to se your race included it needs to be posted here in this thread. not a link but the race itself. the project is goin galong pretty well. i have but 1 request for all of you who have posted comments in this thread without a race. instead of posting a new reply edit your comment and add your race there. my goal is to see every post with a race. as i have said before commenting is fine but it msut be accompanied with a race. comments are what kileld the last race compendium and i wont let it be the killer of this one.!!!!!
for all of you who dont think you are very good at making races and that is why you dont add to this project then i have a deal yto make with you. i will teach you how to make good races in return that the races you make and continue to make are added tyo this thread? fair enough? good all of you who wish to learn how to create races or jsut get some tips send me a pm about it and i will try to shcedule a time where we can be in a chat room together , if that is not possible then i will help you through pms(private messages). this thread is going along nicely and i am glad to see so much participitation.

it was suggested to me that i create some incentive to add to this thread and i shall do jsut that. every race after this post (sorry to all those before this post please do not repost however) shall be judged. every 15 races i will be deciding the top 3 most interesting races in 1st place 2nd place and 3rd place. questions or comments please pm me and do not post in this thread. the reward is 1 million dollars!!!!!! no sorry kidding but for anyone who wins 3 times that person shall be added to the panel of judges(those who have posted before i have picked some of you to be judges ill senfd you pms)

the only other rules for the competition are no bad mouthing any ones races... most importasntly you will be disqualified if you post a comment without a race and the final rule is HAVE FUN!!!! this project should be fun and interesting for those of you who participitate.

so add your races only the first 15 will be counted in the first contest. you may only post 3 of your own races in each contest please do not psot any mroe and repeat offenders will be disqualified.
peuty

08-01-06, 01:37 PM
---War Monkey---
War monkey’s were created by a very adept alchemist known as Quaros Waveharp. Quaros Waveharp was studying ways to create incredibly potent poison as well as the antidote’s. The Elan alchemist decided to try dabbling into the genetic pools of monkey’s, mostly because it was considered illegal in many towns to dabble in the genetic pools of other races, and monkey’s were the closest race to humanoids. Suffice to say, Quaros did very well in genetically manipulate the monkeys, and after several centuries of cross-breeding the species with other unique, and further nameless, species’, Quaros had created many antidote’s to many different toxin’s. He found very few poison’s within the genetic make-up of the creatures he created. Eventually the monkey became larger, and stronger. Though with those increases, they were left a little bit debilitated in the mind, and a little less agile, than the norms of their species. These monkey’s became very aggressive and eventually killed Quaros Waveharp. After many centuries of attempts at developing a society, and the aid of a fellow monkey god, their society flourished and became known as War Monkey’s.

Personality: War Monkeys will never run from a fight, unless they can think of a crafty way to get back at the assailant, in a later situation, such as sneaking out of a brawl, and choosing a more opportune place to fight. Many War Monkeys possess a natural view to the world, they view it as if the world was made for them. All their life War Monkeys are trained to fight, because of this style of teaching, they tend to be chaotic by nature.

Physical Description: War Monkeys have a height of about 3 feet, and usually weigh around 25-30 pounds. Their bodies are covered in a quasi-thick brownish red fur. They usually have brown or black eyes. They achieve adulthood at the age of 14 and have a high chance of not living much further than that, due to their warlike activity. Rumours believe that there have been a few War Monkey‘s that have passed into their first century. Not one has been heard to have ever died of old age.

*Middle age is reached after 35 years, old age is reached after 65 years, and venerable age is reached after 100 years.

Relations: A War Monkey is accepted among most elves, and humans. War Monkeys will try to make themselves useful to a particular race, to attempt to gain access to greater more powerful weapons.

Alignment: War Monkeys are almost always seen as chaotic, though some stray from that path, they still appear to the outsider to be chaotic. Generally they are a chaotic neutral race.
War Monkey Land: War Monkeys usually reside on their own but, from time to time, they do accept an outsider who understands their natural way of life. Mostly druids or rangers can pass off with their understanding. Though other classes are not unheard of.

Religion: War Monkeys worship the deity Peuty, God of Monkeys. They will stand up for their beliefs. Although other deities are recognized, they are considered below Peuty.


---War Monkey Racial Traits---
+4 Dexterity, -4 Strength, -2 Wisdom: War Monkey’s are exceptionally quick and agile and reputably dead eye shots with ranged weapons, but due to their size, they are not as strong as humanoids, and because their genetic enhancement was so vast, it left them a little debilitated in the mind.

Small: As a small creature, a War Monkey gains a +1 size bonus to AC and attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are ¾ of those of a Medium character

A War Monkey’s base land speed is 20 feet.

+2 racial bonus on Balance, Climb, and Jump checks. Because of a War Monkeys prehensile tail, they are exceptional at balancing, swinging, and jumping. War Monkeys may use their Dexterity on Climb and Jump checks.

+2 racial bonus on fortitude checks to resist poison. War Monkeys have a complex immune system improving their resilience to toxins.

Cunning Fighter: As a part of their training, War Monkeys have developed skills for fighting larger opponents. When fighting opponents at least one size category larger, a War Monkey may, as a full round action choose to attempt a grapple check, he still provokes attacks of opportunity. During the grab phase, instead of rolling a touch attack, a War Monkey may roll his Jump check at a -8 penalty. A War Monkey may choose to roll his Climb check instead of a grapple check (improved grapple still adds +4 to the bonus even when using a Climb check), size modifier penalties still apply. A War Monkey grappling in this way still retains its Dexterity Bonus to AC.

Prehensile Tail: A War Monkey’s prehensile tail, allows it to hold, but not use, one small object. It can even hold, but not use, one light weapon. As a swift action, a War Monkey can put the object in one of his hands. While holding an object in its tail, a War Monkey loses its bonus to Balance, Climb, and Jump checks.

Animal Blood: For all effects related to Animals, a War Monkey is considered an animal. This is in addition to all effects related to humanoids. For example. 'charm animal' would be affect a War Monkey, as would a 'charm person'.

Automatic Languages: Common, Feral. Bonus Languages: Elven, Sylvan, and Terran.

Favoured Class: Swashbuckler.
Ysron

08-02-06, 04:33 AM
Blood Ridden

The Blood Ridden are decendents of the first murderer, whose name has been lost in the passage of time. They are strictly organized and almost imposible for outsiders to understand.

Personality: Tend to be inbittered, hating all that fail to follor there moral code. No word for "murder" in native tounge, only a word for "die". There moral code permits killing but theft and rape are never allowed. the victome should always know know they are going to be killed by the Blood Ridden. Killing of other Blood Ridden is not allowed.

Physical Description: As humans but with blood red skin done from scaring ritual that stains skin.

Relations: Get along with Duegar and generaly any other LE races. Dispise paladins.

Alignment: Most Blood Ridden are Lawful Evil and almost never Chaotic or Good

Lands: Jungles and Deserts

Names: As humans with exception that they have violent titles such as "Tim the Decapatating"

Traits:

*+2 int, -2 cha because they are cunning killers and shrewd diplomats
*Medium: As Medium creatures
*base land speed is 30 feet.
*+1 base attack and canablize feat for free (book of vile darkness) because of their lust for bloodspill
*bloodstain curse: must murder (not self defence) one sentiant being per day or must spend two hours meditating on a murder they plan on commiting or suffer -5 to all skill checks and attack rolls.
*-4 hide because victome must see killer
*favored class: Any
*Level Adjustment: +0
Izodor_Shadowcaster

08-03-06, 07:31 AM
No more posts? Surely people are still creating races :confused:

This race is not in the contest because it is created by one of the judges (me):

Batfolk

Batfolk live in caves hiding out of fear for other creatures. They hunt in groups in the night. They have wings, but they are not able to fly with them.
http://www.wizards.com/dnd/images/mmiii_gallery/83027.jpg

Personality: Batfolk are a curious, but not courageous folk. Why fight if hiding and fleeing is possible? They will only fight if it is necessarily.

Physical Description: They are about as high as humans and their weight is about the same as that of elves. They do not become very old, only 60 years. They have big wings, but these wings are not strong enough to fly with.

Lands: They live in great cave cities and are very friendly to each other. They care for each others children and they consider everyone a friend.

Relations: They see everyone as a enemy and they do not like strangers. They will flee and they will avoid any contact.


Batfolk traits

*Medium
*Humanoid (batfolk)
*Speed 30 feet
*Charisma +2, Strength -2,
*Blindsense 5 feet: Using nonvisual senses, such as acute smell or hearing, Batfolk notices things it cannot see. The creature does not need to make Spot or Listen checks to pinpoint the location of a creature within 5 feet, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
*Darkvision 60 feet
*+2 on Listen checks
*Languages: Common, Undercommon, Bonus Languages: Elven, Dwarven, Gnome, Terran, Auran, Giant, Orc, Goblin, Draconic.
*Favored Class: Sorcerer
*La: +0
DreamingGod

08-03-06, 02:57 PM
Yeah i'll create another, just thinking about what i'm going to do...

Yeah when I do make it, i'll post it in this post. :D

-----------------------------------------------------------------------------------------

Half-Saiyan

Physical Description: A Half –Saiyan can look more like his Human Parents or his Saiyan Parents.

Personality: Half-Saiyans are quite free spirited, because of there Saiyan blood. Though, they can tend to get lazy because they do not have the will to fight like most Saiyans.

Lands: They usually live in Human lands with there Human Parent.

Relations: How they are treated is usually based upon how the Half-Saiyan’s Saiyan parent acted. If they took out large portions of the town and population or caused any trouble of the sort then they’ll be shunned and disgraced, if the Saiyan came through quietly, or settled down with the Human Parent quietly then he’ll be treated normally.

Half-Saiyan Traits

*Medium Sized
*Humaniod(Saiyanblooded)
*Speed 30
*No stat adjustments

*Saiyanblooded: The blood of the Saiyans flow through the half -Saiyan. For all purposes the Half-Saiyan counts as a Saiyan for Bane weapons and Saiyan only Feats, Templates, Classes, and Items.
*Alternate Form (Oozaru/Were-monkey)- Full Powered Version with the Defects: Blind Fury (3 BP), Involuntary Physical Change, Restriction (2 BP), and Vulnerability (1 BP). The Attribute gained is Size Change (Growth) +3, gains all the Strengths and Weaknesses of a Gargantuan sized creature.
The Vulnerability is the Saiyan’s tail, if it is grabbed, then all the Saiyan’s attributes drop by 2, and the Saiyan feels weak and drowsy. The Tail is a reservoir of Chi for the Half-Saiyan, and under the light of the full moon (Restriction), a Saiyan who still has his tail is forced to transform into the Oozaru Form, in order to empty the body of excess Chi before the Half-Saiyan is burnt up by his own energies (Involuntary Physical Change). The Oozaru is a giant Ape-like form, which suffers from a bestial madness (Blind Fury).
Should the Saiyan lose his tail or not be Born with a Tail, he loses the Alternate Form Attribute and all it’s defects. He gains 1 Feat instead.
LA: +0
RoCkEtInToXiCaTe

08-03-06, 06:27 PM
I now present to you:

The s-CRY-ed Speed Alter ability template.

S-CRY-ED SPEED ALTER
RoCkEtInToXiCaTe

The Speed Alter Template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is inherited, which means it must be applied at character creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason after character creation.

Size and Type: The base creature's type does not change, but the base creature gain the shape-changer subtype. Size is unchanged. Do not recalculate the base creature's base attack bonus, saving throws or Hit Dice.

Speed: The creature's base speed is tripled its normal base speed.

Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).

Special Attacks:

You gain the Speed Alter power, the extraordinary ability to enhance the speed of any mobile vehicle (Ship, cart, chariot, etc..). This ability is usable once per level x2. You may activate the ability in response to another's action.

Once per level x 2, the character may enhance the speed of any mobile vehicular object, as a standard action. The enhancement lasts one hour per point of (improved) constitution bonus (minimum 1).

The Vehicle gains quadruple its normal speed. If the alter user continues to use this ability past the time of duration they begin to take 1d4 points of constitution damage, per minute past duration.

The Vehicle may be made to crash into an object for 4d12 damage at radical high speeds, and any creatures attacked by the vagabond vehicle must make a reflex save (Dexterity based) DC 35 or be hit full on, and are knocked prone. If they succeed at the Reflex save they only take half damage and are not knocked prone.

The driver may evacuate before attacking and the vehicle may still be used, and the speed enhancement still lasts as long as it's duration,or the driver may stay in the vehicle. The driver must have at least a 40ft. straight line to be able to charge in this fashion.

Feats: You gain, without needing the prerequisites, the feats: Run, Improved Initiative, and Lightning Reflexes.

Special Qualities: You gain the Evasion and Uncanny Dodge abilities.

Abilities: Increase from the base creature as follows: Strength +6, Constitution +4, Dexterity +10.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more,as base creature +3.

Alignment: Any.

Level Adjustment: +3

Speed Alter Feats

Speed Alter Leg Alloy Evolution [General]

Prerequisite: Speed Alter Template, Base Attack Bonus +10, Strength 19, Constitution 22, Instant Alter Use, More Speed, and More, and More, Faster Alter Power.

Benefit: The Speed Alter gains use of two metal alloy leg components that attach to the alter user's legs and are used for unarmed strikes. They are counted as being Improved Unarmed Strikes, and count as manufactured weapons, and count as Adamantine. A normal attack with the boots, without the bullet attacks causes 2d10 slam damage to the target. You also gain a +30 bonus on jump checks as long as the Leg Alloys remain active.

You may attack with either your left or right leg, but not both legs at once. There is no offhand leg.

The Speed Alter gains three special 'bullet' attacks. Using all three bullet attacks dismisses the Alter leg alloy, even if its duration has not expired. Only one bullet attack may be used per round, and they must be used in order. A bullet attack counts as a special standard action which may be used as part of a charge, but does not have to be. Treat bullet attacks as adamantine.

¤ Shocking First Bullet: +4 to attack, +12 bonus to damage.
¤ Annihilating Second Bullet: +6 to attack, +18 bonus to damage.
¤ Rapid-Kill Last Bullet: +8 to attack, damage bonus equal to character's (improved) strength score x 5, stun for one round (fort save, DC = the character's improved strength score).

At the end of the alter leg alloys ability, you lose the Alter Leg alloy and become fatigued (-10 penalty to Strength, -10 penalty to Dexterity, can't charge or run) for the duration of the current encounter.

Speed: Land speed is x6 base creature's land speed.

Natural Armor: Improve the base creature's natural armor by +4 (This stacks with the +2 natural armor bonus for the 1st level of Speed Alter, and any natural armor the base creature may already have).

Abilities: Improve base creature's abilities further by a Strength +8, Constitution +6, Dexterity +12

Feats: You gain as bonus feats, without needing the prerequisites: Combat Reflexes, Combat Expertise, and Whirlwind Attack.

Special Qualities: You gain the Improved Evasion and Improved Uncanny Dodge abilities.

Regeneration: You can reattach the severed alter leg alloys instantly by holding it to the stump, but at a cost of 5 hit points, per reattachment.

Normal: You have lower Natural Armor, no leg attacks, and worse ground speed.

Final Speed Alter Leg Alloy Evolution [General]

Prerequisites: Speed Alter Leg Alloy Evolution, +15 Base Attack Bonus, Strength 20, Constitution 25, Instant Alter Use, More Speed, And More, And More, and Fastest Alter Power.

Benefits: Radical Good Speed Barrage: +15 Attack, Damage is Improved Strength Score x 10. They may attack with both legs at once, or either their left or right leg, but still there is no offhand leg.

Speed: Land speed is x8 base creature's land speed.

Natural Armor: Improve the base creature's natural armor by +8 (this stacks with any natural armor the base creature has, as well as the +2 from the first form, and +4 from the second).

Abilities: Improve the base creatures abilities by Strength +8, Constitution +6, and Dexterity +16.

Feats: You gain the following feats, as bonus feats, without needing the prerequisites: Dodge, Mobility, and Spring Attack.

Regeneration: You can reattach the severed alter leg alloys instantly by holding it to the stump, but it costs 10 Hit Points, per reattachment.

At the end of the speed alter ability, you lose the Speed Alter and become fatigued (-15 penalty to Strength, -15 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Your entire body is encased in your Alter's alloy, causing you to appear like a humanoid robot whale with spikes, and boosting the power of your kicks to incredible levels.

Normal: You have worse land speed, lower natural armor, and less powerful attacks.

Instant Alter Use [General]

Prerequisite: Speed Alter Template, Dexterity of 24 or higher.

Benefit: Instead of assuming your speed alter as a standard action you may use it as a free action.

Normal: You must take a standard action to activate your Speed Alter ability.

More Speed, And More, And More [General]

Prerequisites: Speed Alter Template, Instant Alter Use, Strength 20, Constitution 18, Base Attack Bonus +3.

Benefit: You may use the speed alter ability once per encounter.

Normal: You are limited to using the Speed Alter ability only once per level x 2.

Faster Alter Power [General]

Prerequisites: Base Attack Bonus +5, Strength 22, Constitution 18, Alter Arm Template.

Benefit: Your duration for the Alter Leg Alloy Evolution and vehicle enhancement is doubled based on your new constitution score, and your penalties are reduced by +8.

Normal: You suffer a penalty when you end the use of your alter leg alloys, and you also have a duration of rounds the alter leg alloy lasts, that is constitution based

Fastest Alter Power [General]

Prerequisites: Base Attack Bonus +10, Strength 26, Constitution 24, Speed Alter Template.

Benefit: You have no timed duration. You may keep the alter leg alloys on as long as you want, as well as any vehicle speed alterations. Your penalties, when you decide to end the alter leg alloys, are reduced by +10.

Normal: You suffer a penalty that is greater when you end the use of your alter leg, and you also have a duration of rounds the alter leg lasts, that is constitution based.
SquirrelMortis

08-03-06, 09:03 PM
Here come the Garners!

*Bugle*


GARNERS

Garners are secretive people who live deep beneath the surface of the earth. They are remarkable entities, delighting in the creation of items. They get on well with all, and are described as follows.

Personality: Garners are usually very flexable and dependable. They are easily ashamed and if they accidently wrong someone, they will do whatever they can to help repair the damage. Garners hate war, but they are not soft and are quite formidable in combat.

Physical Description: Garners are short and thin, but not they frail. They are always quite handsome, with a high cheek bones and full hair (usually brown). Garners skin ranges from paper white to a a golden tan. Males 99% have a beard of some sort, which is usually split at the end into three prongs. They have long, spindly fingers. Their eyes can be any color (even purple or orange or pink).

Relations: Garners get along with most everyone, except the elves, who tend to view Garners as competion, and half-orcs, whose natural malicousness puts off most garners.

Lands: Garners land is below the surface. But many garners live above the surface as well.

Alignment: Garners tend towards chaos more than law.

Racial Traits:

+2 Charisma, +2 Intelligence, -2 Strength: Garners are naturalluy charming and quick witted, but aren't as strong as most.

Small size

Garner Base Land speed is 20 ft.

+2 Racial Bonus on saves against mind-affecting spells and abilities: Garners are good at defending their minds.

+2 bonus on all Appraise, Disable Device, and Use Magic Device checks: Garner society promotes items of all sorts, thus they are good at identifying them, stopping them, and using magic ones.

Darkvision out to 60 ft.

OreCunning: As StoneCunning, except with metalwork.

+1 bonus to all will saves: Garners guard their minds well...

Languages: Common, Garner. Bonus Languages: Draconic, Ignan, Terran, Abyssal, Infernal, Celestial, Undercommon, Dwarven

Favored Class: Artificer. If not using Ebberon Campaign Setting, Bard.
HaikenEdge

08-04-06, 10:28 AM
This one's probably been beaten to death, but I've always wanted to make a dog-girl. Heh...

KISKUTYA
The kiskutya (both singular and plural) is a humanoid race that resembles humans with canine traits.

http://www.peachprincess.com/Merchant2/images/mc1.jpg
Image courtesy of Peach Princess

Personality: In general, the kiskutya are serious creatures. Resembling a mixture between wolves and their domesticated cousin, dogs, they characterized by honesty and dignity. Each kiskutya is devoted to those whom she holds dear and takes great pride in her lineage, following in the footsteps of her predecessors. Many are self-conscious and easily embarrassed; though they often seem distant initially, kiskutya are capable of great warmth.

Physical Description: Kiskutya are human-sized, with males noticeably larger and heavier than their female counterparts. While their skin tones match those of humans, kiskutya may have hair of any pigmentation; moreover, their eyes range from the normal human colors to amber, violet and red. Similarly, each kiskutya possesses ears that resemble those of a wolf, both their location near the top of the head and their shape, as well as a tail that seems to have mind of its own; both a kiskutya’ ears and tail are covered in light, downy fur, often (but not always) the same color as their skin or hair.

Relationships: Dignified, if a bit reserved, the temperament of the typical kiskutya harmonizes well with that of the average dwarf; however, being creatures of the wild, they find the subterranean locales preferred by dwarves uncomfortable. Elves accept the kiskutya readily into their community, sharing their love for nature, though the free-spirited elves sometimes clash with the more restrained kiskutya philosophically. Humans consider kiskutya exotic, and thus often seek to enslave them; for this reason, kiskutya are wary of human whom they are unfamiliar with, and are even more so with half-orcs.

Alignment: Holding loyalty and devotion in high regard as an entire culture, the kiskutya tend towards lawfulness, but are not necessarily law-abiding, though kiskutya strive to keep their word. However, a kiskutya may be of any alignment.

Kiskutya Lands: Home to a forest isle some ways off from the coast, kiskutya are most comfortable in forested locales or in villages on the frontier. There are no kiskutya communities on the mainland.

Religion: Due to the pride they take in their lineage, most kiskutya practice ancestor worship.

Language: The language of the kiskutya, called kiskutya, consists of growls, barks, yowls and howls. The language has no written form, and non-kiskutya rarely learn to speak or understand the language.

Names: Kiskutya names are inpronunciable by those who do not speak kiskutya. Thus, many adopt names in common much like those of humans.

Kiskutya Racial Traits
— +2 Wisdom. Kiskutya are known for their acute senses and strong instincts.
— Medium: As Medium creatures, kiskutya have no special bonuses or penalties due to their size.
— Kiskutya base land speed is 30 feet.
— Low-Light Vision: A kiskutya can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
— Scent: Kiskutya have the scent ability.
— +4 racial bonus on Survival checks when tracking by scent. Kiskutya have a sharp sense of smell.
— +4 racial bonus on Listen checks. Like their distant canine relatives, kiskutya have keen hearing.
— Automatic Languages: Kiskutya, Common. Bonus Languages: Cirmos, Marha and Sylvan.
— Favored Class: Scout (or Ranger, if not using Complete Adventurer). A multiclass kiskutya’ scout (ranger) class does not count when determining whether she takes an experience point penalty for multiclassing
— Level Adjustment: +1
InsanePsychoRabbit

08-04-06, 03:23 PM
This race is my intellectual property. You may use it, but I reserve the right to distribute it.

Birdfolk, or Garuda

http://img.photobucket.com/albums/v322/backlash98/Panama-Harpy-18.jpg

"And then came Shining Eagle, eyes ablaze with fury as he flew up to confront his enemy. He nocked an arrow to his bow, pulled, and let it fly and lo! it did hit its mark. The silver snake turned, bested, and once again scurried back into the ground from whence it came."
-The Rising Sun and Setting Moon, a passage from an ancient birdfolk epic

Personality: Birdfolk are generally good natured, sociable, and friendly. They equally like to be around each other and to be in the company of members of other races. They are very devoted, and apply this devotion to their friendships. They also have very long memories, and remember both friends and enemies for decades. Being very traditional folk, they are known to become closed-minded, but this is not always so – many have varying and sophisticated tastes in entertainment, art forms, and even cuisine. They are known to get jittery in tight places, but most birdfolk learn to overcome this.

Physical description: The opposite of dwarves, who are short and stout, birdfolk are tall and gaunt. Standing from 5-½ to 6-½ feet tall, they weigh only 85-180 pounds, due to their very light bones and almost complete lack of body fat. Females, on average, stand about two inches taller than males, but are the same weight for their height – indeed, they can look so similar that the only way to tell the two apart without looking anywhere private is by behavior, minor differences in proportion, and voice. Large wings, like those of an eagle, sprout from a birdfolk’s back between the shoulders. A birdfolk of average size has a wingspan of a little over 11 feet. The body of a birdfolk is covered in feathers ranging in color from dirty blonde to buff brown to dark rusty red. The only parts not covered by feathers are the lower legs and forearms – these are covered by yellow scales. Birdfolk’s eyes are always a shade of yellow. A birdfolk’s hands and feet each have opposable digits, and each digit is tipped by a talon. A birdfolk has a crest of feathers that can be raised to make the bearer look even bigger.
Birdfolk age slowly compared to humans. Though they are mature at the young age of twenty, they may live to be 180 years old.

Aging: As half-elf

Height/Weight table:


Race Base Ht Ht Mod Base Wt Wt Mod
Birdfolk, male 5’3” +2d8 85 lb x1d6
Birdfolk, female 5’5” +2d8 90 lb x1d6


Relations: Birdfolk are on good terms with most of the common races. They share an appreciation for the art of archery with the elves and a sense of justice with the dwarves. They look on humans with some pity for their short lives, but this doesn’t prevent them from forming friendships. However, their size and appearance can be menacing to the smaller folk (halflings and gnomes), and they don’t like orcs (but neither does anyone else).

Alignment: Birdfolk are mostly lawful, and nearly always good. Birdfolk are very traditional, and they believe in a code of ethics, which they firmly uphold as the answer to the strife and terror that still plague the world. Neutral birdfolk still follow tradition but are more accepting of new ideas. Chaotic birdfolk are very rare, but like most birdfolk are good, seeking the advancement of the common man in their own way. Evil birdfolk are extremely rare, even in comparison to chaotic ones, and they are much to be feared – they are tyrannical oppressors, and they usually have their way once they get into a position of political importance.

Birdfolk Lands: Birdfolk build their aeries in grasslands on the edges of forests. Depending on the number of occupants and the purpose to be served, they may build small nesting villages or elaborate fortresses. Outsiders are welcomed into these aeries, and new nests are built to suit them. Birdfolk are prepared at all times to defend these aeries with their lives. Birdfolk found outside of their aeries are usually ambassadors, but sometimes they are members of military organizations.

Religion: The birdfolk have a dualistic religion that focuses on the fight between good and evil. The good god in this religion is Shining Eagle. His titles are the Sun Phoenix, the Bane of Snakes, and the Ruler of the Sky. The birdfolk believe that Shining Eagle hatched from the Cosmic Egg of the Sun with his bow at the beginning of time and created the world with the remains of his eggshell. Wherever he goes, he mercilessly fights the forces of King Death, the snakelike demon who hatched from the Cosmic Egg of the Moon. Shining Eagle is usually represented as a gold-feathered harpy eagle with wings outstretched and a nocked bow held in his talons (as on his holy symbol). Sometimes he is represented as perching and killing a snake rather than holding his bow. Shining Eagle is a lawful good intermediate deity, and his favored weapon is the shortbow. His clerics have access to the domains Air, Good, Law, and Sun.

Language: Birdfolk speak a particularly flowing dialect of Auran, the language of air-based creatures. Birdfolk tell great epics about Shining Eagle and his exploits, and also have many songs and sagas of great heroes. Common is the most widespread second language, and nearly all birdfolk speak it (or at least pidgin Common) fluently. The syrinx (vocal organ) of a birdfolk is particularly complex, more similar to a parrot's or lyrebird's than a bird of prey's. Thus, a birdfolk is able to produce a wider range of sounds, including the 'p' sound (hard to do when you have no lips).

Names: Birdfolk are generally named after species of birds. Some are named after magical beasts, like griffins, or words pertaining to archery or flight. Male names include species of birds of prey, while female names are species of water-birds or songbirds. Additionally, once a birdfolk comes of age, it gets another name, an adjective or action verb preceding the original given name (i.e. “Hawk” could become “Sentinel Hawk” or “Phoenix” could become “Rising Phoenix”). Finally, a birdfolk has a surname. The family of a birdfolk reserves the right to revoke an individual's name if s/he somehow brings dishonor to them.

Male Given Names: Archer, Eagle, Erne, Falco, Falcon, Fletcher, Griffin, Hawk, Kestrel, Merlin, Raptor, Swift, Talon
Female Given Names: Cormorant, Dove, Egret, Finch, Heron, Meadowlark, Nightingale, Owl, Phoenix, Raven, Robin, Sparrow, Swallow, Swan
Surnames: Angelwing, Brighteyes, Hawkeye, Highwind, Honorcrest, Lightheart, Risingsun, Skycloud, Snakesbane, Stormwing, Sunfeather, Swiftflight

Adventurers: Birdfolk adventurers are usually crusader types. Following their teachings of good and law, they travel the land seeking out evil and destroying it. A few, though, may be the misfits of birdfolk society just trying to make a living.


Birdfolk Racial Traits:

Medium Humanoid (Avian)
A birdfolk’s base land speed is 30 feet. It has a fly speed of 60 feet with average maneuverability.
+4 Dex, -2 Con: Birdfolk are built for speed, but the hollow bones and gaunt build that grant them this quickness is the cause of their frailty.
+4 Spot: Like hawks, birdfolk are adapted for hunting and have excellent eyes for detail.
+2 Diplomacy: Good natured and understanding, birdfolk get along well with others.
+2 Intimidate: Birdfolk have the ability to puff up all their feathers to look bigger than they really are.
+4 Jump: A birdfolk can use its wings to assist it during jumps.
Weapon Proficiency: Birdfolk are automatically proficient with the shortbow (including the composite shortbow). Archery is a proud tradition among birdfolk, and all are trained in the art from an early age.
Unusual Body Shape: A birdfolk is considered non-humanoid for the purposes of determining armor cost. Therefore, armor for a birdfolk costs twice as much.
Natural attacks: 2 talons (1d4). A flying birdfolk may make attacks with these, or it may use the weapons in its hands, but not both. While on the ground, it may only make a talon attack with a particular hand if the hand is free.
Automatic languages: Auran and Common. Bonus Languages: Celestial, Dwarven, Elven, Gnoll, Orc, and Sylvan. As birdfolk often become diplomats, it is important for them to know the languages of their friends, enemies, and neighbor races.
Favored class: Ranger. Once, when the birdfolk were a reserved and shut-in race, they highly prized their archer-defenders for being able to spot and shoot down enemies at a distance. The tradition of the archer-defenders lives on today in the training of birdfolk rangers, who must still defend against menaces like orcs and gnolls.
Level adjustment: +1 (If you feel it is not balanced at +1, then bump the LA up to +2. It's your choice.)
ornsjach

08-05-06, 02:44 PM
RoCkEtInToXiCaTe ya know you really should make one for s-CRY-ed's zetsway now that would be cool!
RoCkEtInToXiCaTe

08-05-06, 03:06 PM
I present to you:

S-CRY-ED ALTER CONSTRUCT
RoCkEtInToXiCaTe

The Alter Construct template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is an inherited template, which means it must be applied at creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason, after creation.

Size and Type: The base creature’s type and size does not change.

Speed: The base creature's base speed is not changed.

Armor Class: The base creature gains no additions to armor class.

Abilities: The base creature's abilities increase as follows: Strength +4, Constitution +6, Intelligence +4, Charisma +6.

Alignment: Any Lawful.

Level Adjustment: +3

Special Attacks:

Call Alter Familiar (Ex): You gain the Call Alter Familiar power, the extraordinary ability to make a construct creature that manifest before you, and is completely under your control. An Alter Construct resides in the Plane of Limbo, and shares a link that goes to the very soul of the Alter Construct User. At will as a Standard Action, the ACU can summon his/her Alter Construct to her side. This ability is usable once per day. You may activate the ability in response to another's action. While the Alter Construct is active, the character has total control over it. The Alter Construct lasts for 10 + Charisma modifier rounds. The Construct Alter is dispelled if it is destroyed, or if the duration of the Alter is up.

Soul Link (Ex): Being bound at the very core of the Alter User's soul, an Alter Construct may use their User's mental scores (Intelligence, Wisdom, Charisma) when performing actions such as Spell-casting and Manifestation that require the use of those stats. Being bound by the soul also means that every time the Alter Construct takes damage, the Alter Construct User takes 1d4 damage. This Alter Construct has a humanoid body made from iron. An Alter Construct can be fashioned in any manner although it almost always displays armor of some sort. Its features are very humanoid, often having a mask covering half of it's face, a human looking face, and crossed arms over its torso that never are used.

An Alter Construct is as tall as the alter user himself, and weighs roughly the same.

An Alter Construct cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait, or it can float along the ground at incredible speeds.

Alter Construct Template

The Alter Construct template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is an inherited template, which means it must be applied at creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason, after creation.

When creating an Alter Construct, you take the following steps:

1.Select a race for the base creature, this determine size, range, and speed as well as stat modifiers during creation.

2. You may apply any class to the creature it qualifies for, the total amount of levels in the class it takes is used to determine it's final level for use on the Alter Familiar chart (see feat: Alter
Familiar)

3. The creature's subtype is changed to Construct. It gains Construct Hit Die on top of its class hit die at half its class levels. (Example: a level 10 Elf Rogue will gain 5 Hit Die of construct). The Alter Construct will gain Construct hit die per level (using character class as a base) and gain abilities in the any classes it obtained before the template was applied. (Example: A level 10 Elf Rogue Alter Construct with 5 HD will gain a level in rouge for determining abilities, saves, etc, however will move up to 1 hit die of construct instead of it's class hit die. Resulting in a Level 11 Elf Rogue Alter Construct with 6 HD.) The creature also gains construct traits, damage reduction
10/adamantine, darkvision 60 ft., immunity to magic, low-light vision.

Construct Traits include:
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.

- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

-Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

-Since it was never alive, a construct cannot be raised or resurrected.

-Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.

-Proficient with no armor.

-Constructs do not eat, sleep, or breathe.

4.An Alter Construct's AC is always equal to its Alter User's + 5.

5.An Alter Construct gains the ability, Find User.

Find User (Ex): At will, when called upon by it's master through a shared link in the soul. An Alter Construct User can plane shift from the Plane of Limbo without error to it's user's side. After it has completed it's tasks, it returns to the Plane of Limbo and awaits it's next call.

6.As PCs, an Alter Construct gains a feat for every 3 character classes (including bonus feats included in the class) and +1 to an ability every 4 character classes.

7. Once classes are chosen and the template is applied, the Alter Construct cannot add any new classes, only gain levels in the classes obtained before the template.

Alter Construct Level: The character can attract an Alter Construct of up to this level. He can only recruit an alter construct who is two or more levels lower than himself, with the exception of a 1st and 2nd level characters, but the alter must hold in it's progression as mentioned below. A character can try to attract an Alter Construct of a particular race, class, and alignment. The construct’s alignment may not be opposed to the user’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a -2 penalty attack rolls, save rolls, and other rolls while the Alter Construct is in his presence if he recruits a construct of an alignment different from his own.

Constructs earn XP as follows:

The construct does not count as a party member when determining the party’s XP.

Divide the construct’s level by the level of the PC with whom he or she is associated.

Multiply this result by the total XP awarded to the PC and add that number of experience points to the construct’s total.

If a construct gains enough XP to bring it to a level one lower than the associated PC’s character level, the construct does not gain the new level. Its new XP total is 1 less than the amount needed attain the next level.

Combat

Purple Ribbon (Ex): The Alter Construct may attack with two purple ribbons that can stretch out to 100 ft. + (Your character ECL by increments of ten, therefore an ECL 10 character is 100 + 100 ft.) Each ribbon deals 1d10 points of damage, and can ignore up to DR 10/-. The type is piercing damage, and deals damage on a critical roll of 18-20 for x4 damage.

Immunity to Magic (Ex): The Construct Alter is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows the Alter Construct (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the Alter Construct and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Alter Construct to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an Alter Construct hit by a fireball gains back 6 hit points if the damage total is 18 points. An Alter Construct gets no saving throw against fire effects.

An Alter Construct is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Abilities: The base creature's ability scores increase by +6 Strength, +8 Constitution, +8 Dexterity.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Any alignment within the Alter User's law vs chaos and good vs evil array.

Alter Construct Feats

Alter Construct Evolution [General]

Prerequisites: Alter Construct Template, Alter Construct Instant Summon, Charisma 20, Constitution 18.

Benefit: A more powerful Alter Construct is summoned.

Special Attacks:

Call Alter Familiar (Ex): You gain the Call Alter Familiar power, the extraordinary ability to make a construct creature that manifests before you, and is completely under your control. An Alter Construct resides in the Plane of Limbo, and shares a link that goes to the very soul of the Alter Construct User. At will as a Standard Action, the ACU can summon his/her Alter Construct to her side. This ability is usable once per day. You may activate the ability in response to another's action. While the Alter Construct is active, the character has total control over it. The Alter Construct lasts for 10 + Charisma modifier rounds. The Alter Construct is dispelled if it is destroyed, or if the duration of the Alter is up.

Soul Link (Ex): Being bound at the very core of the Alter User's soul, an Alter Construct may use their User's mental scores (Intelligence, Wisdom, Charisma) when performing actions such as Spell-casting and Manifestation that require the use of those stats. Being bound by the soul also means that every time the Alter Construct takes damage, the Alter Construct User takes 1d4 damage.

ALTER CONSTRUCT TEMPLATE

Size and Type: The type of the base creature is unchanged. The creature becomes Large Sized.

Hit Dice: Add 5 Hit Dice to the Alter Construct's Base Hit dice. These will be d10's.

Initiative: Add +15 to the Alter’s base initiative score.

Speed: Increase the base creatures speed by 120 ft., and Fly speed by 240 ft. (Good maneuverability).

Armor Class: Add +10 natural Armor to the base creature's existing armor class.

Special Qualities: Construct traits, damage reduction 25/adamantine, darkvision 60 ft., immunity to magic, low-light vision.

- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and
necromancy effects.
- Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Since it was never alive, a construct cannot be raised or resurrected.
- Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
- Proficient with no armor.
-Constructs do not eat, sleep, or breathe.

Saves: Increase all base creature's saves by +10.

Feats: Add Improved Initiative and Combat Reflexes to the base creature's list of feats, even if it does not have the required prerequisites for them. They count as bonus feats and do not count towards a character’s every 3rd level feats or a fighter's bonus feats.

An Alter Construct is as tall as the alter user himself, and weighs roughly the same.

At stage 2, the Alter Construct's form changes to resemble a lamia, with greatly increased speed and power. This stage also has two rocket arms, and two regular arms. The "rocket arms" are called "Vigorous Right Fist Fukuryuu" and "Vigorous Left Fist Garyuu". The third attack's (which is a more powerful version of stage ones ribbons) name is "My Tender Fist, Raitsujin."

Combat

Purple Ribbon (Ex): The Alter Construct may attack with two purple ribbons that can stretch out to 150 ft. + (Your character ECL by increments of ten, therefore an ECL 10 character is 150 + 100 ft.) Each ribbon deals 1d10 points of damage, and can ignore up to DR 20/-. The type is piercing damage, and deals damage on a critical roll of 18-20 for x4 damage.

Vigorous Right Fist Fukuryuu (Ex): The Alter Construct may attack with it's right detachable arm that can fly out to 150 ft. + (Your character ECL by increments of ten, therefore an ECL 10 character is 150 + 100 ft.) Vigorous Right Fist Fukuryuu deals 1d12 points of damage, and can ignore up to DR 20/-. The type is piercing damage, and deals damage on a critical roll of 18-20 for x4 damage.

Vigorous Left Fist Garyuu: The Alter Construct may attack with it's left detachable arm that can fly out to 150 ft. + (Your character ECL by increments of ten, therefore an ECL 10 character is 150 + 100 ft.) Vigorous Left Fist Garyuu deals 1d12 points of damage, and can ignore up to DR 20/-. The type is piercing damage, and deals damage on a critical roll of 18-20 for x4 damage.

My Tender Fist, Raitsujin: The Alter Construct may attack with two purple ribbons that can stretch out to 150 ft. + (Your character ECL by increments of ten, therefore an ECL 10 character is 150 + 100 ft.) Each ribbon deals 2d10 points of damage, and can ignore up to DR 20/-. The type is piercing damage, and deals damage on a critical roll of 18-20 for x4 damage.

Immunity to Magic (Ex): The Construct Alter is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows the Alter Construct (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the Alter Construct and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Alter Construct to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an Alter Construct hit by a fireball gains back 6 hit points if the damage total is 18 points. An Alter Construct gets no saving throw against fire effects.

An Alter Construct is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Abilities: The base creature’s stats increase by +8 Strength, +8 Constitution, +10 Dexterity.

Normal: You have a much less powerful Alter Construct.

Alter Construct Final Evolution [General]

Prerequisites: Alter Construct Template, Alter Construct Evolution, Alter Construct Extended, Alter Construct Instant Summon, Alter Construct Extra Use, Charisma 22.

Benefit: You are able to graft your alter construct to yourself, making you more powerful for a period of time.

Hit Die: Increase the base creature's (Your character) hit dice by 10d10s, these stack with any class hit dice you may already have. These are permanent.

Size and Type: The base creature’s (your character) type changes to Construct when the Construct is summoned, and returns to the base creature's type when the duration is over, but size does not change.

Speed: The base creature's (Your character) base speed increases by 240 ft. The base creature (Your character) also increases its fly speed by 480 feet (Perfect maneuverability).

Armor Class: The base creature (Your Character) gains +20 Natural Armor.

Special Attacks:

Call Alter Familiar (Ex): You gain the Call Alter Familiar power, the extraordinary ability to make a construct creature that manifest before you, and is completely under your control. An Alter Construct resides in the Plane of Limbo, and shares a link that goes to the very soul of the Alter Construct User. At will as a Standard Action, the ACU can summon his/her Alter Construct that will then graft itself onto the ACU's body. This ability is usable once per day. You may activate the ability in response to another's action. While the Alter Construct is grafted to the Alter Construct User's body, the character has total control over it. The Alter Construct lasts for 10 + Charisma modifier rounds. The Construct Alter is dispelled when the duration of the Alter is up.

Special Qualities: You gain the following listed Construct traits whenever the Alter Construct is summoned, you have damage reduction 25/adamantine, darkvision 60 ft., immunity to magic, low-light vision at all times.

-Immunity to all mind affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
-A construct with the fast healing special quality still benefits from that quality.
-Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage.
-Constructs do not eat, sleep, or breathe.
-Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.

Combat

The Tender Fist, Resshin (Ex): You may attack with either fist. The other fist takes a -5 penalty if you attack with it on attack rolls. Each fist deals 4d10 points of damage, and can ignore up to DR 30/-. The type is bludgeoning damage, and deals damage on a critical roll of 18-20 for x4 damage.

Shoulder Spike Diamond Sword (Ex): You may remove the diamond shards on your shoulders as a standard action and form them together to create a greatsword. It is treated as a masterwork adamantine greatsword for the purpose of overcoming Damage Reduction, and can ignore DR/-, with a +4 bonus to attack and damage.

The Greatsword's Stats are as follows:

Greatsword: Damage: 4d10 Critical: 18-20/x4 Weight: 4 lb. Type: Slashing


Immunity to Magic (Ex): The Construct Alter is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows the Alter Construct (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the Alter Construct and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Alter Construct to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an Alter Construct hit by a fireball gains back 6 hit points if the damage total is 18 points. An Alter Construct gets no saving throw against fire effects.

An Alter Construct is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Abilities: Increase the base creature's ability scores as follows: Strength +8, Constitution +10, Dexterity +12, Intelligence +6, Charisma +8.

Normal: You summon a weaker construct that is not a part of your body, and thus you have much less benefits.

Alter Construct Extended [General]

Prerequisites: Alter Construct Template, Alter Construct Instant Summon, Charisma 24.

Benefits: The duration of the Alter Construct is tripled.

Normal: The duration of the Alter Construct is only 10 + Charisma Modifier rounds.

Alter Construct Extra Use [General]

Prerequisites: Alter Construct Template, Alter Construct Instant Summon, Alter Construct Extended, Charisma 22.

Benefits: You may use the Alter Construct summoning ability once per encounter.

Normal: You may use the Alter Construct summoning ability once per day.

Alter Construct Instant Summon [General]

Prerequisites: Alter Construct Template, Charisma 20.

Benefits: You may summon the Alter Construct as a free action.

Normal: You may only summon the Alter Construct as a standard action.
RoCkEtInToXiCaTe

08-05-06, 08:32 PM
Viashino

From Magic: The Gathering.

Physical Description: The Viashino are a bipedal reptilian species hailing from the Great Desert of Jamuraa, a continent located on the massive plane of Dominaria. Their skin is most often a sandy or green colored, acting as camouflage in their natural environment. They range from 1 to 1.5 meters tall, and can weigh up to 67.5 kilograms. Each of their four-fingered hands sports small claws where most species have fingernails, as do their bird-like three-toed feet. These claws aid in climbing, and are truly effective in combat. They have a natural hunch to their wiry form, and a craning neck that gives their head nigh-360x360 degree rotation. Like the smaller reptiles they are related to, their eyes are slightly sunk into the sides of their ovular skulls, and they have no nose, simply nostrils at the front of their faces. The Viashino are naturally carnivorous, and sport a mouthful of razor-sharp teeth to prove it. Their keen senses and natural stealth, combined with their above-average agility, intelligence, and relentlessness, make them excellent hunters.

A tip: When traveling the Great Desert, avoid wearing the scales of lizards, for the Viashino rule the sands and look poorly on the skinning of their cousins.

Behavior/Personality: The Viashino are in general fairly somber and fatalistic, as the desert has claimed way too many of them over the millennia. They believe that all beings hold a great connection to nature and their ancestors, and thus respect reptiles and lizards, since they are their "fathers". They also believe the universe is a place where death could come at any time, so honor and accomplishment are extremely important. To a Viashino, one without honor might as well be dead.

Society: The Viashino are nomads, wandering the desert, and forming temporary villages here and there. They are divided into several tribes, with various clans within these tribes. Supremacy is determined by trials of combat (similar trials are held when a Viashino male is to enter manhood), with the strongest male leading the tribe, assisted by a council of elders and 5 handpicked advisors. The Viashino live by strict codes of conduct, and the punishments for breaking their laws are but two: death and exile. Exile is held for the more serious crimes, such as murder and desertion, as the Viashino would rather die than live exiled in shame. The different tribes can be recognized by their weapons and the different patterns they paint upon their bodies. Over the millennia, there have been many different Viashino tribes, but the ones that exist today have been for over 500 years.

The tribes are as follows:

The Beast Smashers
The Beast Smashers are the premiere hunters of the Viashino. They have mastered either the destruction or the subjugation of almost every known animal in the Jamuraan desert. They have even managed to tame several of the fierce Viashivan Dragons, which are, this researcher will tell you, some of the most awesome and destructive creatures I have ever had the misfortune to run across. The traditional weapons of the Beast Smashers are the whip and the pike.
+4 str, +2 dex, -2 cha
Favored Class: Ranger

The Thought Shapers
The Thought Shapers are the artists and scholars of the Viashino. They have developed ways to transform sand, rock, and bone into figures of loveliness I am incapable of describing adequately. They keep the only written records of Viashino history and lore. It was with this tribe that I spent much of my time in the Great Desert. The traditional weapon of the Thought Shapers is the dagger.
+4 Int, +2 Dex, -2 Str
Favored Class: Wizard

The Wind Riders
If you look to explore the Great Desert, then the Wind Riders are the tribe you should seek. The Wind Riders are the Viashino's explorers, and supposedly have wandered so far as into the jungles and mountains that frame the Great Desert. They are forever moving, even more nomadic then the other tribes, so locating them may be slightly difficult. The traditional weapons of the Wind Riders are the Quarterstaff and the Spear.
Favored Class: Druid
+4 dex, +2 con, -2 int

The Blood Eaters
The soldiers of the Viashino are the Blood Eaters. Though all Viashino are trained in the ways of combat, the Blood Eaters focus on it. They are some of the fiercest and most disciplined warriors I have ever known. The traditional weapons of the Blood Eaters are the Battle Axe and the Sword.
Favored Class: Barbarian
+4 str, +2 con, -2 int

The Sandstalkers
The Sandstalkers are a special tribe. They are comprised of Viashino who share a common genetic variance; one which makes them holy figures to their people. Sandstalkers are born with dark green skin instead of sand colored, and are on average 1.5 to 2 meters tall and often weigh up to 112.5 kilos. Where most Viashino are wiry and sinewy, the Sandstalkers are stocky and muscular. Their heads are much more rectangular, and they have light spines which grow from the base of their skulls all the way down to their tails. The Sandstalkers are even more agile, strong, and stealthy than other Viashino, and have an amazing ability: they can blend into their surroundings instinctively, melting away so quickly they seem to vanish in plain sight. As far as is known, a female Sandstalker has never been born. When born, the Sandstalker is immediately taken from his parents, and brought to be raised and trained by the other Sandstalkers. The might and guile of the Sandstalkers have made them legends to the other sentient races of the continent. Some believe the Sandstalkers to be illusions; those with scars know better. The traditional weapons of the Sandstalkers is the Scimitar.
+2 str, +4 dex, -2 con
+2 to all hide checks
Favored Class: Rogue

History: It is not known if Viashinos migrated to Jamuraa, or if they were always there. Viashinos are also locked in eternal combat with there dragon kin, though some viashinos have been known to subdue and even command dragons.

Leadership: A Viashio tribe is lead by a Patriarchal-Warlord, or Be'yyi in there language. This was mutated into Bey.

Lizard-Folk native to the deserts of Jamuraa and Shiv, the Viashino are descendants of the lizards. Quick, agile, and skilled with metalworking they rule the sands. They are constantly skirmishing with the Goblins also native to Shiv, the Ghitu tribe of humans, and even the great Shivan Dragons themselves. They live in clan communities, each led by a bey.

Viashino are also known to live within the city-plane Ravnica, in which most are members of the Gruul Clans or the Cult of Rakdos (and, on very rare occasion, the Boros Legion).

An interesting fact about the Viashino presented in the book "The Prodigal Sorcerer" is that until adulthood, their gender cannot be determined (even by themselves.) Young Viashino choose to be called "he" or "she" according to personal preference.

Racial Traits:
Medium Size
Base Land Speed: 40 feet. 10 climbing speed. 10 burrowing speed.
+2 natural armor
Natural Weapons: 2 claws (1d6), 1 bite (1d4)
Special Qualities: Darkvision 60 feet.
+1 Racial Attack bonus vs. goblinoids.
+2 Racial bonus on craft check related to metal.
Auto Language: Draconic, Common. Bonus: Any language (Except secret languages).
Favored Class: Tribal Dependant
LA: +2
TVirus

08-06-06, 07:21 AM
I have two race packs available for download. They add a total of 31 races, so I don't want to add them all right now, it's 6:21 AM.
Izodor_Shadowcaster

08-06-06, 01:51 PM
Just as a reminder, we have 8 races of the 15 needed for the contest. If you want to be part of the first 1001 races workshop contest, post your races now!

not in the contest because made by a judge:

Ghosttouched

still working on it... I have an idea, but not a terribly good one to post on this moment. I will post more when I know what I want with this race.
RoCkEtInToXiCaTe

08-06-06, 08:05 PM
Troll, Azerothian
Azerothian Troll, 1st-Level Ranger
Medium Monstrous Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 natural, +3 studded leather armor), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Shortspear +2 melee (1d6+1) or shortspear +1 ranged (1d6+1)
Full Attack: Shortspear +2 melee (1d6+1) or shortspear +1 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 30 ft., fast healing 1, favored enemy magical beasts (+2), wild empathy
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 13, Dex 11, Con 14, Int 8, Wis 11, Cha 4
Skills: Handle Animal –1*, Hide +3, Knowledge (geography) +2, Move Silently +4, Spot +4, Survival +8
Feats: Point Blank Shot, Track (B)
Environment: Temperate plains and forests
Organization: Solitary, pair, troop (2–5), band (7–9), or tribe (10–200 plus 10% noncombatants plus 1 shaman of 5th level or higher)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

A stout humanoid with a tusked face stands before you. Its skin is light blue, and its hair is bright red, held up straight up from its head.

Azerothian trolls, despite their name, share little in common with their larger cousins. Raised as hunters from birth, Azerothian trolls make excellent scouts and spies. They usually attack from a distance with spears and javelins to avoid unnecessary risk, but they are nothing close to fearful of melee. Higher-ranking warriors often ride dire bats and circle around their opponents in combat. A typical Azerothian troll has light blue skin, but green and purple variations are common. Like humans, they often adopt outlandish clothing and hair styles, usually in the form of a mohawk, and typically dye it some obnoxious color like red, green, purple, or bright blue.

Loners by nature, Azerothian trolls feel at home only with others of their kind. They are generally sarcastic in manor, and they don’t take well to authority, especially if it doesn’t involve combat. Their love for battle leads many of them to become professional mercenaries, though they tend to find that most employers' offers lack the amount of action they seek.

Azerothian trolls stand 6 feet tall and weigh about as much as a human. Trolls speak Common, and a few also know Orc or Giant.

Combat
Despite popular belief, Azerothian trolls are extremely crafty combatants. They prefer tactics over brute strength (although they love to engage in melee), using the terrain and an enemy’s weaknesses against it whenever possible.

Skills: Azerothian trolls have a +4 racial bonus on Survival checks.
*Azerothian trolls have a +4 racial bonus on Handle Animal checks made to deal with bats and dire bats.

Azerothian Trolls as Characters
Most troll characters are rangers and/or barbarians. Shamans hold a high rank in troll society, serving as both spiritual and military leaders for their tribe.

Azerothian troll characters possess the following racial traits.
— +2 Constitution, +2 Wisdom, –2 Intelligence, –4 Charisma.
—An Azerothian troll’s base land speed is 30 feet.
— +1 natural armor bonus.
—Darkvision out to 30 feet.
—Special Qualities: Fast healing 1.
— +4 racial bonus on Survival checks. +4 racial bonus on Handle Animal checks made to deal with bats and dire bats.
—Automatic Languages: Common. Bonus Languages: Giant, Gnoll, Goblin, Orc.
—Favored Class: Ranger.
—Level Adjustment: +1.

The Azerothian Troll Ranger presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Subraces:

Azerothian Troll Witch Doctors characters possess the following racial traits.
— -2 Strength, -2 Constitution, +2 Wisdom, +2 Intelligence.
—An Azerothian troll’s base land speed is 30 feet.
— +1 natural armor bonus.
—Darkvision out to 30 feet.
—Special Qualities: Fast healing 1.
— +4 racial bonus on Spellcraft checks. +4 racial bonus on Handle Animal checks made to deal with bats and dire bats.
—Automatic Languages: Common. Bonus Languages: Giant, Gnoll, Goblin, Orc.
—Favored Class: Wizard.
—Level Adjustment: +1.

Azerothian Troll Beserker characters possess the following racial traits.
— +2 Strength, +2 Dexterity, –2 Intelligence, –4 Charisma.
—An Azerothian Troll’s Beserker base land speed is 30 feet.
— +1 natural armor bonus.
—Darkvision out to 30 feet.
—Special Qualities: Fast healing 1.
— +4 racial bonus on Survival checks. +4 racial bonus on Handle Animal checks made to deal with bats and dire bats.
—Automatic Languages: Common. Bonus Languages: Giant, Gnoll, Goblin, Orc.
—Favored Class: Barbarian.
—Level Adjustment: +1.

Credit due to Dracomortis! I only made the subraces.
turalisj

08-06-06, 08:28 PM
Racial Traits:
-2 Str, +2 dex, -2 Con ,+4 Int, +2 Wis
Minbolds are small and nimble, yet lack the hardiness of other races. They make up for that with supior intelligence and predatory cunning.
Base speed of 30ft
Small size
Power reistance 5+class levels+intellignece modifier. Minbolds are naturally resistant to attacks from other psionic powers.
4 natural power points. Minbolds are deeply attuned to the psionic powers, and as such all Minbolds have some psionic ability.
Power-like abilities: 1/day- Telekinetic Thrust, Expansion.
Hive Mind- Minbolds are connected to each others thoughts and feelings, and attack like an army of ants. Their hive mind makes it hard for anyone using powers from the telepathy discipline to detect them, and have a +4 will save against powers of that domain. Their hive mind is lim ited to 100ft. So if there is one minbold, then thier will be a swarm of them heading your way.
Racial Skills: +2 on Craft(trapmaking), Proffesion(Miner)
Favored class: Psion
LA: +2.
frasmage

08-06-06, 08:31 PM
Here is a race I made for a campaign setting I am currently building. It is fairly imbedded in the campaign setting background-wise, so you may not understand some of the descriptive stuff, but it is still a really cool race. I have also made many feats and PrCs for them, but I can't really disclose those yet

Hope you like this guy



Kytan
http://do-ob.com/frogman.jpg

Kytan are one race most zoologists conclude are the most out of place in terms of their usual habitat. Though most live in the unforgiving frozen desert of Morkar, a Kytan will naturally self-petrify if exposed to extreme cold. This natural defense mechanism is responsible for the many “statues” found across the frozen desert. The reason Kytan are almost exclusively found on this continent is that they were there long before the Great Frost, back when this area was a temperate continent. Since then they have become the standard slaves of the lords of the frost who now rule this forgotten continent.
The lords of frost take joy in tormenting their slaves and will freeze (and retro-actively petrify them) any Kytan who misbehaves. Some of the more cruel lords will leave a garden of statues and only defrost a slave if there is job for it to fulfill.
The Kytan are magically bound to the continent and find it difficult to leave. Not to mention the fact that even if one escapes its master, its chances of crossing the frost and remaining in flesh are quite low.

Personality:
Kytans are often very shy and a little clumsy, as they have been enslaved for centuries under the many cruel lords of frost. Despite this, Kytan have a tendency to be both curious and troublesome. More often than not, Kytans will be tempted to try anything that pops into their heads; even if such actions could (and often do) have serious repercussions. Kytan are generally reserved and quiet around others, but can become quite daring when no one (or no one who cares) is watching. This tendency has caused a lot of trouble for many of the enslaved Kytan, who may accidentally damage or break something of importance to their masters. Such actions are often rewarded with a long break… as a statue in their masters’ gardens. Regardless of how troublesome or reserved they are, Kytan are almost always good at heart. It is rare to see a Kytan with cruel intentions; even selfishness or greed are uncommon traits in Kytans.

Physical Description:
Kytans, at a comfortable stance, are between 3 ½ and 4 feet tall. If the stretch their frog-like legs, they can extend to about 5 feet tall. They generally weigh between 40 and 80 lbs. Their skin tone varies from yellow-brown to green. Kytans no necks and their heads project directly from between their shoulders. A long, agile tongue often escapes the Kytan’s mouth. Kytans have no hair on their bodies.

Relations: Kytan are not very open to strangers, especially those of other races. It is not that they are unsure of the motives of others, but more often than not, they are simply shy. They prefer to stay quiet until they build trust with an individual. Once a Kytan builds a relationship other creatures, they will often be treated like family. Kytans tend to be friendlier towards humans, as they are the most commonly seen outsider race in Morkar. They also recognize gnomes and dwarves, who are fairly common in Morkar. Kytan usually mistake elves as humans and halflings for gnomes (or vice versa), having trouble recognizing the difference between these similar humanoids. Likewise, the occasional confused Kytan will mistake a halfing or gnome as a human youngling.

Alignment: Kytan tend towards good. They are often fairly simple-minded and kind creatures. Kytan have little preference towards law or chaos. Though many are freedom fighters (a chaotic trait), Kytan often understand the need to for rules and readily follow commands (a lawful trait).

Kytan Lands: Most Kytan live in Morkar, their native lands. A massive amount of the Kytan population is enslaved by the Lords of Frost, in the center of the continent. A good portion also lives in the many colonies on the shores of Morkar. Of course, Morkar is not the most hospitable home to cold weakened creatures. Many have emigrated elsewhere, though they usually live in minority wherever they go. The largest Kytan populations can be found in Caer and Ahmun.

Religion: Ky is the central god of the Kytans. He stands for their freedom and their safety. A shrine or even a church of Ky can be found almost anywhere pockets of Kytan culture can be found. Kytan also worship Ky’s daughter Kysha, the Hearthmother. She is the protector of the Kytan and of the warmth essential to life. Those Kytan enslaved in Morkar may be mislead into believing that Kice is their protector god, though his true intentions are the exact opposite.

Language: though most Kytan learn the common tongue, they also have a language of their own. This language, named Kytan by outsiders, consists of throaty noises resembling croaking sounds. This language is rarely used with anyone but with other Kytan. Kytan will speak in the common tongue with anyone else.

Names: By tradition, Kytan names begin with the prefix Ky- (always pronounced kai) and are followed by one or more other syllables. Naming their children after the Kytan god Ky is a sign of reverence and worship. Naming the youngling anything is a sign of disrespect. Kytan do not have family names, but may adopt a clan name or a nickname.

Male Names: Kyf, Kyler, Kyme, Kyso, Kyto, Kyzin

Female Names: Kydi, Kyla, Kynia, Kyra, Kyshi, Kywah

Adventures: Kytan don’t usually go on adventures for the gold or personal benefits. Most will either leave on adventures for the best of others. The most common quest taken on by Kytan is that of attempting to liberate other Kytan from the Lords of Frost. Some Kytan may decide to leave for the purpose of seeing what else is out there. Occasionally a Kytan will go adventuring to test themselves and attempt daring tasks.






Racial Features:
Humanoid (amphibious)
~ -2 str, +2 dex, -2 cha (Kytans are fast yet weak and often shy)
~ Small size (+1 size bonus to attack rolls and AC, wield smaller weapons, ¾ carrying capacity, +4 bonus on hide checks)
~ 30’ movement (Kytan’s legs can propel them across great distances)
~ +4 racial bonus on jump checks
~ +2 racial bonus on escape artist checks
~ Cryolithic blood (Ex): whenever a cold effect would reduce the Kytan’s HP below 0, he instead takes no cold damage but turns to stone (no save). In this form, he is immune to both fire and cold effects. He remains in this form indefinitely or until dealt heated up or given access to a stone to flesh spell. To be heated up, a Kytan must be dealt an amount of fire damage equal to or greater than his maximum hit points (may be total of several effects) or left in a warm climate for certain an amount of time (given below). While in stone form, a Kytan heals HP as if it was resting normally (after 24 hours, heal an amount of HP equal to double HD).
~ Amphibious (Ex): May remain underwater for a number of rounds equal to quadruple their constitution score before risking drowning.
~ Cold weakness (Ex): A Kytan takes 25% more cold damage from cold effects and spells with the cold descriptor.
~ Tongue (Ex): A Kytan’s tongue can stretch up to 5’ longer than its normal reach. Its tongue is not strong or nimble enough to carry a weapon or to harm a creature directly, but may be used to grasp small objects or deliver touch attacks. Grasping an unattended object merely requires a touch attack, but grasping a carried or worn object requires a disarm check. A Kytan takes a -2 penalty on disarm attempts made with his tongue, but gain a +2 bonus on any sleight of hand checks made to grab and conceal an item. A Kytan may make an attack with his tongue (for any purpose; grasping objects, delivering touch attacks, etc.) in the same round in which he/she takes a full-round attack action, though doing so counts as multiple weapon fighting. A Kytan is always eligible to take multiple-weapon fighting instead of two-weapon fighting feats (he/she may choose to take two-weapon fighting feats instead, though the reduced penalties do not apply in rounds the tongue is used).
When grasping an item with his/her tongue, without the aid of any of his/her other members, a Kytan lifts items as if his/her strength score were 4 points less. (Reduced carrying capacity, -2 penalty on strength checks)
~ Languages: common, Kytan.
Bonus Languages: abyssal, draconic, dwarven, giant, gnome, mariner
~ Favored Class: Rogue

defrost time
Warm 1 week
hot 1d6 days
severe heat 1d3 days
extreme heat 2d6 hours
unearthly heat 1 hour
burning heat 1d4 rounds


Due to the fact that Exooki does not want comments posted in this thread, please feel free to proceed to this thread (http://boards1.wizards.com/showthread.php?t=683812). this is the reposted thread for the Kytan.
benstundze

08-07-06, 01:08 PM
ok my first race here i go
Aquateer
http://thundercats.vpga.com/bios/ooze_bio.jpg

They are a race that has lived alongside the humans for thousands of years. Way way back when the world was new and full of wonders things. There was an evil wizard who cast a spell on a noble tribe of humans to steal there land. The spell was a wicked and terrible deed. It merged the humans and oozes that populated the surrounding area and turned them into monsters. After thousands of years they are back and ready to take back their land from the evil wizards descendents.

Physical description
They are a lean and cunning race and love to take on challenges that employ both to the max.

Alignment
All they really care about in life is getting back their land and so are normally neutral.

Land
Because of there merging with the oozes they have an eternal love for water. So always live near a lake or river.

Adventuring
They are crafty and polite and there for most groups like them.

Favored class
Because of there ability to turn into a small ooze they tend to be rogues.

Stats

Ability: +2 dex +2 int –2 con, -2 cha

Size: M

Skills: +2 hide and move silently

Languages: common

Special: liquefy

LA:0

Liquefy
An Aquateer is able to turn into a small ooze 1’s a day for 2+int mod a day
SquirrelMortis

08-08-06, 10:14 AM
Frasmage, your Kytan race is totally awsome. I especially love how their tounge can deliver touch attacks. The cold weakness added some nice flavor. Great Work (and the picture is good to ;) )
SquirrelMortis

08-08-06, 11:20 AM
Hyourbles

The hills of the west would be unpopulated, if not for the roving Hyourble clans. Reknowned for their amazing feats of courage and stamina, the Hyourable people always act as if they are on the brink of war (and many times they are).

Personality: Hyourbles have a very honor based culture, and thus are unlikely to lie or cheat. Their culture also has a strong tie to beer as well ;)

Physical description: Hyourbles are short and stocky. They typically have a lion-like mane of hair, a broad flat nose, and round, bright eyes.

Relations: The Hyourbles get on fine with dwarves. They hate orcs and gobins, for they have a habit of invading Hyourble territory. They don't have much and opinion on humans, and they think gnomes and elves are to arrogant to be trusted.

Alignment: Hyourbles tend towards no particular alignment.

Religion: The Hyourbles don't revere any particular deity. The rare who do worship a deity worship Kord or Fharlagn.

Languages: Common, Hyourble

Names:

.Male: Gronen, Famorr, Agorrieen
.Female: Foma, Sunnseed, Golflower

Adventures: Hyourbles adventure to prove themselves worthy to their clan. Some do it because they love living life on the edge. Some do t because they love killing things.

Hyourble Racial Traits:

+2 constitution, -2 wisdom: Hyourbles are tough, but foolhardy and hot headed.

Medium sized

Base Land Speed: 20 ft. However, it stays at 20ft even if in medium or heavy armor.

+2 bonus on saves against fear: Hyourbles are very, very courageous.

+2 bonus to survival, handle animal, and hide: Hyourbles live in the wild, and are accustomed to its danger.

Mighty Throwing (Ex): Thrown weapons used by Hyourbles have an added 5 feet to their range increment (example, a daggers range increment becomes 15 feet).

Languages: Common, Hyourble. Bonus languages: Dwarven, Terran, Ignan, Undercommon, Abyssal, Infernal, Halfling, Giant

Favored Class: Barbarian

Height and weight: Dwarf

Age: Halfling
frasmage

08-08-06, 08:56 PM
Frasmage, your Kytan race is totally awsome. I especially love how their tounge can deliver touch attacks. The cold weakness added some nice flavor. Great Work (and the picture is good to ;) )

thanks a lot
Actually the cold weakness is there as a second to cryolithics (which is the base line of the race). The cold weakness is tho make sure that people can use it.
Izodor_Shadowcaster

08-10-06, 02:33 AM
The contest is almost over!!! We only need 1 more race so if you want to win, post your race now!!!


...made by a judge and not in the contest...
Shapeshifter

a creature that can change into one type of animal.

Shapechangers are mystical creatures. They look just like humans, but they are different. Each individual can change into one kind of animal. Some can change into something that looks like a wolf, cat or monkey. They are sons of the norse god Loki and Mona, goddess of the moon.

Physical Description: They look just like humans do. They can be short, long, think, thin, black or white. They sometimes have a savage look, and some recognize the animal in them, but they are always very beautiful and handsome.

Personality: Tricks, jokes and lies. These are the tools of a Shapeshifter. They lie and betray. They care nothing for their former allies if their new ones are better, stronger or have something that can be useful. They do not like to fighttheir way out of a problem and they usually use words, because words can be powerful friends or terrifying enemies.

Relations: Their allies shift just as easily as they do. They like halflings, but they could also live with orcs or half-orcs. They like humans, because they are so easy to trick. They like gnomes for their jokes, but still they think most of the gnome jokes are not evil enough.

Alignment: Most Shapeshifters are Lawful Evil. They lie, but they have some strange type of honour. Variants on this alignment exist, but are rare.

Lands: Shapeshifter's do not have their own lands and they try to blend in with humans.

Religion: Shapeshifters are very religious and they worship Loki, god of trickery and Mona, moon goddess of beauty. They will never prey to a different god and all that do are to be "joked and tricked" with.

Names: They use human names.

Age, hight and weight: Like normal Humans.

Shapeshifter traits:

http://www.wizards.com/dnd/images/cw_ag/75428.jpg

Lykan Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Constitution, -2 Strength
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a wolf. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a werewolf. When in this form he has one 1d4 bite attack.You are still medium.
*Track in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Ranger

Berserk Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a bear. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a werebear. When in this form he has two 1d4 claw attacks.You are still medium.
*Endurance in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Barbarian


Raven Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Charisma, -2 Strength
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a raven. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a wereraven. When in this form he has a +1 on Will Saves. You are still medium.
*Diligent in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Incarnate (Magic of incarnum, else use sorceror)

Horse Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Constitution, -2 Wisdom
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a horse. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a werehorse. You are still medium.
*Run in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Cleric

Monkey Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Intelligence, -2 Wisdom
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a monkey. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a weremonkey. You are still medium. You gain a 1d4 slam attack.
*Acrobatic in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Bard

Toad Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Constitution, -2 Charisma
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a toad. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a weretoad. You are still medium. You gain a +1 on Fortitude saves in this form.
*Athletic in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Wizard

Rat Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 Intelligence, -2 Wisdom
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a rat. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a wererat. You are still medium. You gain a 1d4 bite attack.
*Nimble Fingers in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Rogue

Cat Shapeshifter traits

*Humanoid with the Shapechanger subtype
*+2 on Dexterity, -2 on Strength
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a cat. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a werecat. You are still medium. You gain two 1d4 claw attacks.
*Agile in any form
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Rogue

Sheep Shapeshifter traits, I know, it isn't a joke!!

*Humanoid with the Shapechanger subtype
*+2 on Intelligence, +2 on Charisma, -2 Strength
*Medium, base land speed 30 feet
*Minor Shape Change: They have the supernatural ability to change their appearance as though using a disguise self spell into a hybrid form of a sheep. This affect their body and not their clothes. This is a physical alteration and not an illusion. A Shapeshifter can use this at will and it lasts until he changes back. He return to its natural form when killed. When in this shape he gains a +10 bonus to look like a weresheep. You are still medium. You gain a 1d4 bite attack.
*you gain Path Focus as a bonus feat (ToM)
*Languages: Common, Spirit Tongue, Bonus Languages: Any
*Favored Class: Shadowcaster (ToM)

will add others soon... ;)
frasmage

08-10-06, 10:23 AM
One more? can I call that slot?
I have two other races that i have done that are actually fairly neat

The only problem is they are on my home computer, not my work computer :tantrum:. So if you don`t mind waiting until 5-6 o'clock tonight I can give you them (unless i find time to type them up during my lunch break)

One is the frost lich - who happens to be the dominator of my other race (Kytan), the ones who enslave them ;)

The other are mist elves. Not just another elf subrace, but a completely new concept.

I will try to get them as soon as possible if you don't mind holding rank for me

Edit: You want a race in this post? I made a dwarf subrace for the same campaign If you want that too? (If I post it, you don't need to count it in the competition as it is not that outstanding)

Ok here is that race (do not count this in the competition):

Glacier Dwarves:
(as deep dwarves, except as noted)
~Icecunning: As the deep dwarf stonecunning, except it applies to any structure of ice and/or snow. Glacier Dwarves do not have stonecunning.
~Skills: +2 racial bonus on balance and climb checks, this replaces the deep dwarf’s racial bonus on craft and appraise checks
~Cold Endurance: Glacier Dwarves gain Cold Endurance (FB) as a bonus feat. However, Glacier Dwarves do not gain any racial bonus on saving throws against poison.
frasmage

08-10-06, 01:01 PM
Thanks for holding up, you won't regret it :)

Sharsan (Mist Elves):
(Sketch coming soon)
Through the foggy woods of Lisim (Le-Zeem) beautiful elf-like creature gracefully glide around the forest.

(Descriptive Stuff coming soon)
CRAP saved the descriptive stuff somewhere else and can't find it - looks like I will just have type it up - which may take some time, but I'll get it done.

Physical Description: Mist elves, though sharing a few similarities, are not at all related to high elves. The biggest physical difference is that mist elves legs fade out around the knees. Their lower legs and feet seem to be invisible or hidden, though as far as anyone can tell, they do not even exist. (TBC)

Sharsan Racial traits:
=Medium Humanoid (elf)
=+2 dex, +2 cha, -2 str, -2 con, -2 wis (mist elves move smoothly and elegantly and are very visually beautiful, though they are frail and know only what the extraplanar beings tell them)
=Speed 30' (see mistfoot below)
=+2 on all diplomacy and knowledge (the planes) checks
=Mist elves do not sleep (immune to sleep effects), though they must still meditate for at least 4 hours to regain any spells. Sharsan must drink 1.5x as much liquids as other races. If the Sharsan does not drink the required amount of liquids every day they become quite sick. In addition to being dehydrated, they may not use their mistwalk or call mist abilities and take a -2 penalty to constitution. All penalties last until a sufficient amount of liquids (normal amount for a 24 hour period) are consumed, at which point all penalties subside.
=Mistfoot (Ex): Mist elve's feet fade out around the knees into nothingness. No feet touch the ground, however the mist elves hover slightly above the ground. This gift of the higher beings provides many benefits and drawbacks. Firstly, Sharsan may cross difficult terrain without penalty. They also gain a +4 bonus on checks against trip attempts, as the do not have legs to be pulled out from under them. However, they take a -2 penalty on all bull rush, overrun and grapple checks (both offense and defense) as they cannot ground themselves on the floor beneath them. Mist elves can also be blown around like flying creatures. In winds of at least severe strength, the Sharsan is treated as being a flying creature of her size, though she is still on the ground.
=Call Mists (Sp): A Sharsan may use obscuring mist (centered on self only) once per day.
=Mist Walk (Su): A Sharsan may use an effect similar to water walk on herself, escept as follows: The duration is 1 round per HD per day and the duration need not be consecutive. Activating this ability is a free action.
=Sold Soul (Su): Many Sharsan's souls are already under contract with the various genies who have granted them power. Sometimes a Sharsan's soul's fate has been decided eons before they were even born and sometimes they do the dealings themselves. Because their souls have been dabbled with, they are harder for others to damage or take. Mist Elves gain a +2 bonus on saving throws against negative levels, energy drain and death effects. However, upon death, there is a 25% chance that the mist elf's soul instantly be taken away, making ressurecting the character all but impossible (the only way to bring them back would be to make another deal with whoever now owns the soul).
=Automatic Languages: Common, Elven
=Bonus Languages: Any (other than secret languages), dealing with extraplanar beings brings them opportunities to learn about a variety of languages.
=Favored Class: Sorceror

Should you wish to post comments on this race (without getting exooki upset ;)), please visit the other thead of this race - Mist Elves, not just another sub-race (http://boards1.wizards.com/showthread.php?t=683797)
Shadeau

08-10-06, 03:51 PM
First Off: I am not good with the stats and I am new to D&D so if anyone wants to help me fill those in I would love the insight.

So with that out of the way... I present:

The Grogoneese

Their race has spawned many myths and many a formidable foe for wary travelers in the swampy and forested areas of the world. They are most often found in the petrified lands of Gr'noz, an uncharted swam area so ecologically barren that few would consider entering for hunting and foraging, much less for colonization or community building.

The gods that rule their homelands are filled with understanding and concern for the endless cycles of life and death. So much of their lives are devoted to one of three paths. Druid of Life, Druid of Death, or Druid of Rebirth. (More to Follow in religion)

Personality:
Grogoneese are fierce and wildly intellectual hunters. They have a grace unprecidented in the swamps and forest, rivaled only by the Elves of the region. However unlike most elves they have an agressive personality that drives them to be hyper competitive with each other and any others that make their way into their dank kingdoms. Grogoneese tend to be outsiders when interacting with other humaoids, however with the flora and fauna they seem to be as at ease as can be. Nearly carefree and sprite like when left alone to their own devices. However the approach of another walker, leads them into a hunters frenzy that often leads to conflict, normally settled swiftly with their racial abilities.

Physical Description:
Grogoneese when standing fully erect range from 6.5 to 7.75 feet tall. They generally weigh in at 250 to 300lbs. Their skin is serpentine in appearence and texture. The tone varies from soft mossy green's to deep browns and blacks Their skin tone varies from yellow-brown to green. The most startling attribute of this race stands out clearly upon their heads, instead of hair the Grogonese have masses of prehensile tail like growths that can exude a number of venoms, providing them a Gorgon like appearence. Gorgoneese are otherwise hairless.The females are always larger and more animalistic than the males, appearing more serpentine. Males are somewhat more humanoid, with softer faces, and more "traditionally" feminine qualities. Local legends accredit them with the gaze of a Basilisk, linking this race very clearly with the legends of the Gorgon's and Medusa (as do the Hair, and Mating/family/clan/clutch items described below)

Relations:
Grogoneese dispise trespassers and view any excusion into their lands as a direct attack unless negotiated with the clan's females, though normally intruders are dealt with before any negotiations are completed. Their clans are small, consisting of roaming males with a set of no more than three females (often the females are siblings from the same birthing clutch). Males that enter a female clan's nest when the females are not prepared for mating are normally slaughtered. The life of a Male Grogoneese is one of constant observation and careful planning for appropriate placements of themselves with the females at an appropriate time. Children are reared for a brief period of time, when a clutch is born they often appear to be purely serpants, and the female grogoneese carefully holds them within their prehensile hair until such time as they are large enough to hunt for rats and other bog related prey, at that time they are released into the wilds. Over the next 40-60 years they grow and slowly form humanoid legs. No Grogoneese is considered Mature until the age of 100 and only if their birthtail is fully gone.

Alignment:
Grogoneese believe in only 3 things. Life and Death and Rebirth. All things lead to one of these. They are beings of the wild and are almost wholely self sufficient. Their allignment varies from Chaotic Evil to Lawful Good, depending on the activity at hand.

Ex.: A Grogoneese might sense a fight coming, she may be with clutchlings, and will sometimes kill a nearby innocent in order to re-animate them for the use in defense of thier young. Life leading to Death leading to rebirth.

Some worship the wild are are Druidic others worship the dead, and are skilled Necromancers. All others fall somewhere in the middle

Grogoneese Lands:
<<Need to do research on lands>>

Religion:
The Idea of "God"'s are not ones tha the Grogoneese even attempt to ponder. They worship what is around them. They are creatures that don't often trust that which can't be seen or touched. As such their religious beliefs are limited to "worship" of the three main processes of their world. Life - the process of bringing new energy/beings/things into the world, Death- the destruction/ending of all things, and Rebirth - The process by which something that once was nothing, becomes something.

Language:
Grogoneese, while feral are still intelligent. They have been known to toy with a kill long enough to learn pieces of it's language, which becomes part of their Clan's speech. All Grogoneese speak with each other through a complex albeit subtle language utilizing their prehensile "hair"

Names:
Amongst themselves each Grogoneese is recognized by their movement and the pattern of their scale like skin.

Amongst other races they have been known to take more common names. Usually the first words they learn amongst these are manipulated into their names.

One was once asked "Do you speak common?" and after lengthy learning she took the name Sspe'mon a merging of speak and Common.

Adventures:
Grogoneese are a predatory race, and often can be convinced to join any hunting party. No matter what the hunt is. However they are always at odds with their distrust of others, and will normally remain at the back of the pack so no one can attack them from behind. Many males, forced out of mating areas have ventured to local cities and capitols. Females are a much more rare find, as they only adventure away from mating grounds if their siblings have been slaughtered in some fashion.

Racial Features:
Humanoid (serpentine)
~ (Strong, In tune with nature, yet not very charismatic <nearly none I would guess>)
~ Large Size
~ Slow moving but with fast strikes like a snake
~ Venomous tendrils: Prehensile hair can exude a poison << No clue what to do here>>
~ Stone Gaze: The same (if not weakened) as any petrify attack
~ Territorial Frenzy: When encountering a new threat the Grogoneese will experience a -3 INt and -3 Wis, while gaining +4 Str for the first round of each battle.
~ Languages : Grogoneese, Common
~ Favored Class: Druid, Necromancer, Ranger

~~~~~~~~~~~~~~~~

PLEASE let me know how I can make this race make sense and possibly be playable.
frasmage

08-10-06, 06:10 PM
Allow me to help

Racial Features:
Humanoid (serpentine)
the correct term is humanoid (reptilian)
~ (Strong, In tune with nature, yet not very charismatic <nearly none I would guess>)
+2 str, +2 wis, -2 dex, -4 cha
~ Large Size
... Try and stay small or medium - it is so much simpler
~ Slow moving but with fast strikes like a snake
this doesn't really have anything to do with the race, its more BAB and weapon selection. Though you are saying ~20' speed.
~ Venomous tendrils: Prehensile hair can exude a poison << No clue what to do here>>
:eek: That is quite a strong ability. I would say once per day touch attack to poison a creature (DC 10+1/2 HD+con, initial and secondary 1d4 dex)
~ Stone Gaze: The same (if not weakened) as any petrify attack
Holy Crap, you want to give it a super strong ability, you sure like to pile on the LA. How about more of a curse gaze - like hexblade curse, once per day as a gaze attack?
~ Territorial Frenzy: When encountering a new threat the Grogoneese will experience a -3 INt and -3 Wis, while gaining +4 Str for the first round of each battle.
Ok, never add/reduce ability scores in odd numbers (it adds to powergaming), and reduced int/wis won't affect them at all. I would suggest more of a +4 str, but -2 AC and -2 reflex
~ Languages : Grogoneese, Common
~ Favored Class: Druid, Necromancer, Ranger
Only ever give a race ONE favored class - simple enough? I think you should go with ranger

This is at least LA +1

Does that help? :)


Edit: Oh, oops exooki, finally found your description of the contest - don't get upset at me for this post, i didn't see your rule thingy. you should copy/paste that into the first post of this thread so other don't don't make the same mistake. -Frasmage
SquirrelMortis

08-10-06, 06:20 PM
Frasmage, would you be so kind as to post your frost lich race. If they are anywhere near as good as Kytan, I will love them. Plus, if I had a Kytan and a frost lich thing in one party, it would make for interesting Roleplaying.

Coming soon from SquirrelMortis Race Producers...

Wergles

Wergles are shy folk who live at peace with the forest.

Personality: Wergles are often shy and easily startled. They have an amiable charm about them. Wergles do not prejudice, and rarely speak ill of another without good reason.

Physical Description: Some Wergles are very short, very fat, have big round noses, and tufts of fluffly hair behind their ears. Some wergles are short and thin, with long pointyed noses, knobbly fingers, and bandy legs. Then there are the ones in between. Wergles hair ranges from raven black to scarlet red, their skin from pale white to dark brown tan, and their eyes anything from blue to green to yellow to brown.

Relations: Wergles judge not an entire race, but individuals.

Alignment: They tend towards good. Indeed, most are Lawful Good. But then, there are bad apples in every barrel.

Religion: Wergles chiefly revere Ehlonna, of the forests. She embodies their love of nature and their good nature. Some choose to worship Obad Hai as well.

Lands: Most secluded forests are home to the wergles...

Languages: Common
Bonus Languages: Any (save secret languages, such as druidic)

Names: As Gnomes (with a few subtle differences)

Adventures: Most Wergles adventure because they get wanderlust. Many do, because the life of a Wergle can't satisfy the more adventurous lot.

Wergle Racial Traits

+2 Dexterity, -2 Strength: Wergles are quick and agile, but naturally weaker than the norm.

Wergle base speed 30 ft. However, when wergles wear medium or heavy armor, their speed drops to 10 ft.

Small size

+2 bonus on all Hide, Move Silently, and Survival: Wergles are skilled at living in the wild, and thus are not easy to detect.

+4 AC against Abberations and Vermin: Wergles despise things that should not be and things that put shame on natures creation. Thus they are fueled with natures power when they battle such creatures.

Wergling (Su): Wergles have developed an art called wergling. This allows them to change into a small plant an unlimited times per day. This effect is like the spell tree shape, except that you gain no natural armor bonus. This building can still work in areas that lack plant life (ie. city, desert) except you will out of place (undoubtedly) and people will be suspicous.

+2 on saves against poison: Wergles bodies are adept at defeating poisons.

Favored Class: Ranger

Height and weight: As halfling

Age: As Half-Elf
frasmage

08-10-06, 06:48 PM
Of course, I can do that :)

It isn't quite as good as the Kytan, originality-wise, though it is pretty cool.

I will put it in this post soon. I still am working out a few bugs and filling in the flavor text.

For now, please enjoy my mist elves above - it is one of my really cool ones (That one DOES live up to the Kytan in coolness)

Edit: By the way, I can't really see a Kytan working with a frost lich - without magical manipulation. They are actually enemies, the Frost Liches enslaved the Kytan race and those who have found freedom fight back against the Lords of Frost (as they are called). Then again, there are a few covert factions of Kytan and others working for the LoF, though they are almost always evil (so I guess it could happen though most likely as NPCs :( ).

On the bright side the Sharsan (mist elves) would have no prob with the Kytan :P
SquirrelMortis

08-10-06, 07:17 PM
Edit: By the way, I can't really see a Kytan working with a frost lich - without magical manipulation. They are actually enemies, the Frost Liches enslaved the Kytan race and those who have found freedom fight back against the Lords of Frost (as they are called). Then again, there are a few covert factions of Kytan and others working for the LoF, though they are almost always evil (so I guess it could happen though most likely as NPCs :( ).


Which is why I thought it would be good (roleplay wise). Unless were talking hatred so deep that without question, a Kytan would attempt to throttle a Frost Lich on sight (or Vice Versa).

When will the judging for the contest take place?
Izodor_Shadowcaster

08-11-06, 11:20 AM
Ladies and Gentlemen, Kobolds and Orc, Elves and Dwarves, Halflings and Gnomes, Humans and Mind Flayers, ehm... and everyone else, ;)

Because Exooki isn't here I will have to announce this:

I am honoured to say that the First 1001 Races Workshop Contest 2006 is over. The judges are deciding what the best races are and Exooki will post the result in a few days. Just continue posting races because I think it is fair if I say that the:

Second 1001 Races Workshop Contest 2006

starts now. We will again be asking 15 races so post all you've got!

Izodor,
Exooki

08-11-06, 04:12 PM
the decision is done............. the winner isss..............

Third Place goes to Dracomortis(i think) with the Azerothian troll!!!!!!!
Second Place goes to InsanePsychoRabbit with the birdfolk!!!!!!!!!
and finally Frasmage with the Kytan!!!!!!!!!!!!!!!!

congratulations to the winners and also to all who participated please help out the next contest has started(please do not jsut repsot your races.)

Seeing as this psot is really getting popular now i shall repsot the rules.

1. you may only submit 3 races/templates per contest
2. only 1 race or template per psot please only the first shall be counted.
3. PLEASE NO COMMENTING. if you msut comemnt pm the person or do it somewhere else. to keep this easier to judge and easy to compile (outdated compednium is in very first post) i would like it if every psot had a race/template in it and only one as well.
4. for thsoe of you who won good job if you win 3 times i think than you may be eligable to become a member of the judges !!!!!!!!!! however this is only possible for thsoe who show they want to keep this thread alive and going. thsoer interested please pm me for more details.

5. once again no commenting (psoting it twice because so many people break this rule)
6 to make it easier for judges please number your races. take note as some judfes add races and theirs do not count. they should indicate this before the race and just look for the race with a big number next to it. :)

and finally LET THE 2ND CONTEST BEGIN ALL RACES/TEMPLATES AFTER THIS SHALL BE IN THE SECOND CONTEST SO PLEASE NUMBER YOUR RACES!!!!!!!!!!!!!!!!!!!!!
Wharin

08-12-06, 10:32 AM
Well since i was asked by Izodor, here we go:

Race entry #1

http://i3.photobucket.com/albums/y73/Wharin/glorismall.jpg

For a larger picture, click my link in my sig



GLORISTILI, or HALF-ELF/HALF-DWARF
Its not often that such races would even dream of being intimate with the other, much less actually strive to conceive, but alas, in recent years, such offspring have been showing up. Gnomish biologists attribute such unions occurring to times of great heroics. To put it plainly, the combination of the pseudo-isolation that epic adventurers experience during their hay-day, and the high concentration of radiation from the magical items on their person on a daily basis not only make these odd couplings not only possible, but also viable for offspring.
These half-elf half-dwarves, or Gloristili (dwarven: ‘glimmering cousins’) are often raised by their retired parents, or in more unfortunate settings, their next of kin. As such they live in a half-privileged/half-shunned lifestyle where they can live off the fat of their parents adventures, while at the same time are forever only half of their own kind. Being their parents' children, almost all Gloristili grow up to be adventurers themselves, living in their parents footsteps/gravestones, and do so at relatively early age.
Before departing, however, nearly all Gloristili develop a knack of a trade at an astonishingly early age. If there is one thing that both races can admire, it is this knack. While not particularly better then dwarves at working with metal, most master craftsmen of other trades will jump at the chance to take a Gloristili on as an apprentice… if only to take advantage of their abilities. Gloristili will often take their trade, whether they received the rank of “master” or not, with them to make sure that they can pay their way on the roads.

Personality: Gloristili can run the gamut as to their social skills in the same way humans do. Being a longer-lived race, however, most Gloristili are not as flexible in their mindsets. They simply are, as a race, not beholden to any particular one.

Physical Description: Standing between 4 ½ ’ and 5’ in height, Half-Elf/Half-Dwarves can easily pass for shorter traditional Half-Elves of largely human stock. They, by and large, possess a rugged handsomeness that blends the elven beauty and dwarven...er... "dwarvenness". Any feature that would be considered too stark on a dwarf is made subtler with their elven heritage. And any feature on an elf that would be considered too bland would be given highlights with their dwarven heritage. The end result truly is balanced out and looks human, were it not for their pointed ears. Due to the magical nature of their birth, their hair and eye colour tend to take on rather exotic and/or out of place hue that would confuse outsiders as to their parents. Males can often be seen sporting shorter beards, though are by no means held to them.
Being adventurers, they are often in peak physical condition. This does not mean that they are stronger than dwarves or sturdier than humans, but rarely will one find an out-of-shape gloristili. Often they will have overly broad shoulders, mostly due to their skeletal structure, reminiscent of their dwarven heritage, giving them the appearance of being stronger than they really are.

Relations: Its odd that two largely benevolent races would be capable of racial discrimination; and for diplomatic purposes, Dwarves and Elves are courteous to each other. But when it comes to their own kind mingling intimately with the other, the knee-jerk reaction is to be repulsed. That said, only epic heroes ever substantiate these relations, and as such they have no choice but to be at least publicly considerate to the Gloristili, and the dwarves have gone so far as to give them an attractive moniker.
Gloristili are on friendly terms with most races, except for Half-Orcs, and even then, are willing to consider each on a case to case basis. They have a particularly good understanding with Half-Elves and will often bond with them as outcasts-in-arms. Gnomes, upon discovering them for what they are, have a hard time not following these “fascinating” creatures. And depending on the circumstances, Gloristili can serve as the best go-betweens for any Elf-Dwarf disputes.
Gloristili are often leery of each other. Not because they are natural enemies of each other, but rather, they see themselves as competition. Upon meeting each other, Gloristili will often automatically get into a shouting match, comparing deeds: those of their own and their parents. Though never resulting in actual bloodshed, there is often a substantial bill at the local tavern for any raucous they cause.
Those that ever feel slighted for whatever reason, sometimes refer to them as “glory stealers”, a bastardized version of “Gloristili”. Most Gloristili smirk at this, and let it run off their backs.

Alignment: Being the offspring of two traditionally good races, Gloristili have every reason to be benevolent. However, if overly mistreated that could easily change. Their ethical alignment can vary depending on their upbringing, siding more towards lawfulness in a dwarven community, and chaotic in an elven community. Any gloristili raised in human settlements run the gamut.

Lands: The only land Gloristili can truly call their own is the slice of property they purchase from others for themselves. As Gloristili are almost entirely adventurers, it can be said that there is no land for them to go to: just one tavern to the next.

Religion: Gloristili often worship the deity/pantheon that the community he lives in worships. Those who are mistreated or particularly rebellious, however, may purposely worship his other bloodlines deity/pantheon and make it known.

Language: Gloristili have no language of their own. Instead, they are dependant upon where they were raised for their starting languages. Those raised in a Dwarven clanhold learn Dwarven and Common. Those raised in Elven communities learn Elven and Common. Those that are raised in a Human settlement can run either way. Given that they mature at a rate closer resembling the elves, Gloristili that are raised by Elves speak it better than traditional Half-Elves as they had more time to learn it.

Names: Provided both parents raise the child, they are often given a name befitting the community they will live in. Often times, though, it will be a blend of both Dwarven and Elven words, or words in Dwarven that closely resemble Elven words, or Elven words that closely resemble Elven words.
Should one of the parents die (not an unlikely event), the surviving parent will often pick a name more traditional among the deceased's race in memory of their fallen loved one. It’s not uncommon for a Gloristili, upon coming of age, to make a new name (either dwarven, elven, or even human or something esoteric) when he strikes out on the land on his own adventure.
Biologists attribute the lack of a growing population of Gloristili to a number of possibilities. Though it’s hard to conduct a field study, they theorize that they are possibly sterile, knowing what they know about cross breeding various pack animals. Also, while adventurers do occasionally conceive children they do not often conceive nearly as often as they would, were they simple commoners. And finally, they being half-outcasts, its not likely that they would be able to truly settle down until retirement. No matter what the reason, Gloristili are few and far between, but rest assured they are.

• Medium: As Medium creatures, sylvan half-dwarves have no special bonuses or penalties due to their size.
• Half-dwarf base land speed is 30 feet.
• Darkvision: A half-dwarf can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• +3 racial bonus on saving throws against spells and spell-like effects. Though not immune to sleep spells, the strong tradition of the Elves to magic, combined with the resistance of the Dwarves to said magic has produced offspring with a rather potent resilience to magic they don’t want to touch them.
• +2 racial bonus on Search and Spot checks. Should they come within 5 ft of a secret door they may automatically make a Search check to see it.
• Gloristili get +2 racial bonus to a single craft or profession skill check of their choice. Dwarven innate dedication to work combined with elven ingenuity has given this breed a knack to always be in demand for a job should they choose to be tied to one.
• +1 racial bonus on attack rolls against orcs (including half-orcs). Be it trained or innate, gloristili show a particular zeal when combating these traditional foes of dwarves and elves.
• Mixed Blood: For all effects related to race, a gloristili is considered both a dwarf and an elf. Gloristili, for example, are just as vulnerable to special effects that affect dwarves and elves as their ancestors are, and they can use magic items that are only usable by dwarves and elves.
• Automatic Languages: Common and Dwarven or Elven. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Undercommon.
• Favored Class: Ranger. When determining whether a multiclass Gloristili takes an experience point penalty, his ranger class does not count. Their unofficial shunning often set them out into the wild, be it above ground or below ground, at an early age. Though it is by no means a hard fast rule, most Gloristili rangers raised by elves take the archery path, and those raised by the dwarves take the melee path.


Age Categories: Starting age: 75+ years/ Middle Aged:150 years/ Old:225 years/Venerable: 300 years/Max: +3d%

Height: 4’0 + 2d6(males) +1d10 (females)
Weight: 100lbs. x2d6 (males and females)
blade5454

08-12-06, 11:51 PM
New Race: Misttouched
Izodor asked me too.
Alright heres the race I made and I've tested and adjusted it to make it +0 LA and a few other people helped me tinker it to that point.

Misttouched are a race of people that are humans that have distant elemental heritage who retain some of their ancestors strengths. They look like pale skinned humans but upon closer examination shows that they are actually slightly transparent and appear to be misty. Most Misttouched are neutral.

Misttouched Racial Traits:
*+2 Dexterity +2 Constitution -2 Charisma, Misttouched are quick on their feet (Like air elementals) and hardy (like water elementals) but they generally are quiet and do not speak a lot.
*Size: Medium
*Landspeed: 30ft
*Low Light Vision 2x that of a human.
*Misttouched still have human blood in them and are targeted by spells as if they were human.
*Misttouched get a +4 on swim checks
*Mist Form - Because of their Elemental heritage a misttouched may use an immediate action to turn their body into pure mist, this causes all attacks until her next turn to have a 50% miss chance. Spells are not effected by this ability. Due to turning their entire body to mist, a Misttouched body doesn't always get all its body to reform, it gets a temporary -1 to constitution every time this is used. This constitution lose doesn't count against daily uses, when you sleep all constitution lost in this way is regained. Loses this constitution may causes to lose some hit points. A Misttouched may use this ability 1+ her constitution modifier (minimum 1) times per day.
*Misttouched take 50% extra damage vs. cold spells.
*Automatic Languages: Aquan, Common (Bonus: Auran) (Misttouched rarely speak)
Favored Class: Fighter or Rogue, they take after both water and air elementals.
Level Adjustment +0
Izodor_Shadowcaster

08-14-06, 03:42 AM
:ahem: no more races?

I have an idea:

People who win this contest (also the second and third price) can put this into their signature, also the winners of the last contest can do so.:


Winner of
-----/\-----
1001
---_| |_---
Races Workshop


oh and they can have a cookie: :cookie:

Here comes another race {template}. It is not in the contest and please number your races.

[0 (made by a judge)] Half-animated object

An animated object's magical nature allows it to breed with virtually any creature. The offspring of the resulting unions, half-animated objects, are glorious abberations of nature. Half-alive and half lifeless. They come into existance when lonely wizards and sorcerors use animate object to make themselves a companion. Homeless, these creatures start to travel and find that the whole world seems to be against them. Usually Half-animated objects look like normal creatures only they seem to have more angles and look a bit ...ehm... contructed. The also tend to look like their their object parent. The might have a metal-like skin or rope like hands and fingers.

Creating a Half-animated object
Half-animated object is an inherited template that can be aadded to any creature other than a construct or living construct. They look more angled and sometimes look more...ehm.. constructed. They look like any object, only more humanoid shaped.

Size and type: Size stays the same. You become a living construct.
Speed: As base creature, +10 feet to all movements.
Abilities: +2 Strength, -2 Wisdom, -2 Charisma
Special Qualities:
---Hide in Plain Sight: Use the Hide skill even while being observed. You look like an object so it is more easy for you to hide amongst them.
---Darkvision 60 ft.
Environment: Stays the same
Challenge Rating: +1
Alignment: Usually Neutral
Level Adjustment: +1
Exooki

08-15-06, 08:55 AM
noooooooooooooooo come on people where are your races? you can ttell me you dont have any i know you do. this is the first time this thread has fallen to the 2nd page. :(

come on people we need 15 races for the contest winners get a wicked cool stamp that says they won 0_0.

keep posting people and you might win. this is the new race compendioum so please treat it as so :)
Wharin

08-15-06, 11:50 AM
Well shoot, if noone else is going to do it, I might as post my other race as well.

Excuse the crappy picture, the picture looks alot better on paper.


Race Entry #3:

http://i3.photobucket.com/albums/y73/Wharin/Gothinsmall.jpg

GOTHIN, or HALF-ELF/HALF-ORC

They were never supposed to have happened. The elven gods made sure of it. Elf and Orc blood were simply not supposed to mix. Not like this. Yet, happened they have. Though the exact details have been hidden from most, a number of good educated guesses, combined with information gleaned from high-ranking Orc Spiritualists, paint what’s believed to be the most plausible of answers.

When Gruumsh's left eye was plucked out by Corellon Larethian, it awoke something inside of him. Something more than simple brute force. Of course he would still give the façade of being a brute, which wasn’t hard, for a brute he largely still was. But now it wasn’t all he was, not really. After retreating to lick his wounds, he went into thinking, deep, hard, angry thinking. He wanted revenge. Not just revenge on the elven god himself, but something even more devestating.

Now its unclear how he did all of this, and most of this is speculation. Some say he struck a deal with another elven deity who was angry with Corellon. Others say it was just with some random trickery God, who did it either out of spite, or out of simple curiosity. Either way, he managed to skim some of the secrets to the elves’ creation.

With that secret he was able to make the slightest of changes to his own creatures. It wasn’t anything too obvious, but its results were sublime. If there was one thing that Orc’s love to do, and that was the act of raping and pillaging. Up till the recent years, though, aside from the abject obvious, nothing was ever substantiated from it. After repelling the Orcish raid, Elven survivors simply picked themselves up and moved on, with the occasional retaliatory raid. But now the orcish presence wouldn’t leave so easily.

And so the Elf/Orc, or Gothin (elvish: enemy child) came to being. Elven Elders were not so sure how to handle this. The first thoughts were to snuff the children out. Out of fear and anger. Not only was that largely unsuccessful, but any clerics who assisted such acts found themselves fallen from grace. Any attempts of divine consultation for an explanation have been met with deaf ear and cold shoulder. Perhaps it has to do with the fact that the child is still innocent, and elven. Perhaps Corellon feels partly responsible for allowing this to happen and will not let violence be the answer to his mistake. Not this time.

Now the first generation of Gothin are coming into adulthood. Unsure of what exactly to do with them, most elves decided to bring them into the druidic order in search of emotional balance.

Ironically, any Gothin raised in an Orcish tribe are also primarily raised in druidic orders for Orcs look to this mentally sharper, wiser and forceful breed as spiritual advisors.

Its unclear if this is the result Gruumsh had hoped for. Clearly, this has been at least a partial victory, by not only forcing elves to raise his bastard children, but also filling in his own ranks with suitable spiritualists. It has, however, redoubled the Orcish effort to raid more elven communities, if solely for the purpose filling their ranks with more Gothin.

Personality: Gothin are remarked by their unnatural calmness. Being taught in the druidic tradition, Gothin, whether they continue their lives as druids or not, have a great respect for nature and balance. Should a Gothin be abandoned at birth for whatever reason, and not brought up in the druidic tradition are likely to be overly anarchic and too much to handle for any who would seek to train them. But even these Gothin are remarkably sharp for someone with orc blood running through their veins.
Physical Description: From a distance, Gothin resemble comely traditional Half-Orcs, marked with finer hair, fewer battle scars, and a more completed nose. Upon further inspection, one notices something horribly disturbing. While Gothin have retained some of their Orcish strength, it’s all packed on to an Elven core. The result is powerful arms but with a ribcage, spine, and pelvis that sticks out to extreme ranges, giving the impression of constant mal-nutrition. Their skin is often impossibly pale, letting veins and arteries show through, giving them an almost unholy aura. And aside from any hair that frames their face or is on top of their head, most of their hair is fine and largely not noticeable.

But what’s even more noticeable about Gothin are their eyes, or more specifically their left eye. At a glance, it appears like they have no eye there, instead just a black hole. But in reality, it’s just that their eye, cornea, iris, and pupil are all black. It’s this eye that is their legacy. It serves as a reminder of the elven wrath, and that there are no innocent people while also providing them with particular sage-like power.

In rare case, the iris might take on a silvery sheen, instead of a black pitch. It is unsure what this exactly means, but both Orc and Elf communities have interpreted this as a powerful omen.

Relations: The Elves regard Gothin with fear, awe and disgust. With their rapid growth, unwholesome visage, and apparent support by their own god, they are confused and frustrated. While no violence will be thrust upon an elven-raised Gothin, they are not exactly happy with their presence.
Orcs hold the Elf/Orcs in high regard, seeing it as the ultimate revenge to thrust upon the elves with, while providing themselves with their own spiritual advisors via kidnapped mothers-in-waiting, and kidnapped men forced to breed with orcish women, typically with the help of potions and concoctions.
Most of the remaining races hold Elf/Orcs in the same regard as traditional Half-Orcs; a mixture of pity and scorn.
Most Gothin regard Orcs, Elves, and even themselves in the same way their community would. A elf raised Gothin will grow to be at least resentful of Orcs and orc-raised Gothin, and vice versa.

Alignment: The natural tendency for Gothin is to be rash, BUT druidic teachings, starting at an early age, has channeled their attentions to a more spiritual enlightenment and are some of the most calm individuals found in either community.
Elven-raised Elf/Orcs tend towards neutrality or goodness, while Orc-raised Gothin, while still favoring druidic neutrality, have tendencies of evil or anarchy.

Lands: Gothin have no lands of their own. Instead they share the lands with those who raised them.
Religion: Gothin pay homage to the pantheon of the race that raised them, and particularly to any deity who has nature in their portfolio.
Language: Gothin learn the language of their homeland, and common.
Names: Gothin take on names appropriate to their homeland, though commonly, these names are those tied with themes of revenge, lamentation, and wrath..

http://i3.photobucket.com/albums/y73/Wharin/Gothinsmall2.jpg

• Medium: As Medium creatures, Gothin have no special bonuses or penalties due to their size.
• Gothin base land speed is 30 feet.
• +2 Str, -2 Con. Gothin inherited some of their orcish strength, but almost paradoxily, are just as frail as their elven ancestors.
• Low-Light Vision: Gothin can see twice as far as a human can in starlight, moonlight, torchlight and other conditions of poor illumination
• Gruumsh Eye: Elf-orcs also have Darkvision out to 60ft, but only gain this vision in their Gruumsh eye, and thus in lighting conditions of Gloom or darker, they effectively lose depth perception and suffer a –2 penalty on all ranged attacks.
• Elf/Orcs are counted as two levels higher casting any divination spells or spell-like abilities. This stacks with any feats or class features the Gothin would otherwise gain. When casting divination spells, their Gruumsh eye glows, giving them a –5 to any hide checks while it glows.
• Weapon Proficiency: Gothin are automatically proficient with Scimitars and Falchions. Druidic martial traditions have made their impressions on all Gothin, whether they become druids or not.
• +2 racial bonus on Search and Spot checks. Should they come within 5 ft of a secret door they may automatically make a Search check to see it.
• Mixed Blood: For all effects related to race, a Gothin is considered both an orc and an elf. Gothin, for example, are just as vulnerable to special effects that affect orcs and elves as their ancestors are, and they can use magic items that are only usable by orcs and elves.
• Automatic Languages: Common, and Orc or Elven. Bonus Languages: Draconic, Orc, Elven, Giant, Gnome, Goblin,
• Favored Class: Druid. When determining whether a multiclass Gothin takes an experience point penalty, his druid class does not count.

Age Categories: Starting age: 16years/ Middle Aged: 37 years/ Old: 56 years/Venerable: 75 years/Max: +3d10.

Height: 4’8 + 2d10(males) +1d10 (females)
Weight: 120lbs. x2d6 (males and females)

Check out its own thread (found in my sig) for discussion and explanation on why I made it like this.
poetria

08-16-06, 11:15 AM
#0 [Made by a Judge]

Threw this one together today. I have a thing for mixing animals and humanoids. :coolcthul

OLÚMBA

Olúmba are a voracious, fast-moving aquatic humanoid race with a squid’s body from the waist down and a humanoid body from the waist up. Skin tone is usually pale red to dark red and slightly plated. Their hair is non existent. Olúmba’s eyes are pale, usually blue or blue-green. Olúmbas have gills on the sides of their necks. Olúmba are able to breathe air for as many minutes as their Constitution score. However, Olúmba rarely leave their water homes.

COMBAT
Olúmba are highly aggressive humanoids and will kill any who intrude in their waters. When traveling, however, they are more likely to scout before determining whether to attack or not. In combat they use tridents and harpoons. They use their tentacles to entangle an opponent when possible.

There are few Olúmban arcane spellcasters. Most spellcasters are either druids or clerics. The Olúmba worship a pantheon of neutral and evil deities.

DIET
The Olúmba live on the vegetation that grows and the fish that spawn in the ocean or sea where they live. They will also eat raw meat, even resulting to eating other aquatic humanoid races.

Olúmba Traits (Ex): Olúmba possess the following racial traits.

*+2 Dexterity, –2 Intelligence, –2 Charisma.
*Medium size.
*A Olúmba’s base water speed is 60 feet.
*Darkvision: Olúmbas can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Olúmbas can function just fine with no light at all. This replaces Low-light vision.
*Racial abilities: +4 on Swim checks.
*Automatic Languages: Aquan.
*Improved Grab (Ex): To use this ability, an Olúmba must hit an opponent of any size with its arms attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and automatically deals bite damage. *An Olúmba has a +4 racial bonus on grapple checks.
*Ink Cloud (Ex): An Olúmba can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the Olúmba normally uses to escape a losing fight. All vision within the cloud is obscured.
*Jet (Ex): An Olúmba can jet backward once per round as a full-round action, at a speed of 240 feet. He must move in a straight line, but he does not provoke attacks of opportunity while jetting.
*Bonus Languages: None.
*Favored Class: Fighter.
*Preferred Classes: Fighter, Ranger, Barbarian.
*Level Adjustment: +3
Master_Of_The_Storms

08-16-06, 08:11 PM
Umm Hi. Im pretty sure I'm allowed to ask this. Im not too good at making a class soo heres something I was looking for. A class thats perfect for playing a duskblade. so something with a bonus to str, a bonus to int, and no LA. It would be very useful for me :)
Izodor_Shadowcaster

08-17-06, 12:57 PM
Umm Hi. Im pretty sure I'm allowed to ask this. Im not too good at making a class soo heres something I was looking for. A class thats perfect for playing a duskblade. so something with a bonus to str, a bonus to int, and no LA. It would be very useful for me :)

sure I will help you. I do not know much about the duskblade and its features, but I will help you as much as I can.


(0 made by a judge)Zaranka

http://upload.wikimedia.org/wikipedia/en/thumb/6/6f/Thothbw3.JPG/175px-Thothbw3.JPG

Zaranka are ancient creatures of knowledge and battle. They fight for glory and fame.

They have the head of an Ibis and they prey to the god Thot. These creatures know all about ancient knowledge and ancient battle styles. They meditate and live in peace untill they gain a certain age when every Zaranka has to go and live on his own. They go into the world and find magic in their weapons. Blades of magic, blades of power. The Zaranka rules all the lesser creatures!

(I hope I got the good idea of a duskblade :( )


Zaranka Traits
*Medium Humanoid (Zaranka)
*Speed 30 ft.
*+2 Strength, -2 Dexterity, +2 Intelligence, -2 Wisdom
*Natural Attack: 2 claw attacks 1d4
*Endurance as a bonus feat
*+2 on two Knowledge checks of your choice.
*Languages: Common, Zaranka Bonus Languages: Elven, Draconic, Celestial, Dwarven, Gnome, Halfling
*Favored Class: Duskblade
*La: +0

I hope this was what you wanted. ;)
Exooki

08-18-06, 01:55 PM
Knowteline, Seekers of knowledge

lol for the op and moderator of thsi thread i havent create a signel race, but that endfs now heres my first race so i hope you like it.

Knowteline

these people are much like humans. they generally seem smaller due to their lack of muscle. they are extremely weak and fragile however they make up for it with their great knowlege.

they travel the world hoping to find new or interesting kowledge that they havent heard or seen before. almsot all thigns interest them whether it be magical items, new spells, maps or even unique creatures. they have a almsot encyclopedic mind remembering almsot everything they see or hear.

their alignment varies but msot are neither law nor chaos and tend to be nautral. neutral goods are rare due to their ignorance of the less intelligent races.

society: in hidden mountians and underground complexes lie huge libraries where all knowlegde one knowteline collects is stored. they organize it into books, maps, or in the case of items in vaults. they do not store creatures but simply study them for a month or two then release them back.

racial stats
-4 str,-2 con,+4 int, +2 wisdom, they are very intelligent but weak and fragile
a knowtelite is considered trained in all craft,profession, and knowlege skills, they however get noo racial bonus to these skilsl

+1 caster level or power point if you use psionics (dms choice)
considered human for all other efefcts except as noted. charm person and other mind control does not work unless it can target thigns besides human

La +0
warforged_assasin

08-19-06, 02:36 PM
werelings


werelings are werebeasts trapped in their hybrid form.
apperence:any werebeast hybrid form but more human.
stats: same as werebeast hybrid form
land: none
favored class: ranger,barbarian
Jayr

08-19-06, 03:34 PM
Youkai


Youkai are mysterious and deadly fey who hail from their own kingdom on the plane of shadow.

Youkai resemble beautiful humans or perhaps half-elves with very pale skin (due to the lack of light on their home plane.) Because of this, they are able to travel unfettered in human lands, and they do so often. Many youkai visit the material plane only to see sights or acquire slaves, but some make their homes there and intermingle with humans.

Youkai culture is extremely caste-oriented. Bestial youkai form the lowest caste, and are treated as animals in youkai law. Nobles have much freedom and absolute power over those below them, and exercise it frequently. Upward mobility is nonexistent, but youkai who offend their superiors can be reduced to a lower class; powerful magic can transform normal youkai into bestial youkai. Many youkai, especially the nobles, possess a sadistic and detached attitude that disturbs most humans. Most youkai are lawful evil.


Youkai Racial Traits


+2 Int, +2 Cha Youkai are silver-tongued and clever, and posess a physical beauty beyond that of most humanoids.


Medium As Medium creatures, youkai have no special bonuses or penalties due to their size.


Fey As fey, youkai are not subject to spells and effects that affect humanoids, such as charm person.


Youkai base land speed is 30 feet.


Low-Light Vision (Ex) A youkai can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.


Noble Charm (Sp) A non-bestial youkai has powerful, mind-affecting abilities at his command. He can use charm person as a spell-like ability at will (save DC 11 + youkai's Charisma modifier). At 6th level he gains the ability to use suggestion at will (affects humanoids only; save DC 13 + Cha modifier); at 12th level he gains the ability to use dominate person at will (save DC 15 + Cha modifier); and at 18th level he gains the ability to use geas/quest at will (affects humanoids only; save DC 16 + Cha modifier). Youkai are affected by noble charm abilities as though they were humanoids. In order to use these abilities, the youkai must make eye contact with the target. The caster level of a non-bestial youkai's spell-like abilities is equal to his character level.

For every use of his noble charm ability, a noble youkai takes Wisdom and Charisma damage equal to the level of the spell emulated through noble charm; that is, 1 point for charm person, 3 points for suggestion, 5 points for dominate person, and 6 points for geas/quest. A noble youkai who falls to 0 Wisdom due to use of the noble charm ability does not go into a coma, but instead is affected as by an insanity spell until at least 1 point of Wisdom is recovered.


Beastial Transformation (Su) A beastial youkai has the ability to transform his body into a form suitable for combat. Transforming is a free action grants him a +2 enhancement bonus to Strength, Dexterity, or Constitution. He can also return to his normal form as a free action. The ability increased by a given youkai's bestial transformation is chosen at character creation and cannot be changed. At 6th level this bonus increases to +4; at 12th level it becomes +6; and at 18th level it becomes +8.

For every round he spends transformed, a beastial youkai takes an amount of subdual damage equal to the bonus granted by bestial transformation. If the youkai falls unconscious while transformed, he automatically shifts back to his normal form.


Automatic Languages Common and Youkai. Bonus Languages Abyssal, Infernal, Undercommon.


Favored Class Knight (Player's Handbook II). A multiclass youkai’s knight class does not count when determining whether he takes an experience point penalty for multiclassing.


Level Adjustment +1
turalisj

08-19-06, 03:41 PM
I know we technically aren't allowed to comment, but I think the Youkai should have a bit of a higher LA.

Because...

+2 Int/Cha- That comes close to an LA right there.
Fey- Yup, those two give it +1 LA
Noble Charm- Ok, this is where it gets wierd. Charm person at will.... Yeah, around +2 just for that... (charm person is a big can o' worms)
Bestial Transformation- And here's the final thing. While it may not seem like alot, +2 to either Str, Dex or Con is a bit.

I'd give this race a total LA of +4 atleast. There are no drawbacks, nothing bad about them. If someone is trying to kill you, you can just charm them.
Viper2

08-19-06, 11:20 PM
I know we technically aren't allowed to comment, but I think the Youkai should have a bit of a higher LA.

Because...

+2 Int/Cha- That comes close to an LA right there.
Fey- Yup, those two give it +1 LA
Noble Charm- Ok, this is where it gets wierd. Charm person at will.... Yeah, around +2 just for that... (charm person is a big can o' worms)
Bestial Transformation- And here's the final thing. While it may not seem like alot, +2 to either Str, Dex or Con is a bit.

I'd give this race a total LA of +4 atleast. There are no drawbacks, nothing bad about them. If someone is trying to kill you, you can just charm them.

While the quoted guy obviously has no idea how level adjustments work, charm person at will seems really, really powerful. Maybe 1/day with increases later on or somethin. But yeah, its not busted (+2 to two stats is nowhere near worth a LA).

And now for a race...

BEARFOLK
Personality: Bearfolk are much like their animal brethren: quick to anger and typically loners. Bearfolk tend to share any possessions they have with their fellow tribesman, although they have a particular affinity for keeping what is necessary for their family before doing so. However, anything other than physical needs is rarely talked of and expected t be taken care of by the bearfolk experiencing the problem. Your personal woes are your own to deal with according to a bearfolk, outside help isn't usually a necessity except in the most dire of circumstances. Bearfolk respect nature above all else, and prefer surviving off the land to living in a city.
Physical Description: Although thier name suggests they are simply bears walking upright, they are better described as very muscular humans with a few bear-like features. A typical Bearfolk stand 5 to 6 feet tall, weighing in between 240 and 320 pounds. They have brown fur over their entire body with bearlike facial features, though otherwise they appear almost human. Females are around the same size as males, though they tend to be more slender.
Relations: Bearfolk typically get along with just about anyone that approaches their tribe without obvious hostility or disrespect for nature. Barberians and Rangers can find a warm welcome as fellow woodsman, and usually charismatic ones are invited to stay for extended periods of time. Fighters and more martially focused paladins are usually welcome but find that most bearfolk don't make a large attempt at getting to know them. Spellcasters usually are met with a gruff nature unless they cast practical or useful spells like healing or buff spells, although druids are somewhat immune to this treatment, especially if they prefer wildshaping into a bear. Race makes little to no difference to bearfolk, as even warforged came from the earth in some way or another and thus are worthy of some respect.
Alignment: Becuase of their wild and roaming nature, most bearfolk tend to be chaotic. While there are designated members of a tribe that handle disputes, they are rarely lawful as they handle situations based on experience rather than affinity for the law. Although bearfolk don't have a particular preference between good and evil, it'd be easier to find a good bearfolk because of their dependency on each other rather than an evil one.
Bearfolk Lands: Because of their tribal nature, most bearfolk call the forests they travel through their homes, althoug some can occasionally be seen in plains or prairies. They hunt game for food and follow such herds of animals around, making sure to keep within a decent distance of a river or other water source on such travels. Tribes set up villages in a clearing or open space in the trees when in forests and wherever seems like a good spot in plains and other open areas, staying until the season or hunting favors another location. A few large, permanent settlements exist where game are plentiful every season. These settlements are what normal races would consider capitals to the bearfolk, containing an elder council and plenty of space for wandering tribes to set up camp for a while. At such settlements, it is still expected for tribes to stay on a temporary basis, leaving as soon as space becomes limited or when the tribe's favorite game starts moving again. These bearfolk cities are rarely more than an organized settlement of tepees and other temporary housing, maybe with a few buildings of brick or stone if the city sees its share of other races coming and going.
Bearfolk in other race's settlements are rarely there for anything other than their own agenda. Since bearfolk would leave a tribe only under exile or under a powerful will to see the outside world, it is understood that one walking around a normal city is in search of adventure.

BEARFOLK RACIAL TRAITS
* +4 Str, +2 Con, -2 Dex, -2 Cha: Bearfolk are strong and tough, but their size sometimes gets in their way and they have a hard time relating to most other races.
* Medium: As medium creatures, Bearfolk have no special bonuses or penalties due to size
* Bearfolk base land speed is 20 feet. However, Bearfolk can move at this speed in medium or heav armor or when carrying a medium or heavy load.
* Low-light Vision: A bearfolk can see twice as far as a human in starlight, moonlight, torchlight, and in similar conditions.
* Powerful Build: The physical stature of a Bearfolk lets him function in many ways as if he was one size category larger. For checks and size modifiers, Bearfolk are considered one size category larger if it is beneficial. Bearfolk can use weapons made for creatures a size category larger without penalty. These benefits stack with those from powers, special abilities, and spells.
* +2 racial bonus on Handle Animal checks vs. bears. Bearfolk rarely have trouble dealing with the animals most related to themselves.
* +2 racial bonus on Diplomacy checks vs. bearfolk. There is usually little reason for bearfolk to quarrel with each other.
* +1 natural armor: Bearfolk have thick hides
* Automatic Languages: Common and Bear. Bonus Languages: Draconic, Elven, Gnoll, Orc, and Sylvan. Bearfolk are familiar with the languages of their allies and enemies inside of the forest.
* Favored Class: Barbarian
* Level Adjustment +1
Izodor_Shadowcaster

08-20-06, 12:15 PM
O.k. these are the facts about our thread:

posts: 123
views: 3166
Pages: 5
"wow, look at how much you've grown!" ;)


Exooki could you please update the list of races again? We are a bit behind. :D
We have 5 races in our new contest so we need 10 more. Next race will be number 6.

And here comes one of my new races.

[#MBJ*]Atli

*Made By a Judge

http://www.wizards.com/dnd/images/roe_gallery/88228.jpg

Brave and evil nomads from the desert

Alti are evil nomads who live with their horses on the warm deserts. They travel from place to place and work as merchants and mercenaries.
Personality: Atli are cunnig, cruel creatures who will stop at nothing to further the goals of their noble tribes. They deal in slaves and they often have at least 2 of them. When on a mission they rarely allow themselves to become distracted from it and they fear nothing but death.

Physical Destription: Atli appear similar to most humans. They range between 5 and 7 feet tall and usually weight between 140 and 200 pounds. They have a pale white-grey skin and black hair. Their eyes are green. They reach adulthood at an age of 30 and live between 120 and 170 years.

Relations: They see every other race as inferior except gnomes, who they see as their equals. They prefer to work with them and use them as their minions. They like halfling slaves and concubines. They are only loyal to their partners and their tribe and they will never keep a promise if it isn't in their adventage. They like the power of half-orcs, but they only see them as simple thugs, who can be used for almost anything except a good game of chess.

Alignment: Most Atli are evil and most of them are lawful.

Lands: They are nomadic and clame the whole desert to be their territory. The live in small tribes of only 20-50 individuals and have one leader. These tribes never fight against eachother and often unite to fight a common enemy.

Religion: Most Atli worship no god at all and they think religion is a weakness and Atli clerics are rare. When you ask them about how they were created they usually say: "The desert spawned us and our enemies made us to what we are today."

Languages: Atli speak common and their own native language. They often learn the language of gnomes, because they like the gnomish culture. They also sometimes learn the language of halfings.

Atli Traits

*Humanoid (atli)
*Medium
*Speed 30 feet
*Darkvision 60 feet
*+2 on ride and handle animal checks. They spend a lot of time with their horses.
*+2 on Diplomacy and Bluff checks.
*+4 racial bonus on saving throws against fear. They are a very brave people.
*Atli can't become shaken and they ignore the effects of the shaken condition. They can still become frightened or panicked.
*Languages: Common, Atlian, Bonus Languages: Gnome, Halfling, Elven, Orc, Gnoll, Draconic
*Favored Class: Binder (Tome of Magic)
*Level Adjustment: +0
ToxicWiz

08-20-06, 02:24 PM
6.Sufferkin

it hurts us so!

Sufferkin were gnomes, cursed by Nerull for crimes long forgotten. how better to punish a foe than to make their very lives suffering?

Personality: sufferkin are shy, and because their minds are shattered, have very twisted outlooks. a typical outlook is that anyone they encounter will harm them. they usually have two extreme personality traits, which switch at random intervals. self-mutilation and self-harm are common practices.

Physical Descripton: the height of a gnome is all they have in common with their decendants. they are gaunt, with sunken red eyes. their teeth are daggerlike, and their hands are almost claws. they're skin is a ghastly pale, and what little hair they have is like thin black wire.

Relations: a sufferkin is almost a walking alignment test. Any good creature, regardless of race will pity a sufferkin almost by default. An evil creature,however, will scorn, mock or maybe even harm the wretched being. Druids and rangers sometimes see them as un-natural as undead, but many cannot bring themselves to remove the Sufferkin.

alignment: a sufferkin is highly suggestable, and their first encounter with a non-sufferkin usually determines thier alignment. Those who are mocked usually become self-centered, coldhearted and petty, molding them to evil. if the reaction is pity however, they usually become joyful and they try to have the same kindness that they were given, placing them on the path to good, atleast for a time. law and chaos mean nothing to a sufferkin.

Lands: the sufferkin have no lands, instead dwelling in sewers and similar places in the cities of other races.

language: they sufferkin know common, but gnomish was robbed from them by nerull.a sufferkin can never learn gnomish in any form.

Religion: being as suggestable as they are, a Sufferkin can be drawn into the fold of any deity very quickly, even that of Nerull himself.

Sufferkin Traits

+4 dex, -2 con, -4 cha, Sufferkin are naturally frail, but this increased their manuverability. they have a hard time fitting in to any culture or situation.

Small, and all appropriate modifers for this
Pain driven: A sufferkin does not need to eat, drink or breathe as long as the sufferkin takes his level in damage a day.
Corpselike: a Sufferkin can make a bluff check to drop limp on the floor. while doing this, no method currently known (magical or otherwise) can detect that they are, in fact, alive. A sense motive check can reveal them a sufferkin, but not if they are alive or not. they may remain in this 'dead' state for 1 hour/level per day.

-2 vs enchantments. they are simply easy to lead, including magical means, but immune to controlling spells, such as Dominate person

+2 to climb checks and +2 to escape artist. they can cling to walls easily, and by removing limbs from their sockets for afew seconds they can escape otherwise difficult bonds.

Sufferkin can hide in plain sight, seemingly as a magical ability to suddenly 'dissappear' when a sufferkin wishes to.

Darkvision: they gain dark vision up to 60ft.

Favored class: Rogue. Their quickness and abilities to escape and 'vanish' from capture make them ideal as a spy or thief, often exploited by evil wizards and the like.

LA: +0
saidin0111

08-20-06, 02:54 PM
Here's a race I made some time ago, but it never really got much attention until I brought it up from the bowels of the archives, I've also added a template for any mixed race children they might have, though that would be rare. Don't forget, numbering races=good.

http://www.atlantean-empire.com/gallery/albums/userpics/10013/normal_beauty2.jpg

7
Avalonians

Inhabitants of the mysterious isle of Avalon. These beings long ago transcended the mortality of the other civilized races on the Material Plane. They are undisputed masters of magic and use it to it's fullest potential to protect their home from intrusions of any kind.

Personality: Avalonians are almost paranoid isolationists. They do not make much effort to socialize with other races when they do meet, but they have a keen sense of the motivations that drive others which may have produced their attitude towards others.

Physical Description: Avalonians tend to be slightly taller than humans and have an otherworldly grace and beauty that exceeds that of the elves. They have fair skin, human hair colors, and blue, green, or gray eyes. They always have perfect complexions and while on Avalon their scars fade within a year no matter when they happened. Avalonians are immortal, but become somewhat frailer and wiser after many millenia.

Relations: Avalonians have no established relations with any other races, though once they had friendly relations with the ancient elven civilizations and the druidic order. Now, Avalonians mercilessly defend their home from intrusion and are very aloof if they have reason to travel abroad.

Alignment: Avalonians tend strongly towards neutrality, though they do favor Ehlonna over Obad-Hai as druids.

Avalonian Lands: Avalonians reside on the mysterious and elusive island of Avalon. Few have ever found Avalon and fewer still have survived the Avalonians fanatic defense of their home and returned to tell about it, but those few have told tales that draw many brave souls to attempt to find this wonderous isle. This results in the Avalonians growing stronger as the ages pass since most intruders meet their doom by the Avalonians' hands. Avalon is ruled by a wizard king and druid queen and their close advisors. The rulers are for the most part are on par with deities in power and are the backbone of the protective magics around the isle.

Religion: Avalonians generally worship Boccob and Ehlonna, but sometimes Obad-Hai. Some few, especially those with experience abroad, worship other deities.

Language: Avalonians speak their own language and Sylvan, and tend to learn the languages of the planes and of magic.

Names: Avalonians have similar naming traditions to the Elves, but in the Avalonian language.

Adventurers: Few Avalonians become adventurers, but those who do can bring a fresh and eye opening perspective back to Avalon when they visit or return to settle down. They are powerful spellcasters and find welcome in any adventuring party in need of another caster.

Medium Outsider (Native)

STR-2, DEX +4, WIS +2, CHA +2

30 ft. base land speed

Feykin: Avalonians can use magic items that are designed only for use by fey and are affected by spells and effects that specifically target fey.

Limited Scorn Earth (SU): Avalonians float 1 ft. above surfaces, but cannot levitate as an Elocater(see XPH) can, they are also treated as if permanently under the effects of Feather Fall for any distace.

Spell-like abilities (SP): 2/day - Faerie Fire and Dancing Lights; 1/day - Obscurring Mist; CL=3+arcane casting levels, Charisma based saves

Magical Nature: Avalonians gain 2 bonus levels of wizard or druid (player's choice) for the purposes of casting spells only, this gives them no additional HD, saves, proficiencies, or other class features normally gained from gaining a level in either class, in addition if the character takes levels in the corresponding class, it stacks for purposes of either a familiar or animal companion and grants them a +1 caster level bonus for spells from that class

+2 racial bonus on Sense Motive and Spellcraft checks

Automatic Languages: Avalonian, Sylvan
Bonus Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, and Terran

Favored Class: Wizard

LA +3

Aging
Adult: 23
Middle: CHA score x 1,000
Old: xxx
Venerable: xxx
Maximum: xxx

Starting Age
Simple: +3d6
Moderate: +4d6
Complex: +5d10

Height and Weight
Male: 4'8" +2d12 110 lbs. x(2d4)
Female: 4'6" +2d12 80 lbs. x(2d4)

Half-Avalonian Template

Inherited
Applies to humanoids, monstrous humanoids, and giants of small to large size and with an INT and CHA no lower than 8
NOTE: for something like a half-outsider/half-avalonian, apply half-avalonian to a human and then add the half-whatever template and the usual alignment of a half-avalonian human would probably be any neutral

Type: Changes to Outsider (Native, [subtypes of base creature or the name of race if no subtypes])

Size: unchanged

Alignment: shifts one step towards neutral on either axis

Abilities: DEX+2, WIS+2, CHA+2

Speed: unchanged

Special Abilities:
Feykin: (see above)
Limited Scorn Earth: (see above)
Spell-like Abilities: 1/day Dancing Lights and Obscuring Mist, CL=1/2 character level
Magical Nature: as above, but 1 level and no caster level bonus

Skills: +2 racial bonus on Spellcraft checks

Languages: add Avalonian to list of starting languages, add above mentioned bonus languages to list of bonus languages normally available

Environment: add Avalon as a possible environment

LA: +2
Jayr

08-20-06, 10:32 PM
@viper2 and turalisj

Charm person at will may seem powerful, but the more you use it, the lower the save DC gets, and the less useful your racial stat increases become. Use it often without downtime, and you will find yourself in a whole can of worms. Also note that a +2 LA race (half-fey human) gets charm person at will with no detriments, a host of other SPAs, a bonus feat, higher ability modifiers, and flight.

Bestial transformation grants +8 to an ability score at high levels. This seems powerful, until you realize that it's an enhancement bonus and thus does not stack with common equipment and can only run for 2 or 3 minutes/day before the user falls unconcious. It's more powerful in a low-magic campaign, but so are most exotic races, and the youkai are flavour-wise a very high-magic people.

Oh, and note that a given youkai is either bestial or non-bestial and can only choose one of these abilities; thus, viper2's math doesn't add up.

Um, sorry if it seems blunt :D
Viper2

08-21-06, 02:01 AM
I edited my earlier post (post 123) to include my Bearfolk. Since the only version of kitsune listed was a +0 LA race, here's a more powerful version I tweaked from one of the ones from the stickied compendium:

Kitsune

KITSUNE RACIAL TRAITS
* -2 Str, +2 Dex, + 2 Int, +2 Wis: Kitsune are nimble, cunning, and perceptive, though they tend to be physically weak
* Outsider (extra planar): the Kitsune are native to the beastlands
* Medium Size: Kitsune recive no bonuses or penalties due to their size
* Kitsune have a base speed of 30 feet
* Low-light vison: Kitsune can see twice as far as a human in starlight, moonlight, or torch light.
* Tails: All kitsune have fluffy tails. They are born with one tail but may grow up to nine over time. A Kitsune character begins with 1d4 tails, and each time they gain a level they have a 10% chance to grow a new tail. Each tail grants fire resistance 5 and a +1 competence bonus on balance checks (the fire resistance only stacks with other tails).
* +2 racial bonus on Bluff, Hide, and Move Silently checks: Kitsune are innately sneaky and deceptive
* +2 racial bonus on Listen checks. Kitsune have keen hearing thanks to their large ears.
* +1 racial bonus to save DC against illusion spells or spell-like abilities cast by kitsune, as they are skilled at manipulating such magic.
* +1 racial bonus on Initiative checks and reflex saves: Kitsune are naturally quick.
* Disguise Self (Sp): As spell, charisma based DC equal to character class level
* Foxfire (Su): The foxfolk possess a spell-like ability to launce glowing balls of whitish-blue flame that both burn and chill. Each sphere of foxfire does 1d4 fire damage and 1 cold damage, and a sphere can be launched at a target as a ranged touch attack. Foxfolk may fire up to three spheres at a time. Kitsune start with one sphere, and every two levels after their spheres per day increase by one, such that they get one at 1st level, two at 3rd level, three at 5th level, etc.
* Automatic Languages: Kitsune (Sylvan alphabet) and Common. Bonus Languages: Abyssal, Aquan, Celestial, Draconic, Elven, Gnomish, Igan
* Favored Class: Rogue (or Scout if your campaign includes scouts)
* Level adjustment: +1
Izodor_Shadowcaster

08-21-06, 03:29 AM
Let's post another race. This is partly a JOKE.

[MBJ] Lego Minifigure

Ever wanted to use those miniatures? Now is your chance! :D

These creatures live in huge cities and big societies with complex technology. Their skin is yellow and they build with something called "Lego"

Material: Lego
Lego is a strange kind of substance that can be found on almost all places in nature. It forms rectangelar crystals. Lego Minifigures use Lego to craft many different things. A Lego Crystal has the following stats.
Lego Crystal: Hardness 5, Hit Points 15, Break DC 20,

http://upload.wikimedia.org/wikipedia/en/thumb/c/c4/Legobrick.jpg/180px-Legobrick.jpg

Trade and Colours
There are different kinds of Lego with different colours. Some are more expensive than others. Lego Crystals or Lego bricks can be used as Trade Goods. Lego Crystals are usually around 5 by 2 feet. Look at table 1.1 for the cost of some Lego Crystals

Table 1.1 Crystal Trade Goods
Red Brick, 3 cp
Yellow Brick, 5 sp
Blue Brick, 1 gp
White Brick, 5 gp
Green Brick, 500 gp

Craft
Lego bricks can be used as grafting material. To use it someone needs to do a craft (lego) check. Red and Yellow bricks are often used for crafting because they are the least expensive. White bricks are to soft to use for the crafting of armor or weapons.

Race: Lego Minifigures

http://upload.wikimedia.org/wikipedia/en/5/54/LEGO_minifigs.jpg

Height and Weight: as dwarves
Age: as dwarves

Minifigure Traits:

*Constitution +2, Intelligence -2
*Humanoid (lego)
*Medium
*Speed 30 feet
* +4 on Craft(Lego) checks.
*Totem Brick: As a Lego Minifigure you can choose a totem brick. This choice can't be changed later and must be made at character creation. Your totem brick grants you different powers. You must choose one of them.
Red totem brick: You gain a +2 on Reflex saves
Yellow totem brick:You gain Darkvision 60 feet.
Blue totem brick:You gain a +2 on Fortitude saves.
White totem brick: You do not need to sleep and you are immune to magical sleep effects. If you are a spellcaster, you still require 8 hours of uninterrupted rest to prepare your spells. In addition, you no longer need to eat.
Green totem brick:You gain a +2 on Will saves.
*Languages: Common, Legonian, Bonus Languages: Elven, Dwarven, Gnome, Undercommon, Gnoll, Orc, Halfling
*Favored Class: Expert
*La: +0

Racial Feats

Totem Brick
Prereq: Totem brick racial feature
You can take a second totem brick.
Special: You can take this feat multiple times chosing a different brick each time.

Legomancy: Beginner
Prerequisites: Lego race, Cha 13.
Benefit: You gain the ability to use one of the following spells once per day as a spell-like ability: Color Spray, Magic Weapon (only works on weapons made of Lego), Tenser's Floating Disk (shaped like a lego crystal), Grease,
Caster level 1st; save DC 10 + your Cha modifier + spell level.

Legomancy: Shield
Prerequisites: Lego race, Cha 13, level 5.
Benefits: You gain the power to manifest small lego bricks that fly around you and protect you against attacks. When the legomancer (you)generates this field, she gains a deflection bonus to her Armor Class and a resistance bonus on all saving throws equal to her Charisma modifier. This ability requires a standard action to activate, and each use protects against only one attack or spell. Once activated, the protective aura lasts for 10 minutes or until the Legomancer is attacked or required to make a saving throw, whichever comes first. You can take this feat more than one time. You can use this ability a number of times equal to your Legomancer level. Every time this feat is taken your Legomancer level increases by one.

Legomancy: Fear Attack
Prereq.: Lego race, Cha 13, level 5.
You can channel the power of Leomancy into anyone you touch, causing a terrible shock. To use this ability you must make a mellee touch attack on a living target. If the attack hits you deal 1d6 of damage plus one damage per Legomancer level. Your Legomancer level is the number of Legomancy feats you have. The target must succeed on a Will save (DC 10+ Legomancer level) or become shaken for 1d4 rounds. This is a mind-affecting fear effect. You can take this feat multiple times, each time your Legomancer level increases.
Izodor_Shadowcaster

08-25-06, 01:56 PM
*bump*

[MBJ] My own elven subrace.

Everyone needs his own elven subrace. Here is mine.

Elven Traits
*+2 Strength, -2 Dexterity,
*Small Humanoid (Elven)
*Speed 20 feet
*+2 on any Bluff checks
*+2 on Diplomacy checks
*Darkvision 60 feet
*Elves may use the bastard sword as an Martial weapon instead of an Exotic Weapon.
*Languages: Common, Elven Bonus Languages: Dwarven, Sylvan, Gnome, Halfling, Goblin, Orc
*Favored Class: Binder

Not much can be said. These are the elves I use in my campaign. :)
thecrazyDM

08-25-06, 03:21 PM
I had originally posted this on star wars posting boards but here it is in all its telepathic glory, the newly refurbished Dorodonian!

Dorodonians are strange. That is what most people call them on first sight. Mostly this is because they are beings made of a type of plasma and are shaped like a crimson jack in a floating bubble of translucent sky blue energy.
Dorodonian
+4int +2 dex -4str -4con
40ft fly(perfect)
Medium
Telekinesis: A dorodonian can use telekinesis at will. It is able to lift 25 lbs+its INT bonus and half its level.
Electricity: Each 5 ponits of electricity dmage that would have been dealt to a dorodonian instead heals 1 HP.

And there it is. :rimshot:
poetria

08-26-06, 12:51 PM
[Reposting as it didn't transfer and I wanted to keep this here to keep the thread going. :devil:

BESTAIYON

Millenniums ago, a human diviner desired above all else to divine the essence of the world. He researched and developed a spell that allowed him to peer into the chaos that was the beginning of everything. He taught this spell to his followers. For many years, he and his followers continued to gaze into the chaos in an attempt to understand the workings of the world.

Over a period of twenty years this occurred. It drove many of his followers mad, but he kept peering into the chaos day and night. He kept his mad followers, whose sight was now completely focused in the chaos, in little more than prison cells in an effort to capture some shred of knowledge.

The first god whose body comprised the chaos the diviner peered into took note. Being a chaotic god who wished nothing more than to keep things chaotic and churning, he found the diviner and his followers amusing. As a “gift”, he removed the diviner’s and his followers’ eyes from their sockets and placed them in his own body.

Those who weren’t already mad went insane with the loss.

The diviner and his followers comprised of several hundred individuals that resided in a town they built in the middle of nowhere so that they may continue their work unhindered. This small town turned to utter chaos when all, including the diviner, went mad. Children were born into this chaos. They were born without eyes. They grew up mad. And more children were born.

In time the descendants of the original followers learned to hone their minds to control the chaos that they saw. They were blind to the physical world, yet saw everything in the chaos of the god’s body their eyes inhabited. In time they developed their minds to the point of near perfection. In this state, they envisioned the glass orbs that would replace their own missing eyes. With some false leads and mixed results, they perfected the orbs so that they would be able to “see” the physical world and ignore the chaos.

Once perfected, the elders of the town held a meeting. They discussed exploring the world about them with the intention of finding a way to retrieve their eyes from the god. For many generations they traveled, but to no avail. There seemed to be no way of retrieving their lost eyes.

Most continued to travel to seek out more and more knowledge and to perfect their own minds. The rest attempted to fit in with the rest of the races. However, they were ostracized, not because of their odd eyes, but because of their ability to peer into the chaos and their reaction to such. Those who attempted to peer into the chaos either returned with some strange vision or became mad in the process. They moved along and either lived alone in the wilderness or formed small communities away from the others. Very few remained. Those that did tended to ignore the chaos their eyes saw and tried to live a normal life.

The Bestaiyons that lived alone died without issue. Those that formed small communities married and had children. They taught their children to hone their minds and to not peer into the chaos. Those that stayed in mixed race cities either died alone or married and had children. These children had a 50% chance of being born without eyes. Those that were born without eyes were trained as a Bestaiyon. Those that were born with eyes were not.

In time, the Bestaiyons learned to live with their differences. However, the god of chaos was not pleased with the results. He cursed them to see the chaos again. The curse, however, didn’t quite work the way the god planned. Being the god of chaos, the curse took on its own properties, becoming both a curse and a blessing to the Bestaiyons.

All Bestaiyons have the ability to peer into the chaos to divine a situation. However, in doing so something unpleasant will happen. The Bestaiyon may go insane temporarily (or permanently), gain some strange omen like warning, speak in strange tongues, or some other odd occurrence. When this happens, this usually puts those off around him.

Personality: Bestaiyon personalities vary. Many tend to be quiet and introverted. Those who take up roles such as fighter, bard, barbarian, and the like, tend to be far more outgoing. Whether quiet or outgoing, all Bestaiyons have a strange quirk in their personalities, a remnant of their curse.

Physical Description: Bestaiyons appear as shorter versions of their human ancestors. Bestaiyons have no eyes. Their eyes are replaced with special clear glass orbs created when the child is born. These glass orbs take on colors of their own as the child develops into what he or she will become. The glass orbs are magically, but only for the Bestaiyons. It allows them to see the physical world, though it appears off balance.

Due to their concentration in the mental arts, they tend to be physically weaker than other races. Their honed minds make them smarter than most races, but their chaotic sight makes them less likely to use common sense. Due to this strange inheritance, they have learned to keep their bodies healthy so that their minds remain sharp.

Alignment: Bestaiyons tend to be neutral with regards to good and evil. Their insight into the world makes them understand the need for both. With regards to law and chaos: Bestaiyons vary. Some take on the outlook of the chaos that they see. Others prefer honing their mind to complete perfect order. And some see the need for both.

Other Races: Bestaiyons wish to get along with all races in the world. However, most other races avoid the Bestaiyons due to their odd appearance and mad ramblings.

Lands: Bestaiyons are a rare breed and have no lands they call their own. They form small communities in out-of-the-way places and untamed country. Others attempt to mix in with the regular populace.

Religion: Bestaiyons tend not to follow any religion as it was a god who cursed them. Those that do tend to follow gods of order, mental acuity, or magic. Some rare Bestaiyons follow the god that cursed them.

Languages: The Bestaiyons speak their own language called Adûnaic (J.R.R.Tolkein). They also speak Common and the language of the country they live in.

Adventurers: Most Bestaiyons adventure to seek knowledge or mental perfection. Others seek an end to their curse.

Bestaiyon Names: Bestaiyon names are taken from Adûnaic (J.R.R.Tolkein) with no differentiation between male and female names.

Bestaiyon Traits (Ex):

*+2 Intelligence, +2 Constitution, -2 Wisdom, -2 Strength. Bestaiyons concentrate on honing their mind and keeping their body healthy, but makes them physically weaker. Their curse reduces their wisdom.
*As Medium creatures, Bestaiyon have no special bonuses or penalties due to their size.
*Bestaiyon base speed is 30 ft.
*Educated: Bestaiyons receive the Educated feat (Forgotten Realms) for free. This does not give them any ranks in any Knowledge.
*Human: Bestaiyons are considered human with regards to any spells or effects that affect humans.
*4 extra skill points at 1st level and 1 extra skill point at each additional level.
*1 extra feat at 1st level.
*+2 bonus against gaze attacks.
*Immune to blindness spells and spell-like effects. The glass orb eyes are not susceptible to magic that affects eyesight. They can, however, be dazed by light spells and the like.
*Grey Vision: Bestaiyons doe not have normal eyes. Their colored glass orbs do not allow them to differentiate color. They see only in black, white, and shades of grey. They automatically fail at anything that requires them to differentiate colors.
*Blindness: Bestaiyons are technically blind. If they ever loose their glass orbs, they will be blind. If they do not get them replaced, their vision will turn inward to the chaos and they will have a chance to go insane. For each week without their glass eyes, they have a 10% cumulative chance of falling to the madness. These glass orbs may only be made by high level Bestaiyon wizards. A player character may learn how to make glass orb eyes, but must be taught.
*Chaos Peering: Bestaiyons can peer into the chaos where their eyes are located. This gives them the ability to divine a situation. This effect varies dependent on character level. When the Bestaiyon uses this ability, their glass orbs turn black and swirl with chaos as their vision turns inward.
*Character Level 1: Augury—Learn whether a particular action will bring good or bad results for you in the immediate future. Wisdom check (1d20 + Wis bonus + ½ character level) DC 25 to attempt to read the chaos. Failure: Take 1d6 points of Intelligence, Wisdom, and Charisma damage.
*Character Level 10: Vision—Gain insight on one person, place, or object. Make a Wisdom check (1d20 + Wisdom bonus + ½ character level) DC 25 (if person/place/thing is familiar) or DC 30 (if person/place/thing is not familiar). If you succeed gain information about a person, place, or thing. Take 1d6 points of Intelligence, Wisdom, and Charisma damage.
*Character Level 15: Moment of Prescience—Gain insight bonus equal to ½ character level (rounded up) on any single attack roll, opposed ability or skill check, or saving throw. Wisdom check (1d20 + Wisdom bonus + ½ character level) DC 30. Take 1d6 points of Intelligence, Wisdom, and Charisma damage.
*Personality Quirk: Bestaiyons suffer from the curse put on them by the god that stole their eyes. This curse manifests in strange personality behaviors. A Bestaiyon must choose a strange personality quirk. This quirk must manifest itself at the worst possible moment.
*Madness: Bestaiyons suffer from the curse put on them by the god that stole their eyes. This curse manifests whenever the Bestaiyon uses their Chaos Peering. It manifests as unsociable, irregular, and sometimes psychotic behavior. The Bestaiyon may come out of their Chaos Peering speaking in strange tongues, acting irregular, highly aggressive, extremely passive, or other such behavior (DM’s choice). This behavior results in a -4 penalty on all Wisdom, Intelligence, and Charisma checks. Spellcasting has a chance of misfiring or not working as the caster can’t concentrate. (Player must make a Concentration check with the above penalties.) Powers may not manifest. (Must make appropriate check with above modifiers.) In combat, a Bestaiyon suffering from Madness receives a -2 penalty on all attacks. Madness lasts 2d12 hours. A Bestaiyon attempting to use Chaos Peering: Augury or Chaos Peering: Vision while suffering from Madness takes penalties on his checks as above. If the check succeeds, the Bestaiyon may gain some insight. However, this insight is clouded. The penalty becomes a -6 for the remainder of the time. If he fails, he suffers damage as normal. A Bestaiyon may not attempt to Chaos Peer: Moment of Prescience while suffering from Madness.
*Automatic Languages: Adûnaic, Common, Regional.
*Bonus Languages: Any. Bestaiyons travel extensively, allowing them to pick up and learn any language.
*Favored Class: Psion.
*Preferred Classes: Psion, Monk, Wizard (diviner).
*Level Adjustment: +0

Starting Age/Aging Effects: As Humans
Height & Weight: As 1/2 Elves
poetria

08-26-06, 12:53 PM
[not in contest, made by judge]

Again, reposting on new thread...

Saurid

Personality: Saurids are a very shy people that inhabit forests and deserts. For the most part, they are non-aggressive. However, during adulthood, male Saurids hold a ritual of physical contests to win a mate. These contests can be quite deadly, and many male Saurids have lost their lives during this ritual. The ritual is held in the spring. Saurid males become far more aggressive toward other males, especially male Saurids.

Physical Description: Saurids are a humanoid race around the same height and weight as a Halfling. Their skin is scaled and green. Sand Saurids skin and scales are light brown. Their skin takes on the colors of their surroundings when they wish to hide. Their teeth are sharp, and they have a long, pink-red tongue. Their facial features are a mix of human and lizard. Saurids have no hair, and their eyes are usually dark brown or black.

Alignment: Saurids tend towards Neutral Good. Evil Saurids are not unheard of.

Other Races: Saurids get along well with elves and other sylvan folk. Sand Saurids also get along well with Asherati.

Lands: Saurids share the forest with other races. Their homes are under the forest floor and consist of several rooms. Sand Saurids live beneath the sand.

Religion: Saurids venerate nature and are a deeply religious people. Most divine spellcasters are either druids or rangers.

Languages: Saurids speak their own language called Saurin. They also speak Common and Sylvan.

Adventurers: Saurids are not an adventurous people. Those few Saurids that do adventurer do so to explore their surroundings or to protect their wilderness home from outside invasion. The Saurid people have a story of a legendary adventurer that they love to tell their children, but it is always tempered with the story of a legendary Saurid who stayed at home and saved his people.

Names: Saurid names roll off the tongue and contain many soft vowels and consonants.

Saurid (monstrous humanoid [reptilian])Traits (Ex):

*+2 Constitution, -2 Intelligence, -2 Charisma. Saurids are a very shy and non-aggressive people that live in the wild.
*Small: As a Small creature, a Saurid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
*Saurid base speed is 30 ft. Saurids have a Climb speed of 15’ and a Swim speed of 30’.
*Low-light vision: Saurids can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
*+2 Natural Armor.
*+10 racial bonus to Hide checks. Saurids have a chameleon ability to blend in with their surroundings.
*+4 racial bonus to Move Silently checks.
*Natural attack: Saurids have a bite attack that does 1d4 + Str damage.
*Automatic Languages: Saurin, Common.
*Bonus Languages: Draconic, Elven, Sylvan.
*Favored Class: Druid.
*Level Adjustment: +1

Sand Saurid (monstrous humanoid [reptilian]) Traits (Ex):

*+2 Dexterity, -2 Intelligence, -2 Charisma. Sand Saurids inhabit sandy deserts. They are quite quick, but very shy.
*Small: As a Small creature, a Saurid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
*Saurid base speed is 30 ft. Saurids have a Burrow speed of 15’. Sand Saurids can quickly move through sand.
*Low-light vision: Saurids can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
*+2 Natural Armor.
*+10 racial bonus to Hide checks. Saurids have a chameleon ability to blend in with their surroundings.
*+4 racial bonus to Move Silently checks.
*Natural attack: Saurids have a bite attack that does 1d4 + Str damage.
*Automatic Languages: Saurin, Common.
*Bonus Languages: Asherati, Draconic, Terran.
*Favored Class: Druid.
*Level Adjustment: +1

Height & Weight as Halflings.
Age as below:
Adulthood = 13 years
Middle Age = 30 years
Old Age = 50 years
Venerable Age = 65 years
Maximum Age = +2d20 years

============
creator of: Kaerkanne, Bui'Kaerkanne, Sharush, Olumba, Adunala, Bestaiyon, Rukhul, and Saurid.
Exooki

08-27-06, 07:30 PM
:bump: i dont understand why no more psots? the second races contest is almsot full come of people psot!!!!! all of those who have helped out in the past please help us out. i am still yet to get a reply from wizo the hutt so everyone please send him 1 (dont annoy him) pm asking him to make thios thread a sticky and replace the old races compendium.

:bump: :D
SeptimusMagistos

08-27-06, 07:42 PM
Kitini (The Lost Ones)


Kititni are a long-lost race of children who have defied the laws of growing up.

Personality:
Kitini tend toward chaos as their very means of existance breaks several natural and supernatural laws. Their life on the Kitini Isles tends to make them fearless and increase their wits somewhat. If Kitini go away from the isles, they may change their outlook on life.

Physical Description:
Kitini are short, about the same height as halflings. They look like a mix between fey and human children. They often dress in animal skins. Just as humans, Kitini look different and use different accessories, though they are akin to one another in a way.

Relations:
Kitini get along well enough with most other races. They tend to consider elves too stuffy and the elves usually dislike their kind of immortality. Kitini don't get along too well with half-orcs, and think that dwarves are way too greedy(but who doesn't?)

Alignment:
On average, Kitini tend to lean towards Chaos and Good because of their society, but there are exceptions, especially among those who have left the Kitini isles.

Kitini lands:
Kitini have a loose culture with tribes ruled in different ways from monarchys to democracies. They populate the Kitini Isles, a secret place which holds the key to transferring into their everyoung life. Their days are spent in endless activities, from feasting to fighting, from playing games to sleeping. The one thing they rarely do is work. Few come to their isles, though some exceptions are made. Often, children are lured in to become Kitini, usually human. Though this place may sound like paradise to some, beware, for Kitini Isles are full of deadly dangers, and not all can survive.

Religion:
Kitini have no pantheon of their own. The worship tends to be spread out across other pantheons, with everyone having their own set of beliefs. The usual way to go about religion for Kitini is to ignore it most of the time and pray to every god they've ever heard of in time of need.

Language:
Kitini do not have a language of their own. Instead, they've adopted the Common language, and though it is sprinkled with their own slang, it is still understandable.

Names:
Kitini tend to follow humans in their naming procedures. Most often, they use a nickname based on something they've done.

Adventures:
Kitini have daily adventures on Kitini Isles. If one has not been in danger of dying before lunch, it's considered a very slow day. Some Kitini leave the isles to explore the wider world, and those tend to carry on the trend of adventure. Kitini just aren't very suited to honest work.

Kitini Racial Traits

* +2 Dex, -2 Str. Kitini are agile but not very strong.

* Small.

* Kitini base land speed is 30 feet.

* Never Aging. Kitini never age. They do not die of old age and do not go through age cathegories.

* Automatic Languages Common.

* Favored Class Fighter, Bard, Rogue. A multiclass Kitini's fighter bard or rogue class does not count when determining whether he takes an experience point penalty for multiclassing. However, if he has more than one of these classes, only the highest doesn't count.

* Level Adjustment +0

Kitini racial feats:

Birthright feats(Can only be taken at 1st level)

Liberty's Child

Your tribe was ruled by a democracy and it left you used to freedom.
This feat provides the character with a +4 bonus to spells seeking to control them.

True Kitini
You were born as a match between 2 pureblood Kitini.
This feat increases the character's Charisma by 2 but drops his wisdom by an equal amount. In addition, a character with this feat gains +2 to Knowledge(nature) checks.

Newly lost
You were brought into the isles of Kirini as a child and subjected to the rituals.
This feat negates the Kirini racial score adjustments. It also gives a character with it favored class(any).

Following the Leader
You were born in a tribe led by a strong figure.
A character with this feat gains +1 to attack and damage if the leader of the party he's in is alive. If the character is the leader of the party, this feat is treated as Born Leader instead.

Born leader
You were born to be a leader of your tribe. As long as you're in the lead, you're the best you can be.
A character with this feat gains+1 to attack and damage if he's the leader of the party he's in. If he isn't this feat is treated as Following the Leader instead.

Other Feats

Beastslayer
You have battled savaged beasts of the Kitini Isles all your life and have grown good at it.
You get +2 to hit and damage vs. animals.
Izodor_Shadowcaster

08-28-06, 03:23 AM
Let's make another race. I will send a PM to WizO_the_hutt to and I will ask him nicely if he could make this a sticky.;) Could you update the list again Exooki?

And for all who do not know MBJ means: Made By Judge and so it is not in the Contest

[MBJ] Windtouched

"Like the wind we come and like the wind we flee."

http://www.wizards.com/dnd/images/xph_gallery/80512.jpg

Once there was a windgod. He was all powerfull, but unworshiped. So he decided to create a people that could worship him and spread the word of his good will. He made the windtouched. Like the wind they can move and spread terror fast, but like the wind they fear danger and do not like to fight. They live in forrests high up in the trees. They look like like humans, but their eyes change colours with the changing of the winds.

Personality: Freedom and Brotherhood are the two most important things for a Windtouched and adventures can always count on finding friends and helfull hands in a Windtouched village although they will not be able to find warriors and fighters. Windtouched do not like to fight and they will likely flee and abandon their allies before even considering to fight with them. Brave? no. Friendly? Yes.

Physical Description: Windtouched look like humans only they have strange colouored eyes that change with the changing of the wind. They do not become very old. They mature at 10 and die at an age of 50.

Alignment: CG is the true alignment of Windtouched and not many are different.

Other races: They like Elves and Haflings. They also like Alti (post 124) and thye realy hate and feat Shapeshifters (post 101). Dwarves and Orc are to aggresive for them and they do not like there company. They like Gnomes and Leprechauns (post 25). They do not like Lego Minifigures (post 129)because of their opsessive crafting.

Religion:Their god is Anemos, god of wind. He is a demigod with a divine rank of 4 (Deities and Demigods). He has these domains: Air, Liberation, Travel, Weather. He likes freedom and he helps people in need. His temples are full with flags and other things that move in the wind.

Windtouched Traits
*Medium Humanoid (Windtouched)
*Lands Speed: 30 feet. Fly speed: 60 feet (average maneuverability).
*+2 on Balance checks
*+2 on Survival checks
*-2 on checks to resist intimidation.
*Fear of Combat:After initiative is rolled but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of the encounter, taking a –2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.
*Freedom of movement: When you wear any type of armor, decrease the armor’s maximum Dexterity bonus by –2 and increase its armor penalty by +4.
*Skill Focus: You gain Skill Focus as a bonus feat.
*Languages: Common, Auran. Bonus Languages: Ignan, Aquan,Terran, Halfling, Elven, Dwarven, Gnome
*Favored Class: Psion
Draconuk

08-28-06, 11:12 AM
Frelians and Felmians

Frelians are mysterious, yet curious, creatures. They are very intelligent and abide by laws. There are two clans of Frelians, one is a rebel tribe who disagreed with the beliefs of the original clans "religion". The rebel clan gave themselves the name Frelmians. The rebels are a troublesome group of theives. Frelians can be any class, except for theives, if you choose to be a thief, you are a Frelmian.

Alignment: Frelians turn towards good alignments. Frelmians are always evil.

Other Races: Frelians do well with every race, other than orcs. Frelmians only get along with orcs and other chaotic evil races.

Lands: Frelians live anywhere inland. Frelmians live along coasts where they pillage merchant ships.

Religion: Frelians follow any religion they choose, most follow their god Ginverse, the god of Frelians. Frelmians worship evil deities.

Languages: Frelian

Names: Male: Hantik, Gimbol, Frilsin; Female: Hivsel, Ginda

Frelian/Frelmian Racial Traits:
*+2 Intelligence +2 Strength -2 Charisma
*Medium
*40 ft., Frelians are very fast, nimble creatures
*Frelians can see in darkness just as well as in light
*+3 Natural Armor
*Automatic Languages: Frelian, Common, Elven
*Bonus Languages: Dwarven
*Favored Class: Sorcerer
kaizer_soatze

08-28-06, 11:47 AM
can any body think up a jenova class from ff7?
Ysera_the_destroyer

08-28-06, 12:14 PM
Avians

The Avians are a race of mystical bird-men. They look like winged humans with eagles talons as hands and feet and they have an eagles head. They have big muscles and hollow bones to help them fly. They live on their mountain fortress of Taniquetil. The mountain is enchanted as the air doesn't get thinner as you go higher up. At the very top of the mountain there is a temple dedicated to their wind god, Azriel. Taniquetil is situated in the middle of a grass plains area, standing out like a beacon of hope and justice. Beneath the mountain is a huge mithril deposit.

Long ago, the minions of Pazuzu infiltrated the avian society. Very soon there was a civil war between the Azriel worshippers and the Pazuzu worshippers. The surviving Azriel worshippers were forced into exile into the surrounding wilderness. A thousand years later, they allied themselves with the dwarves and gnomes and with their help, they infiltrated the mithril mines beneath the mountain and ambushed the pazuzu worshippers. As the dark avians were forced into retreat, a portal to Pazuzu's layer of the abyss was opened and they fled through it. To this very day, the dark avians still follow pazuzu and one day plan on re-taking Taniquetil.

Mountain Avians

Medium Size
20ft land speed (can't run or move anymore than 20ft in one round on land due to their akwardly shaped feet)
40ft fly speed (average manuverability)
+2 Str
-2 Con
Avians have big muscles and hollow bones to help them fly.

+2 Search and Spot checks, due to their sharp eagles eyes, they have a better sense of sight.

Automatic Languages: Common, Avian.
Bonus Languages: Auran, Dwarven, Gnomish, Elven, Halfling, Draconic, Celestial.
Favoured Class: Wizard
Most Common Alignment: Neutral Good

Dark Avians (Sub-Race)

as mountain avians except they have black feathers instead of white ones, they have red eyes, Favoured class: Sorcerror, Bonus Languages: Auran, Abyssal, Infernal, Draconic, Goblin, Orc. Most Common Alignment: Chaotic Evil
RoCkEtInToXiCaTe

08-28-06, 10:34 PM
I have some ideas for a couple of races. I'll replace this post with my first one, and then see if anything similar was produce before I post my others. My ideas are: Orochi-jin (Snake people), Kitsune-jin (Fox people), and Soratami (Moonfolk). Please let me know if any of above have already been made, and I won't waste my time. If all of the above are already made here, forgive me for posting a comment.
poetria

08-29-06, 08:39 AM
[Sorry for posting w/o race, Exooki.]

Base race has been experimented on to produce a race with flexible bones allowing them to squeeze into small areas, escape bonds, and the like. Favored class: Rogue.

Give a small background on how they came to be and some stats.

:schemes:
Izodor_Shadowcaster

08-29-06, 09:02 AM
[Sorry for posting w/o race, Exooki.]

Base race has been experimented on to produce a race with flexible bones allowing them to squeeze into small areas, escape bonds, and the like. Favored class: Rogue.

Give a small background on how they came to be and some stats.

:schemes:

I like a chalenge. Let's try.

[MBJ] Charanda

Deep inside the forgotten dungeons, they lived like criminals, banished from civilisation. Everyone had forgotten them, the slaves of Arantacoc. When the earthquake destroyed the city, everyone left, but they forgot the slaves that were kept inside the deep dungeons. The slaves survived and were able to live in the ruins of the old city. They adapted to their environment of ruins. They were poisoned by the dark and magic made them in what they are now.

They have flexible bones that allow them to squeeze into small areas, escape bonds, and the like. They are the perfect rogues. Master of the dark and hidden.

They do not trust strangers and will attack any who comes near.

Physical Description: Their skin is slimy and thin. You can see the organs under it. They are just a bit taller than the average human. Their faces are strangely misformed and look a bit like the face of a sloth. They have small eyes, but they can see exelent in the dark. They have long arms and legs that seem to bend on very strange places. They do not live long. Only as long as humans do.

Personality:They love freedom and they will never inprison someone. They are very territorial and they act very hostile when they see intruders. They will try to scare them and make them go away. They do not like to wear clothes. They care nothing for law and the only law is the law of nature: Hunt or be hunted.

Alignment:Most Charanda are Chaotic. They care nothing for law. Like nature they tend to neutrality.

Other races:All stranger are enemies, but some are to be treated with respect. Half-orcs have strenght and halflings have skill. Both are treated with the highest respect. Once they were slaves of humans and elves and that is what they will never forget or forgive. Gnomes and dwarves are strange and ugly.

Lands: They live in small tribes of 20-30. They live in the ruins of the ancient city. Hunting for food and stealing from the many treasures that can still be found inside the forgotten city. Not many Charanda go on adventures, but those that do become famous and rich.

Religion:Religion is something Charanda do not trust and they pray to no god! No one will rule the Charanda, slaves of Arantacoc!

Charanda Traits

*Medium Aberration
*Speed 30 feet
*+2 Dexterity, -2 Strength. They have great reflexes, but there bones are not made for labour.
*+2 on Escape Artist checks, They are masters in escaping chains or ropes.
*Darkvision 60 feet.
*Small sized escape: They can move through small spaces as if they were one size category smaller.
*Languages: Common, Charanda, Bonus Languages: Dwarven ,Elven, Draconinc, Goblin, Gnome, Orc
*Favored Class: Rogue

-----------------------------------------------------------------------

I hope this is what you wanted...:D

I must remind everyone that the Second 1001 Races Workshop Contest is almost coming to an end. We have 13 of the 15 races and if you want your race to be added, than add them now! After the contest, people can start to contribute immediatly to the Third 1001 races Workshop Contest. The Judges (Exooki, Poetria and me) will choose three winners for the contest and tell you who the winners are.

People who win this contest (also the second and third price) can put this into their signature:
Winner of the
-----/\-----
SECOND
---_| |_---
1001 Races Workshop
Contest


I have some ideas for a couple of races. I'll replace this post with my first one, and then see if anything similar was produce before I post my others. My ideas are: Orochi-jin (Snake people), Kitsune-jin (Fox people), and Soratami (Moonfolk). Please let me know if any of above have already been made, and I won't waste my time. If all of the above are already made here, forgive me for posting a comment.

Look at post 128 for Kitsune and post 4 has Lunarians (Moon people). Of course you can create new ones if your are not happy with the ones already made.
poetria

08-29-06, 11:36 AM
[Izodor_Shadowcaster--Looks good to me. I like 'em.]

New (old) race below. My version of cat people. :rolleyes:

[MBJ - Not in contest.]

GNILFELAUN

They are as "barbaric" as their larger cousins, the Felaun-salear, but less aggressive.

Gnilfelaun fear fire more than their larger cousins due to the fact that they live within the forests. Gnilfelaun may never take the Fire Domain, nor can they cast any fire-related spells. They have a -4 penalty to Morale when faced with fire within the natural environment. This penalty is reduced to -2 when within a city (if familiar with cities) or if the individual has water-related spells memorized and can cast them right away. All Gnilfelaun must make a Will save (DC 15 or 20) when confronted with fire.

Gnilfelaun are a cross between forest gnomes and wild cats (tiny). Gnilfelaun tend to live in family units deep in the forests and shun contact with other races except forest gnomes and other forest-dwelling creatures.

Note: On worlds other than Kasmiir, Gnilfelaun are not permitted to be clerics of any god(dess) whose portfolio contains fire. Gods or goddesses whose portfolio contains fire are prayed to only in that that god(dess) does not send fire to destroy them, their family, or the forest in which they live.

COMBAT

Because of their fear of fire, Gnilfelaun wear armor made of leather, wood, bone, hide, or studded leather with bone. Their weapons are made of wood, bone, or stone. PC's may use other weapons and armor, but only after they begin adventuring.

Gnilfelaun Traits (Ex):

+2 Dexterity, -2 Strength: Gnilfelaun are quick and agile, but due to their small size, they are not as strong as most humanoids.
Tiny: As a Tiny creature, a Gnilfelaun gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are one-half of those of a Medium character.
Gnilfelaun have a land speed of 20 feet, even though they are Tiny creatures.
Low-light Vision: Gnilfelaun can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Racial Skills: Gnilfelaun gain a +4 racial bonus to Hide and Move Silently checks made in natural environments.
Special Qualities: Spell-like abilities. Gnilfelaun can Pass Without Trace as a Druid.
Special Attacks: Gnilfelaun have a claw and bite attack (1/1/1d2).
Automatic Languages: Felaunnish, Common.
Bonus Languages: Gnome, Sylvan.
Illiterate: Few, if any, felaun-salear can read common or any other language. They do, however, have their own written language that consists of pictographs.
Magic: Most spellcasters are divine spellcasters and more likely either druids or rangers. The arcane spellcasters that exist are either bards or sorcerers. Wizards are rare as the Gnilfelaun are not literate.
Psionics: Strangely, psionic ability can be found more in Gnilfelaun than in their larger cousins.
Favored Class: Druid
Preferred Class: Druid, Ranger, Barbarian.
Level Adjustment: +0
Kasmiir Only: Gnilfelaun can breed with any humanoid, though they are unlikely to breed with any humanoid much larger than themselves.


Height/Weight
Ht: 1’ 0” +2d6
Wt: 5 lb. x .25 lb.

Aging Effects
Adulthood: 20 years
Middle Age: 40 years
Old Age: 60 years
Venerable: 85 years
Maximum age: +2d20 years
poetria

08-29-06, 11:52 AM
[Not in contest.]

CREATING A HALF-BESTAIYON

“Half Bestaiyon” is an inherited template that can be added to any non-human humanoid or monstrous humanoid creature (referred to hereafter as the base creature) at birth. This template does not apply to the offspring of Humans and Bestaiyons; they are either Human or Bestaiyon.

Half-Bestaiyons are born with one eye. This eye is the same color as the non-Bestaiyon parent. The other socket is empty. Most Half-Bestaiyons do not have a glass orb replacement unless they are born into a Bestaiyon community. Many Half-Bestaiyons place a glass eye in their empty socket.

Unlike their Bestaiyon parent, Half-Bestaiyon personalities tend to be more like their non-Bestaiyon parent. They know they are different, but also know that because they do have at least one eye, they can fit in more readily and attempt to do so. They are just as intelligent as their Bestaiyon parent and long for greater knowledge. This desire is not tempered by wisdom, and the Half-Bestaiyon tends to delve too deep like his Bestaiyon parent. Though their minds are honed, they don’t tend toward psionics. Instead, they tend towards arcane pursuits.

Size and Type: Same as base creature.

Hit Dice: Same as base creature.

Speed: Same as the base creature.

Abilities: Change from the base creature as follows: Int +2, Wis -2.

Skills: Same as base creature.

Feats: Half-Bestaiyons do not receive the Educated feat for free. Instead they receive a +2 competence bonus on any one Knowledge chosen at character creation. This Knowledge becomes a class skill. If he chooses one that is already a class skill, then he receives a +4 competence bonus on checks related to that skill.


No depth perception: Half-Bestaiyons who do not have their empty eye socket replaced with a glass orb suffers a -2 penalty on all ranged attacks, including magic attacks.
Grey Vision: Half-Bestaiyons do not have normal eyes. The colored glass orb that replaces the missing eye does not allow him to differentiate color. He sees only in black, white, and shades of grey out of his eye. This does not apply if the Half-Bestaiyon does not have a glass orb replacement.
Half-Bestaiyons lose any Low-light vision or Darkvision the base creature had. His one eye just doesn’t have the strength to see well enough in the dark.
Chaos Peering: Half-Bestaiyons can peer into the chaos where their one eye is located. This gives them a limited ability to divine a situation. When the Half-Bestaiyon uses this ability, his glass orb turn black and swirls with chaos as their vision turns inward. This ability is limited to augury as they are unable to get as “clear” a picture of the chaos.
Augury—Learn whether a particular action will bring good or bad results for you in the immediate future. Wisdom check (1d20 + Wis bonus + ½ character level) DC 25 to attempt to read the chaos. Failure: Take 1d6 points of Intelligence, Wisdom, and Charisma damage.
Madness: Half-Bestaiyons suffer from the same curse put on their Bestaiyon parent by the god that stole their Bestaiyon parent’s eyes. This curse manifests whenever the Half-Bestaiyon uses his Chaos Peering. It manifests as unsociable, irregular, and sometimes psychotic behavior. The Half-Bestaiyon may come out of their Chaos Peering speaking in strange tongues, acting irregular, highly aggressive, extremely passive, or other such behavior (DM’s choice). This behavior results in a -4 penalty on all Wisdom, Intelligence, and Charisma checks. Spellcasting has a chance of misfiring or not working as the caster can’t concentrate. (Player must make a Concentration check with the above penalties.) Powers may not manifest. (Must make appropriate check with above modifiers.) In combat, a Bestaiyon suffering from Madness receives a -2 penalty on all attacks. Madness lasts 2d12 hours. A Bestaiyon attempting to use Chaos Peering while suffering from Madness takes penalties on his checks as above. If the check succeeds, the Bestaiyon may gain some insight. The penalty becomes a -6 for the remainder of the time. If he fails, he suffers damage as normal.


Automatic Languages: Adûnaic, Common, Regional, base creature’s language.

Bonus Languages: Any. Half-Bestaiyons also travel extensively, allowing them to pick up and learn any language.

Favored Class: Wizard.

Preferred Classes: Wizard, Bard, Wilder.

Environment: Any, usually same as base creature.

Alignment: Any.

Advancement: By character class.

Level Adjustment: Same as the base creature.

Height and Weight: Average of Bestaiyon and base creature.

Starting Age: As ½ Elf

Aging Effects: As ½ Elf.
General_Krueger

08-29-06, 06:04 PM
Sry, double post...
General_Krueger

08-29-06, 06:08 PM
Well, like I said, I wanted a fox-like race. What I wanted was a halfling-sized fox race but I couldn't find one. So I thought, "What the heck? Why not try and make my own race?" So I did. They are called the Fyrox (Fye-Rocks; fye rymes with pie). If you have anything you'd like to tell me about this such as problems, things that need to be fixed, or something, just PM me. Well, here it is, tell me what you think:


Fyrox
The Fyrox are an odd people. They are as short as halflings and are known for thier tricks and cunning pranking skills.

Personality: Fyrox are cunning tricksters. They find pranks and jokes a worthy way to pass thier time. They love throwing festivals and having fun in general. Thier reputation of being pranksters is so infamous that it is often overexagerated, making people more wary than they should be. But when battle calls they are more than ready. Their warriors weild whatever means of weaponry they can find while their spellcasters weild the devastating magic of fire. The Fyrox are fun to have at parties and dangerous to have as enemies.

Physical Description: Fyrox, naturally, look like foxes that walk upright. They stand around 3 feet tall and weigh around 30 pounds. They have long bushy tails and sharp teeth. They have hands, arms, legs, and feet shaped like a humans' but they're covered in fur. Thier fur is usually Red, Brown, Grey, or Black. They have black-tipped tufted ears that allow them to hear better than most as well as eyes that can see in low-light conditions.

Relations: Fyrox get along well with anybody. Halflings and gnomes especially due to thier height similarities. Other races are wary around the fox people. Never knowing when the next prank is coming, although the equally prank-loving copper drgons find them amusing and good company. Fyrox have little hatred of other races. They only find enemies in those who are a threat to thier kind.

Alignment: Fyrox are usually chaotic or neutral. They have a hard time understanding why anyone would want to devote thier lives to following the laws to every extent; although there are exceptions. Fox people are more likely to be good rather than evil. The few that are evil are usually at the brink of insanity for fox people aren't raised to permit much of a vile temperment.

Fyrox Lands: The Fyrox have no country to call their own. They live in small viliages, towns, or caravans together with other Fyrox. Their home is usually a hollowed out hill, or a burrow, furnished with whatever they happen to have. They tend to line in hilly areas where there are plenty of places to make their homes. Each comunity has an elected leader that the Fyrox of that comunity agree on. If they don't like the current leader, the leader is to step down and let another take the mantle.

Religion: The Fyrox revere no gods, for they find no truth in divine teachings. Although it is possible for them to believe in a god, they generally don't.

Languages: The Fyrox speak Common and a few other languages.

Names: The fox peeople have simple names with no last name. Their names are usually two sylables long.
Example Male Names: Jillas, Silas, Arlo, Sigil, Ferrin.
Example Female Names: Daisy, Jennas, Reina, Arlin, Bethel.

Adventurers: Fyrox tend to be Beguilers more than anything else. Their love of jokes and pranks combined with thier sharp tounges make this class perfect for them.

Fyrox Racial Traits

* -2 strength (minimum 3), -2 constitution(minimum 3), +2 intelligence, +2 Charisma: Fyrox are weak in body, and strong in mind. They use their quick reflexes and wits to gain victory rather than brute strength.

* Small: As small a small creature, a Fyrox gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on hide checks, but he uses smaller weapons than medium sized creatures do and carries only three quarters as much as a medium sized creature.

* A Fyrox's base land speed is 20 feet.

* +2 racial bonus on move silently, listen, and bluff checks: Fyrox are masters of stealth and trickery and have keen hearing as well.

*Fyrox's have Low-Light vision.

*Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.


*Automatic Languages: Common. Bonus Languages: Elven, Dwarven, Halfling, Gnomish, Sylvan, and Gnoll.

* Favored Class: Beguiler

Ages:
Adulthood: 12
Middle Age: 35
Old: 45
Venerable: 65
Maximum Age: +2D20 Years

Base Height:
Male: 3'0" Female: 2'8"

Height Modifier:
+2D4

Base Weight:
Male: 35 lb. Female: 30 lb.

Weight Modifier:
x1 lb.

-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

Well, what do you think? Any changes needed? I reveiwed this with a few friends and I think we cleaned it up real nice compared to what it used to be. Again, PM me if you would like to see some changes or point something out.
Exooki

08-30-06, 07:55 PM
first person to psot their next race will be the last race included in second contest. all others after that will be in next contest.

a couple reminders

if you can please number your posts (which race yours is out of 15)

also if possible no comments, comments are fine if accompanied witha race.

please no psoting in a row. there is a max of 3 of your posts per contest. if they are 1 after another only the first will be counted.

judges please also do not double psot. use your extra races as bumps to keep this thread on first page.

:) i also got a reply from wizo finally. give it 1 month he said, keep it active, and organize it a little more(did that by updating first post). he has suggested using lniks in first post to the race as well as descriptions. so judges if you could help me with that then we will be all set to become 1001 RACES WORKSHOP, THE ONE AND ONLY NEW RACES COMPENDIUM!!!!!!!!!.

yes really
SquirrelMortis

08-30-06, 09:30 PM
Glaivos

In ages past, there was a man who was never satisfied. He always wanted to get things things, but he never wanted to have things. He complained night and day. He married a woman, to whom he did nought but complain. He complained so much, that one day, his wife told him that he needed to see more of the world, so that he could he realize how very lucky he was. So, the man went off exploring. He atlast came to a backwater village on the coast. He was walking down the street when he witnessed a man having his soul eaten. The whole world held its breath, eager to see if he realized how lucky he was. In stead he spat and said, "I want children..."

And so the gods gave him children... Millions of children. They were horribly deformed, having two tongues and an additional eye on their chest. The man died of shock when he realized they were his children. And even today, many hundred years later, his children still roam, branded as the Glaivos, cursed to forever complain...

Physical Description: Glaivos at first glance look like skinny halflings. They have only three fingers, each of wich is long and spindly. They usually have pockmarked gaunt faces. Their hair is greasy and ranges from jet black, to whispy white. They have two tongues, side by side in their mouth. On their chest is a huge eye. The color of the eye varies depending on the Glaivos' mood. Green when happy, red when angry, and anything else in between.

Personality: They are ashamed of their ancestry. They still complain alot, though they punish themselves heavily for complaining. For instance, in most Glaivos families, anyone who complains, must sleep outside for the night. As you would have it, Glaivos sleep outside alot...

Alignment: Glaivos are as varied in alignment as humans.

Other races: Glaivos are suspicous of intruders (they complain about them alot). As no one truly unsterstands their predicament, they can't relate to them well. However, many Glaivos are dealers in the black market. Thus members of certain races regard the Glaivos race as a whole as a bunch of thieves and crooks (which hardly improves their image).

Lands: Glaivos have no land to call their own. They live in small smelly villages built on the land of some rich guy without his knowledge or consent most of the most of the time

Religion:Religion is not trusted among Glaivos.

Glaivos Traits

*Small Aberration
*Speed 20 feet
*+2 Constitution, -2 Charisma. They are tough and hardy, but horrid deformities hurt their social skills.
*+2 on Open lock, Their three long fingers are adept at being inserted into keyholes
*Darkvison 60 ft.
*Sharp-tongue (ex): Whenever a Glaivos makes a save against a fear effect, he can insult the idiot that thought it could scare him. Any time he makes a save against fear effect, a Glaivos gains a bonus on attack rolls against that creature equeal to the amount by which he exceeded the DC.
*Whine (ex): Once per day a Glaivos can whine so much they can drive people mad. People within 30 ft. of the Glaivos must make a will save (DC 10+half HD rounded down) or be nauseated for 1d6+1 per hit dice rounds. This is a sonic mind-affecting effect.
*Languages: Common, Bonus Languages: Any (save secret languages)
*Favored Class: Rogue
Izodor_Shadowcaster

08-31-06, 01:29 AM
All came from everywhere: elves, orcs, humans and gnome. They all geathered to see their new family of races.

Yes, people the Second 1001 Races Workshop Contest is over! The Judges are voting and Exooki will post the results as soon as possible. Now Let the Third 1001 Races Workshop Contest Begin!

RULES (made by Exooki):
------
1. You may only submit 3 races/templates per contest
2. Only 1 race or template per post please. Only the first shall be counted.
3. PLEASE NO COMMENTING. if you must comment pm the person or do it somewhere else.
4. For those of you who won: Great Job!!. If you win 3 times i think than you may be eligable to become a member of the judges !!!!!!!!!! however this is only possible for thsoe who show they want to keep this thread alive and going. those of you who are interested can pm Exooki for more details.
5. To make it easier for judges please number your races. take note as some judges add races and theirs do not count. They indicate this before the race and just look for the race with a big number next to it. Races made by judges have MBJ in front of their name. This means: Made By Judge and means that the race is not in the contest.
-----------------------------------------


[MBJ]Tricando

These creatures live in total darkness and they will always live in total darkness. They are ratlike creatures that magically use shadows for their own goods.

more information coming soon...

Tricando Racial Traits

*Small Humanoid (Tricando)
*Speed 30 feet
*+2 INtelligence, -2 Charisma
*Track as a bonus feat
*+2 Spellcraft, +2 Survival
*Languages: Common, Undercommon, Bonus Languages: Any
*Favored Class: Shadowcaster (see my signature for a remake of the shadowcaster)
Exooki

09-01-06, 08:55 PM
BY VOTING OF MYSELF, IZODOR AND POETRIA THESE ARE THE TOP 3 RACES!!!!!!!!

1st place race gothin by wharin
2nd youkia by jay r
3rd is fyrox by General_Krueger

all you you can add the stamp of victory from izodr :D

thank you all and even if you didnt win thank you anyways. try again next time :) you will win if you are persistant enough!!!!!
InsanePsychoRabbit

09-02-06, 10:29 AM
This creature's statistics are based on Open Game Content. I reserve the right to distribute this creature.

Shapeshifter Wolf (from Wolf's Rain)

http://img.photobucket.com/albums/v322/backlash98/wrkiba3.jpghttp://img.photobucket.com/albums/v322/backlash98/02.jpg
Kiba, a shapeshifter wolf, in human and natural forms

“These claw marks . . . and the fact that you're here should be proof enough. There are a lot more of 'em, you know. People you pass everyday in the market, the poor shlubs you sit next to in the bar . . . Any one of them could be wolves. I tell you now the words of 'Red Moon.' 'From the great spirit was born the wolf, and man became its messenger.' In other words, the human race was created from wolves. So says the author of 'The Book of the Moon.' ”
-Quent Yaiden, a wolf hunter


Wolf, Shapeshifter
Medium Magical Beast (Shapechanger)
Hit Dice: 2d10 + 4 (15 hp)
Initiative: +2
Speed:50 feet (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
BAB/Grapple:+2/+3
Attack: Bite +4 melee (1d6+1)
Full Attack: Bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Change shape, low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Skills: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +3*
Feats: Track (B), Weapon Focus (Bite)
Environment: Any aboveground
Organization:Solitary, pair, or small pack (4-10)
Challenge Rating: 1
Treasure: No coins, 50% goods, hand of the mage (only, no other items)
Alignment: Often neutral good
Advancement: By character class
Level Adjustment: +2

A shapeshifter wolf, in its true form, looks like an average wolf, or possibly even just a big (but wild-looking) dog. The untrained eye can’t pick out the differences between a shapeshifter and a mundane wolf until the wolf speaks. Shapeshifter wolves are highly social creatures, and they prefer to live in groups made up of family or close friends.
Shapeshifter wolves speak Common. Shapeshifter wolves are capable of speaking while in wolf form, but prefer not to.
Unlike most magical beasts, shapeshifter wolves do not have darkvision.

Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A shapeshifter wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Change Shape (Su): A shapeshifter wolf may assume the form of any Medium humanoid. They prefer to assume the forms of humans or elves.
Skills: *Shapeshifter wolves have a +4 racial bonus on Survival checks when tracking by scent.


Shapeshifter Wolves as a Race

Personality: Shapeshifter wolves act similarly to their animal cousins – they are very social, and prefer to live in close-knit groups of four or more individuals. This social instinct is active even when they take human form – they tend to at least try to make a few close friends. The pack instinct may not always be a good thing, however – they may act dominant and attempt to "punish" any "pack member" who acts in a way they don’t find satisfactory. (Actually, men seem to do this to their girlfriends all the time in the real world…) Despite this potential dominant behavior, they are usually good natured.

Physical Description: It is nearly impossible to distinguish a shapeshifter wolf in its natural form from a normal wolf. Typically, males are anywhere from 4’6” to 6’6” from snout to tail tip and weigh 50-145 pounds, with females being approximately 20% smaller. Their bulky fur ranges from white to black, and can be any shade of gray in between, sometimes with red or brown. Some wolves may even be solid red or solid brown. Wolves that are not a solid color typically have lighter underbellies, flanks, muzzles, lower forelegs, and eyebrow spots. Usually, they keep this hair color when they take human form. Wolves have larger ears than a similar-sized dog, though this may not seem so because of the large furry ruff around the wolf’s neck, and these ears always stick up. Wolves almost always have piercing yellow eyes, though some highly unusual individuals may have blue eyes. A shapeshifter wolf in human form is free to designate its eye color, though it usually chooses blue or green.
Shapeshifter wolves, like mundane wolves, mature quickly and are adults by the age of one or two. However, they live as long as humans.

http://img.photobucket.com/albums/v322/backlash98/WRtables2.gif

Relations: Shapeshifter wolves are often viewed as evil by humans because of their ability to change forms. They are often confused with werewolves (men who become wolves), but they are just the opposite – wolfweres, as one could put it. Shapeshifter wolves strive to change this image. Elves, however, respect shapeshifter wolves and sometimes even revere them as God's messengers.

Alignment: Shapeshifter wolves tend toward neutrality; however, good is more common than evil among them.

Lands: Shapeshifter wolves make their homes in the wilderness. They can feel at home anywhere, be it the tundra, the woodlands, or the savanna. However, being persecuted often, they have begun to live in cities, some taking human form and even forgetting their wolf heritage. Other city-dwellers have become like stray dogs and scavenge scraps on the street.

Religion: Shapeshifter wolves worship gods and goddesses of wilderness, animals, the moon, and the hunt.

Language: Beyond the vocalizations and body language of the wolf, shapeshifter wolves speak Common. They can speak in their natural form but prefer not to except to each other or when under duress. Many learn Sylvan and Elven.

Names: Often they are named after parts of wolves, i.e. Fang, Whisker, Claw, etc. They may also take names that sound vaguely Native American. They also have a pack name. An individual wolf may be referred to by his given name, or by his given and pack name, e.g. Fang of the Whiskers Pack.

Adventurers: Shapeshifter wolves adventure to find new territory for their packs or to avoid human persecution. They have an undeserved bad image, and they wish to either avoid it or clear it.

Shapeshifter Wolf Racial Traits:

+2 Str, +4 Dex, +4 Con, +2 Wis.
Medium Magical Beast (Shapechanger): Because a shapeshifter wolf is quadrupedal in its natural form, its lifting and carrying capacities are 1-½x those of a Medium biped, but only while in wolf form.
Base land speed: 50 feet (in wolf form only). When it changes shape, it gains the land speed of its humanoid form (usually 30 feet).
In their natural form, shapeshifter wolves don’t have hands. They can pick things up and to some extent manipulate them with their mouth, but cannot wield weapons with it.
Racial Hit Dice: A shapeshifter wolf starts with two levels of magical beast, which provide 2d10 Hit Dice, a base attack bonus of +2, and saving throw bonuses of Fort +3, Ref +3, and Will +0.
Racial Skills: A shapeshifter wolf’s magical beast levels give it skill points equal to 5 x(2 + Int modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. Shapeshifter wolves have a +4 racial bonus on Survival checks when tracking by scent.
Racial Feats: A shapeshifter wolf’s magical beast levels give it one feat. Shapeshifter wolves gain Track as a bonus feat. (Spellcasters are recommended to take the Surrogate Spellcasting feat from Savage Species, so they may cast in wolf form.)
Weapon and Armor Proficiencies: Due to the Shapechanger subtype, a Shapeshifter Wolf is automatically proficient with all simple weapons. It is not automatically proficient with armor (but may still use any armor that doesn't have an armor check penalty).
+2 natural armor bonus.
Natural weapons: Bite (1d6) (in wolf form only).
Special attacks (see above): Trip (in wolf form only).
Special qualities (see above): Change Shape (Medium humanoid only), Low-light vision (only, no darkvision), Scent.
Automatic languages: Common, wolf body language/vocalizations. Bonus Languages: Draconic, Elven, Gnoll, Sylvan, Worg.
Favored Class: Fighter or Ranger (player chooses at character creation).
Level Adjustment: +2. (According to online ECL calculator)
Izodor_Shadowcaster

09-03-06, 02:15 AM
Third 1001 Races Workshop Contest

I am really happy that we are on page 6. For those of you who are new and do not want to look at older pages, I will repost the rules....

We are doing a contest on who can make the most original race. If you win you can put it into your signature. Every 15 races shall be judged. The judges will be deciding the top 3 most interesting races in 1st place 2nd place and 3rd place. questions or comments please pm Exooki and do not post in this thread. Anyone who wins 3 times shall be added to the panel of judges.

The more information you give, the more likely you are to win.;)

RULES (made by Exooki):
------
1. You may only submit 3 races/templates per contest
2. Only 1 race or template per post please. Only the first shall be counted.
3. PLEASE NO COMMENTING. if you must comment pm the person or do it somewhere else.
4. For those of you who won: Great Job!!! If you win 3 times uou become a member of the judges !!!!!!!!!! However this is only possible for those who show they want to keep this thread alive and going. those of you who are interested can pm Exooki for more details.
5. To make it easier for judges please number your races. take note as some judges add races and theirs do not count. They indicate this before the race and just look for the race with a big number next to it. Races made by judges have MBJ in front of their name. This means: Made By Judge and means that the race is not in the contest.

Judges: Exooki, Poetria and Izodor_shadowcaster

-------------------

[MBJ]Planetouched Barakan


Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider. These are planetouched who have inevitable blood. Barksn are honourable creatures who fight for law and order.

Outsider
+2 Intelligence, +2 Charisma.
Medium size.
A barakans base land speed is 30 feet.
Darkvision: Barakans can see in the dark up to 60 feet.
Racial Skills: Barakans have a +2 racial bonus on Sense Motive and Move Silently checks.
Special Attacks:A Barakan can use Dispel Magic once per day as a 1st-level caster or a caster of his class levels, whichever is higher
Special Qualities (see above): Resistance to Fire 5, cold 5, and sonic 5.
Automatic Languages: Common, Bonus Languages: Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favored Class: Wizard
Level adjustment +1.
InsanePsychoRabbit

09-03-06, 09:43 PM
This race is MY intellectual property and I reserve the rights to re-distribute it.

I changed my mind on which race I would post in here. Originally I was going to put a reptilian race here but I liked this one, the Anthro Meerkat, more. The reason I'm posting this race with so little fluff is that it was originally intended as a joke. (It was going to have the Cute and Fuzzy subtypes.) I may come up with fluff later.

Anthropomorphic Meerkat

http://img.photobucket.com/albums/v322/backlash98/44472939.jpg

Male Names: Carlos, Mitch, Shakespeare, Youssarian, Zaphod
Female Names: Flower, Mozart, Parsley, Rose, Tosca
Clan names: Lazuli, Whiskers

Anthropomorphic Meerkat Racial Traits:

Small Humanoid (Anthropomorphic Animal)
+2 Dex, -2 Str
Base land speed: 20 feet
Burrow speed 10 feet
Small size: +1 AC, +1 attack, +4 Hide, -4 Grapple, ¾ carrying capacity, must use smaller weapons
Darkvision 60 feet
+2 on saves versus poison and versus the effects of hot weather: This comes from their hard life in the desert, where they are often in contact with viper snakes.
+2 Profession (miner) and Knowledge (dungeoneering) checks, since they spend a great deal of their time underground.
Natural Weapon: Bite (1d4) – Can’t be used with weapons.
Automatic languages: Common, Terran. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Undercommon
Favored class: Rogue
LA +0


As an added joke, you can throw this ability in:

Height Sensitivity (Ex)
Whenever someone demeans a creature with this ability about its height, the creature immediately flies into a rage (as the barbarian class feature) and attacks the offender with any means available to it until the rage ends. It cannot end this rage voluntarily. Height Sensitivity of this severity is sometimes referred to as an Edward Elric complex.
king0thepirates

09-04-06, 04:39 PM
Well here's a race i posted a while back,hope it's good

Muhjah
The Muhjah are a simple tribal race,fromer slaves to trolls,the muhjah gained there freedom after 100 years of strife and termoil,and live quietly in there villages,rarely leaveing their mountain homes to travel to the large cities of the lands.Muhjah are often mistaken for half-dragons because of there scales.During the time the Muhjah fought for freedom from the trolls slavery the others races other then the dwarves,refused to help the muhjah because the trolls were good bussiness and great tradeing partners,humans actually helped the trolls during this time,not want wantign to lose a valuable tradeing partner.

Personality:Muhjah are often shy and don't usually interact with other races,when around other Muhjah our people they trust,they are usually happy folk who enjoy a good laugh from time to time.However Muhjah can be very serious about certain things,like family,friends and hunting.Muhjah are hunters by natrue and often enjoy a good hunt,a good way to make friends with a Muhjah is to show it game that are usually hard to catch.To get a Muhjah angry is usually a very bad idea and can result in very painful situations.

Physical Description: Muhjah look much like humans,but they have hard tough scales on there arms from the elbow down and legs from the knee down,also they have scales coverign most of there back,and back of the neck.These scales can be any color(metallic or chromatic)and there scales in no way affect there alignment.Muhjah stand at about 5 feet to 6 feet tall,and weigh around 150 lbs. to 200 lbs.There skin tones are usually dark rangeing between a light brown to dark
tan.Their eyes are reptilian in nature and are usually yellow or gold,but red or blue eyes are possible.Muhjah favor loose clothes which look like they belong in a desert,sashes are very common in Muhjah fashion.Another oddity is a muhjah internal heating system,Muhjah,have a "second heart" which pumps warm fluid through there blood stream keeping them warm even at freezeing temperatrues.

Relations: Muhjah get along poorly with most races,but some are on good terms with dwarves because of how close they live to each other.Muhajh get along very very poorly with trolls because of there history of being slaves to trolls.Muhajh are very careful when speaking to a non-muhjah and most other races barely ever get inside a Muhjah village.Although muhjah hate trolls with a passion and distrust most other races they are willing to trust any race if they can prove themselves.

Alignment: Muhjah tend towards Lawful neutral and msot tend towards good rather then evil.Because most Muhjah are very poor even the cheif of the village,muhjah work hard and hunt alot to get by,being evil or going against the cheif or the village is a very bad idea because of the effects it could have on the village.

Muhjah Lands: Muhjah live high up near the tops of mountains,so they usually live in winter all year round,which makes fur very imporant,Muhjah enjoy living this high up because most people leave them alone,although goliaths and dwarves usually can be seen near a muhjah village trying to sell their wares,however certain muhjah that move into a city or village often live in slums and poor houseing.

Religion: Bahamut and other dragon deities(except tiamat) are usually worhshipped by the muhjah,however Muhjah common deities worhshipped are Dundragon and Alena

Language: Muhjah speak Draconic and common,others commonly learn dwarven or giant

Names: Muhjah names start with there first name given to them at birth then their family name.Sometimes they may use Dwarven or Elven names.

Male Names: Almos,Arman,Ialu,Rasui,Serkan

Female Names:Agana,Alia,Celia,Dijana,Sora

Family Names:Mcquill,Anda,Dundrag,Lightfoot,Iro nheart

Adventures:When a Muhjah decides to leave his village,he or she is often trying to find gold or vauables to give to his or her village,Muhjah can often get restless or bored of there village and decide to seek out other like minded people,most often Muhjah adventure to take down troll encampments or villages .

Racial Features:
-Humanoid(dragonblooded)
- +2 dex,-2 cha,Muhjah are quick people,but usually blunt and rash in there actions
- Medium size
- 30 feet movement
- -2 penalty to Diplomacy,Gather Information,Sense Motive,and Bluff checks made towards Non-muhjah.Muhjah raely trust outsiders and generally are unfriendly and ignore others.
- +2 on Disguise,Hide,And Move Silently.Muhjah are very good a stalking prey and staying hidden.
- +1 natural armor bonus.Because fo there hard scales Muhjah are harder to hurt then other races.
-Internal Heating(Ex): Muhjah suffer no plenties when in any cold condtions,however in areas of very hot conditions or severe heat the DC is increased by 5 and the nonlethal damage increased by one die(from 1d4 to 1d6,etc.etc.).In Extreme heat a Muhjah must make a fort save(DC 25) or die instanly.
-Hold Breath(Ex): A Muhjah can hold it's breath for 4 x His con score rounds.
-Acclimated(Ex): Do not take penalties due to high altitude
- Gain track as a bonus feat
-Languages: common,draconic
Bonus Languages: dwarven, giant,undercommon,gnome,gol-kaa
-Favored class: Ranger
La:+1

Also yes i know my grammar and spelling suck,but thats just me,i've always sucked at that sort of thing
benstundze

09-06-06, 02:11 PM
The readers
http://www.museangel.net/wizard_book.jpg
Thousands of years ago there was a group of wizards who came together and casted a powerful spell. It allowed a small group of humans to translate old and forgotten languages into readable pages. Then the wizards die of in a war and the humans escaped and now are free to travel the world.

Physical description
They are like normal humans.

Alignment
they only care about furthering themselves so tend to be chaotic neutral and chaotic evil.

Land
They are a nomadic race and so can live anyplace.

Adventuring
because of their ability to read any language they are valuable but not trusted because of their selfishness.

Favored class
wizard, because of there ability to translate any language they tend to be wizards.

Stats

Ability -2 str –2 dex +2 int +2 wis

Size: M

Skills: +2 diplomacy

Languages: common

Special: reading

LA:1

READING: they are able to read any language and speak the word thay read but are not familiar with the language and cant speak it fluently. No check is needed.
Exooki

09-07-06, 06:31 PM
come on people post some races. we grow closer to replacing the older races compendium. people come on this is THE NEW RACES COMPENDIUM so contribute.

11 more races for 3rd races contest psot now!!!!!!


:bump::D
Wexquif

09-08-06, 03:20 PM
Please give this race more credit than just an elven subrace.

http://myspace-979.vo.llnwd.net/01171/97/98/1171328979_l.jpg

The Kargithx

The kargithx are a very sad race. They are a simple and reclusive people. They tend to stand out and many people are suspicious of them, as the kargithx are suspicious of others. The kargithx are rarely encountered in heated moments, as they normally avoid them. They are most commonly found in quite places were the action is nonexistent.

Personality: The kargithx are a very suspicious people. In addition to having a history full of repression and enslavement, they cannot see thing as they truly are, because they have no eyes. Their magical senses make them view everything slightly blurrly, so they have little interest in aesthetics. The life of a kargithx is a bland, untrusting existence. They rarely care about anything.

Physical Description: Kargithx are similar, in appearance, to elves. The Kargithx are not slender, they are rather bulky, to the point of it impeding their movement. Unlike the elves’ milky, smooth skin, the kargithx have rough and scaly green skin, and have no hair anywhere on their bodies. The most notable feature, of the kargithx, however, is that they do not have any eyes, just slight indents were their sockets should be. Because of this, they rarely turn their heads, a trait that is unsettling to most other races.

Relations: The kargithx tend to view race the same way they view everything with complete apathy. Some of the more emotional members hate elves and kobolds. On a few occasions some kargithx hate humans for indirectly causing their mutation.

Alignment: The kargithx do not concern themselves with morals, but most acknowledge that they should not treat others the way they were treated. They also tend to distrust authority, a chaotic trait, since it has led them to suffering in the past.

Lands: Most kargithx live in the jungle of their race’s origin, Celbar, but a significant minority have emigrated to cities.

Religion: The kargithx are an atheist society. They do not put their faith in any god, because no god helped them when they were enslaved. They also have a hard time understanding why anyone would willingly make themselves subservient to anyone or anything.

Language: When the kargithx were under the kobolds control they forced them to speak Draconic and that became their race’s language. They also learned Elven when they were under the thumb of the elves.

Names: The kargithx had little need for names when they were enslaved. Now that they have their freedom, they do not feel reason to name at birth. They just wait for someone to nickname them.

Adventures: Kargithx rarely adventure, those that do normally do it to free themselves from their bland lifestyle.

History: The Kargithx were once a culture of elves. They lived in a peaceful society, in the jungle of Celbar. Their community was centered around a well, where they got their water from. They lived around human and kobold settlements. The kobolds were under a constant and unjust attack by the humans. The elves were completely neutral on the subject and eventually it got the point where the kobolds needed their help or else they would have perished.

The kobolds pleaded for the elves help, but the elves maintained their neutrality. Eventually a kobold alchemist, named Sharak, made a potion that corrupted the well, mutating and enslaving all those that drink from it and thus the kargithx were born. The elves were made stronger, reptilian, their eyes were destroyed, and their minds were ensnared.

The kobold, with the help of the kargithx, defeated the humans, but the kargithx still drank from the well and were thus still enslaved. Sharak wanted to free them, but the rest of the kobolds disagreed. They killed Sharak and forced the kargithx do all their labor, and they kargithx mindlessly obeyed.

As time went by another troop of elves discovered the kargithx and the kobolds, and they fought against the kargithx, ironically for their freedom. The elves destroyed the well and freed the kargithx. Their minds were freed but their bodies remained the same. When the two forces teamed up, the kobolds were easily defeated.

The kargithx were eternally grateful. They bowed down to the elves and pledged their loyalty. The elves felt uneasy about this, but they did not want to insult the kargithx’s gift, so they let them serve. As generations went on, the elves became accustomed to the kargithx’s service and the kargithx continued to serve. A new enslavement was made.

Eventually, the kargithx began to war with the elves. The elves were not the great warriors they were when they freed the kargithx. They had become reliant on slave labor and became lazy. The kargithx defeated the elves and their freedom began.

Stats
• Humanoid (Elf, Reptilian) The kargithx are treated as both elves and reptilian.
• +2 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma. The kargithx are strong, but their bulk makes them a little clumsy. While they were enslaved they did not gain any experience about life, this makes them lack wisdom and social graces.
• Speed: 30ft
• Medium: As medium creatures...
• +2 bonus on Listen checks
• Blind: Kargithx are always considered blind because they have no eyes.
• The Kargithx have a natural AC of 1
• -1 to all Will saves. The kargithx are very week willed.
• Blindsight (Su) 60ft. This ability is similar to blindsense, but is far more discerning. Using magical senses, a kargithx with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though kargithx must have line of effect to a creature or object to discern that creature or object.
• Favored Class: Fighter
• Automatic Languages: Draconic and Elven. Bonus Languages: Common, Sylvan, and Orc
• LA: +1
Izodor_Shadowcaster

09-11-06, 12:46 AM
We just need 10 more races!

This thread can use a :bump:.

<Sorry for posting without a race>
poetria

09-11-06, 03:55 PM
I will provide a link soon to the first PDF compilation of the 1001 Races Workshop.

MBJ [not in contest]

Edilani

[Note: The following description pertains to my homebrew world of Kasmiir.]

Tens of thousands of years ago the world of Kasmiir was once whole. Then the god of chaos, “the great destroyer” as he is called by many, ripped apart the world. The other gods gaped in horror as their creation unraveled.

But the five supreme deities were quick thinking and saved the world by casting great magic to keep the world held in a vague semblance of togetherness. During this time of great chaos and destruction, races and creatures melded together forming new and different species. Others changed. And others died.

A kingdom of forest elves living deep within a vast forest changed when the world exploded. They prayed as one for the gods to save them. This came in the form of a magical wave through the forest that melded the elves with the plants around them. Some did not survive the process. Those that survived emerged a new race hardier than what they once were, though physically weaker. This new race renamed themselves the Edilani and vowed to protect and revere the natural world around them.

Description: Edilani appear as strange thorn-covered, greenish elves with vines protruding from their back between their shoulder blades.

Alignment: Most Edilani are neutrally aligned. Their bond with and care for nature overrides any care for laws and chaos, good and evil.

Relations: Edilani get along well with Elves and Forest Gnomes, as well as other Sylvan and Fey creatures. Edilani are weary of humans for their destructive forages through the wilderness. They get along best with druids and rangers, for those individuals know the value of nature.

Lands: Edilani can mostly be found deep within large forests where humans rarely tread. They can also be found deep within large jungles.

Religion: Edilani tend to worship nature itself rather than deities, drawing their strength from the natural world. Those that don’t worship nature itself follow a deity of nature.

Names: Edilani use Elven names.

Adventurers: It is rare to find an Edilani outside of her forest home. Those that venture beyond do so because their home is threatened and they seek an end to it. Some rare Edilani adventure to experience other wild lands or to locate and protect vulnerable patches of nature.

Edilani Traits (Ex):

+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma: Edilani are quick and hearty, but are strange in appearance and weaker than most other races.
As Medium creatures, Edilani have no special bonuses or penalties due to their size.
Edilani base speed is 30 ft.
Elf/Plant Blood: An Edilani is considered both an elf and a plant for spells relating to such.
Low-light vision: Edilani can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+2 racial bonus on saving throws against poison.
+8 racial bonus on Hide checks when in their natural terrain (forest).
Plant Regeneration (Ex): An Edilani’s vine appendages regenerate. This regeneration does not count towards a character’s hit points. Each vine appendage has 1/10th the total amount of hit points (min 1 hp) the character has. A character attacking a vine appendage has a -6 penalty to their attack bonus. A vine appendage that has no hit points left is considered severed. A severed appendage takes 1d6 hours to regrow. If a character has two appendages severed, they do only half the damage. (See Natural Weapons below.) If the character has three appendages severed, he may no longer use them to attack.
Natural Weapons (Ex): An Edilani’s vine appendages deal 1d6 + STR modifier points of bludgeoning damage plus 1d4 points piercing damage with a successful hit. This is one attack as the vines strike out in unison. This attack is in addition to any other melee attack the character may receive. If an Edilani successfully grapples an opponent, he deals an extra 1d4 piercing damage as his thorns pierce the opponent’s skin.
Natural Armor Bonus (Ex): An Edilani’s vine appendages can protect him from damage. An Edilani must spend one full round concentrating to wrap his appendages around his body. This provokes an attack of opportunity. Once wrapped around his body, the vine appendages grant a +2 natural armor bonus. If the vine appendages are used in this manner, they may not be used as weapons. It takes one full round to unwrap the appendages. This also provokes an attack of opportunity.
Photosynthesis (Ex): Edilani do not eat. However, they do need to remain in the sun for a minimum of eight (8) hours per day to gain sustenance. If they are unable to do so, they lose 1d4 points of Constitution per day until they are able to do so. Edilani still need to drink.
Edilani do not sleep. They go into a reverie trance as per their Elven heritage.
Automatic Languages: Elven, Sylvan.
Bonus Languages: Common, Gnome.
Favored Class: Druid
Level Adjustment: +1


Random Starting Ages, Aging Effects, and Weight/Height as per elf.
benstundze

09-13-06, 02:31 PM
i think this page needs a :bump: :P
ok sorry for the wait i think this is # 8

The masters

Born with an affinity for there profession they train mostly all day in sword play. Then when they finish training for the day they train all night. This goes on for a number of years till they have mastered the skills.

Physical description
strong and flexible they are fit.

Alignment
always lawful good they strive to promote there king. And destroy evil.

Land
mostly at the capital city serving the king.

Adventuring
they strive to destroy all evil.

Favored class
because of there training they tend to be knights or paladins.

Stats

Ability: +2 str +2 dex –2 car

Size: M

Languages: common

Special: they have the chose of 1 feat line from below and they all have detect evil 60’ radius.

feat lines:each master is able to chouse 1 of the fallowing feat lines they each have 3 feats that are related to some form of combat
quick draw, weapon focus, toughness, or
Point blank shot, far shot, precise shot, or
Combat reflexes, doge, mobility, or
Two weapon fighting, weapon finesse, improved initiative or
Grate fortitude, iron will, lightning reflexes or
Mounted combat, mounted archery, trample or
power attack, cleave, and sunder
LA:2
poetria

09-13-06, 10:02 PM
Check my sig for the link to download both the PDF and RTF versions of the races on this thread up to the last contest.

I have no new race...yet. [sorry] :bigeyes:

[For some stupid reason, my sig line won't work in this post. :banghead: So here are the links.)

Download 1001 Races Workshop Vol. 1 (Zipped).
RTF version: http://home.comcast.net/~poetria/1001RacesWorkshop_1RTF.zip
PDF version: http://home.comcast.net/~poetria/1001RacesWorkshop_1.zip
canman13

09-14-06, 06:07 PM
well here it is The maltas!!!!!!
Maltas are ever sad and never happy.:weep:
Maltas clerics worship the old weeper ng and have acess to the folowing domians good,magic,and luck
Stats
-medium
-monstuorus humaniod(reptilian)
- +1strength,-1chasmira,+1 constitution
-darkvision 30 ft
-speed 30 ft
-favored class bard (they like to sing sad songs):( :( :weep: :tantrum:
la+0
no aging effects max age 2000 years
Izodor_Shadowcaster

09-16-06, 01:42 PM
O.k. I will bump this thread with a new kind of race. Look at this thread to enter a real race workshop....;)

http://boards1.wizards.com/showthread.php?t=703541

The contest is still going on so please keep posting...

First race of the workshop, made by Phantom Lord, TheScapegoat, red scare87, Bionisam and feartheinvinceblehamster. This race is not in the contest.


IGLIATROPES

Racial Traits:
- Large: As Large creatures, Igliatropes have a -1 size penalty to Armor Class, a -1 size penalty to attack rolls, 5’ reach, and a -4 size penalty to Hide checks. Igliotropes have lifting and carrying limits twice those of a Medium character, and have a space of 10 feet.
-Speed 30 feet
-+2 racial bonus on Spellcraft and Knowledge[the planes] checks.
-Igliatropes gain Improved Unarmed Strike as a bonus feat.
- Starting Languages: Sylvan. Bonus Languages: Common, Druidic, Draconic, Infernal, Abyssal, or Terran.
-Favored Class: Druid
-La: +0
TheScapegoat

09-16-06, 05:25 PM
Gatos

Gatos are humanoid tigers who stand on 2 legs. They are slightly shorter then humans and generally more slender standing on average between 4 foot 6 inches and 4 foot 10 inches. Gatos have a thin fur over their entire body and a long feline tail. Gatos have opposable thumbs so they can handle any tool or weapon a human can but they have small claws allowing them to climb better and even use them as weapons when needed.

It is believed that the Gatos are decadence from an ancient goddess who came to the material plane and lived among mortals for a time. She become fond of the many races and wanted to leave behind a race of people in her likeness when she left. This goddess, who the Gatos call Gamoda, left behind some of her divinity within the Gatos and because of this they have a strong pull to Incarnum magic.

Gatos can be found in any lands but have a tendency to live in places with large numbers of elves as they have a strong kinship for this race as well as many sylvan races. Gatos tend to worship gods who focus on nature or the goddess who bore them.

• Abbility Scores: +2 Dexterity, -2 Wisdom
• Humanoid (Incarnum): Gatos are humanoids with the incarnum subtype.
• Medium size: As Medium creatures, Gatos have no special bonuses or penalties due to their size.
• Speed: A Gatos’s base land speed is 30 feet.
• Skill Bonus: +2 racial bonus to Climb, Jump, and, Listen checks.
• Essentia Pool: A gatos’ essentia pool is permanently increased by 1. If he doesn’t have an essentia pool, this trait grants her one with a single point of essentia.
• Cat Like Reflexes: Gatos receive the Cerulean Reflexes (Incarnum) feat as a bonus feat.
• Sharp Claws: Unarmed strikes made by a Gatos with its hands can deal lethal or non-lethal damage without receiving the -4 to attack roll to deal lethal damage. All other unarmed strike bonuses/penatlies apply to attacks made this way.
• Automatic Languages: Common, Sylvan. Bonus Languages: Elven, gnoll, giant, celestial.
• Favored Class: Soulborn. A multiclass gatos’ soulborn class does not count when determining whether he takes an experience point penalty for multiclassing.
• Vital Statistics: Starting Age: 40+ (1d8) or (1d12) or (2d8) Height: 4’0”+2d6 (average 4’7”); Weight: 95+(height modifier+)x(2d4) (average 130); Tail Length: 1’10”+2d8”.


Age Effect
Middle Age: 88
Old Age: 132
Venerable Age: 176
Maximum Age: +2d10



Gatos, 1st Level warrior
Medium Humanoid(Incarnum)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 chain shirt, +1 Buckler, +2 Dexterity), touch 12, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Longsword +2 melee (1d8) or shortbow +3 ranged (1d6)
Full Attack: Longsword +2 melee (1d8) or shortbow +3 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sharp Claws
Special Qualities: Essential Pool, Cat-like Reflex
Saves: Fort +3, Ref +4*, Will -2
Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 6, Cha 8
Skills: Listen +2, jump +3, climb +3, Hide +3,
Feats: Weapon Focus(longsword), Cerulean Reflexes (Incarnum)
Environment: Any
Organization: Solitary, Squad (2-4), Patrol (11-20, plus one 3rd level sargeant), company (21-100 plus 1 3rd-level sergeants per 20 adults and 1 lieutenant of 3rd–6th level), or band (20–100 plus 40% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 5th-level lieutenants, and 1 7th-level captain)
Challenge Rating: ½
Treasure: Standard coins, standard goods, standard items
Alignment: Any; Usually choatic neutral

Sharp Claws: Unarmed strikes made by a Gatos with its hands can deal lethal or non-lethal damage without receiving the -4 to attack roll to deal lethal damage. All other unarmed strike bonuses/penatlies apply to attacks made this way.
Essentia Pool: A gatos’ essentia pool is permanently increased by 1. If he doesn’t have an essentia pool, this trait grants him one with a single point of essentia.
*Cat-like Reflexes:A Gatos warrior will always invest his single point of essentia into his Cerulean Reflexes (Incarnum) bonus feat. This gives the Gatos a +1 to his reflex save.

Combat

Gatos are quick and agile creatures who are adept at striking opponents from concealed areas. If a group of Gatos have time to prepare an attack it will atempt to lure their enemy into an ambush, sprining from hidden locations to catch their foe flat-footed.
InsanePsychoRabbit

09-17-06, 04:34 PM
Shameless :bump:

Come on people, get working!!

(this space reserved for posting of further information regarding my races...)
Izodor_Shadowcaster

09-19-06, 11:38 AM
o.k. This thread really need a bump :bump:

We have 7 of the 15 races! I would like to ask the moderators one more time: PLEASE make this thread a sticky.

I read this (http://boards1.wizards.com/showthread.php?t=705192)thread and started thinking and creating....

[MBJ] Spawn of Izodor

If I would be a Greater Deity with way to manu divine ranks than I would be: A LN or LE deity. Law is what I make and as an enforcer of Law I somtimes go a bit to far which makes me a bit evil. I would have the following domains:

Law, Charm, Knowledge, Trickery,

I would like my Godly Realm to be a big poisonous Algae-like green sea with one big tower made of pure solid chlorine. The sea is waveless and no sound can be heard except for a big drum on top of the huge tower. The tower would have 440 floors. My spawn, leprechaun-like minions would live in this huge tower. The drum is constantly hit by two huge Half-Ooze Half-gnomes and makes a constant heart-rate-like rythm. The dead souls of my followers would rise from the green sea like big bells of gas. They would travel to the main floor of the tower where they will be reshaped to fit their new home. They become my Petittioners (Deities and Demigods page 55) and have the following: Immunity to acid and poison. Resistance 20 to fire and electricity. And they have fast healing 1.

Spawn of Izodor are just like Izodor, they are always Lawfull Neutral or Lawfull Evil and love romance and trickery. They are one of the most cunning creatures.

Spawn of Izodor Traits

*+2 on Dexterity, -2 on Constitution
*Small Humanoid (Izodor),
*Speed: 20 feet
*Izodor's gift: Once per day they can boost their Charisma by 4 points. Activating this power is a free action. The Charisma increase lasts 1 minute.
*+2 on Bluff and Diplomacy checks.
*Languages: Common, Celestial, Bonus Languages: Any
*Favored Class: Sorcerer
*La: +0

Age: Like orcs
Heigh and weightt: Like Gnomes
Stryfe_Raven

09-19-06, 09:58 PM
QUAN
General Decription: The Quan are a subrace of humans who have a natrual knack for magic and magical devices of all kinds. Thanks to a early alliance with near by human tribes the Quan were allowed to hone there natural talents instead of fighting for survival in local enviroment as the others tribes too. This has enabled the Quan to develope a unique calture based on the study of the arcane. Thanks to there study the Qaun have produced amazing devices of magical power, these include the megacenters of Impeira where most of the Quan dwell. Althought the Quan have used there magical knowledge to elevate themselfs , there human kinsmen and several of Impeira's other humanborn races, there dangerous and many times unethical experiments have made many who do not dwell in the Megacenters distrust and fear the Quan for as there power grows so does there disreguard for lives there work may touch. Althought the Quan are the unquestioned rulers of the Megacenters and the surrounding area they have no taste for political matters and almost always delegate such matters to other humans so they may devote more time to there work.

Personality: All Quan tend to be withdrawn and closed off, they do not seem to enjoy conversations unless it relates to magic in some way. A Quan can and will spend hours cut off from other people when at work on a project they hate to be disturded and when they are trie to be rid of the pest as quickly as possiable. Althougth a Quan will protect a well-crafted magical device with there lives they do not share such a protective nature towards other sentient creatures and if forced to choice between saving a magic device and a comrade they will normally choice the device. This as lead many to veiw the Quan as cold which is true in most cases. The Quan are known for wising only to farther there own goals and have little regard for those there goals may harm, thought this is not always the case. The Quans view on things are the ends justifie the means when it involves there goals.

Physical Decription: The Quan look very similar to normal humans. They do however tend dress simply in work cloths thought they do not shun finer dress but more often then not it gets in the way when working on a project. Male Quan almost always shave there heads so they do not have to care for there hair and can devote that time to other mundane tasks. Female Quan favor simply hair styles althought it is not unknown for a female Quan to shave there head also and wear a wig when in public. Quan also have a fondness for permenent magic tattoos and often are gain as many as they can.

Relations: The Quan as a race are contriversial at best when veiwed by the other races of Impeira. Thought they have contributed greatly to the planes magical knowledge and standard of living, they experiments have also lead to a number of disasters and deaths as well as the creation of a number of magically mutated creatures. Most humans veiw the Quan with several grains of salt tolerating there peroidic mishaps in order to gain access to there latest creations, with the exception of the Merkhan the other races are not so forgiving. The Merkhan and Quan seem to have some unspoken understanding as Merkhan and not other humans often serve as assitances to the Quan. It is unknown how this alliance come about but what is known is the Quan tolerates the ampidous race far easyer then other races, thought a fair amount of yelling is still directed toward the creatures. Both the Kaijore and Vizeen veiw the Quan as dangerous as both races have been forced to more often deal with Quan mishaps, thought neither race dares to oppose the Quan directly for fear of repriseas, they instead work with other humans to try to control Quan activitys. The Kang and Quan do not see eye to eye on many things but they have a neatural stance on the Quan as they respect the Quan devotion to there craft (as misguided as they may see it.).

Alignment: Quan tend to be neatural, they normally care for there own goals only to the excusion of other risks.

Lands: The Quan control the 4 of the 5 megacenters spread thought out Imperia, they however have no other lands.

Religion: The Quan have no religion in the traditional sense they worship no true deities and have no regard for such beings. Some Quan however have formed a quasi-religion built around the 5 aspects or powerful construct beings that run the day to day activitys of the megacenters. These aspects do not have given names and are almost always revered to by number only. Some Quan believe they are superme creations perfact in every way and they strive to emulate this perfection.

Language: The Quan speak common thought Draconic has become a kind of unoffical langauge

Names: Males: Galax, Sidar, Uzian, Brixan, Jerru, Gix
Female: Reba, Nimue, Sherra, Tella, Lyne
Human names are equally common

Adventurers: Quan adventure to find rare ingediants and materials to create magic devices and to discover ancient secrect of magic. They may also adventure in order to feild test a new device or spell or to capture an escaped experiment.

Quan Racial Traits:
• Medium: As Medium creatures, Quan have no special bonuses or penalties due to their size.
• Quan base land speed is 30 feet.
• Quan gain the Magical Aptitude as a bonus feat at character creation
• Anti-social: -2 racial penalty on Diplomacy, Perform and Gather Information checks when relating to non-Quan.
• Magical Memory: all Quan wizards gain spell mastery as a bonus feat
• Magical Culture: All Quan with Intelligence 11 or higher know a single 1st level spell from the wizard list. This spell can be cast once per day as a wizard and need not be prepared by looking at a spell book. The caster level of this ability is the character's wizard level plus half of the character's nonwizard levels.
• Human Blood: For all effects related to race, a Quan is considered an human.
• Automatic Language: Common and Draconic Bonus Languages: Any (but excluding any other secret language).
• Favored Class: Wizard A multiclass Quan's Wizard class does not count when determining whether he takes an experience point penalty for multiclassing
Exooki

09-21-06, 05:09 PM
:bump: come on people it isnt hard.

CONTRIBUTE TO THE NEW RACES COMPENDIUM.
canman13

09-21-06, 10:42 PM
THE HUMERIC
PERSONALITY:The Humeric Are Extremly charming and funny bthey will laugh at anything(wich makes them terrible monks)They are fierce in batkke and clever but are clumsy too.
Physical Triats:The Humeric are 6'7" male And females are the same. They are similar to humans except that they have razor like claws and huge hearts.
Relations: The Humeric Get along with all races especialy elves and humans.
they are loved through out their lands.:love: They are welcomed by all races.
alignment: The Humeric are always good usualy syawing toward a choatic nature.
Lands:The Humeric have no lands tthey go about the world spreading laughter:ayyyy!:
relegion:Most Humericans worship the diety of laughter Ralph the almighty
Humerican clerics have acsess to the folowing domians good,luck,protection, and charm
Racial triats
-Medium huminiods
-Cha+2,Str+2,Dex-2,Con-2
-lowlight vision
-basic land speed 30 ft
-+2 racial bonuses to Persuade, bluff, and ride checks
-Tunguoes ability
-favored clas male: Sorcerer Female: bard
canman13

09-21-06, 10:49 PM
:bump: come on people it isnt hard.

CONTRIBUTE TO THE NEW RACES COMPENDIUM.
yeah people listen to him
Izodor_Shadowcaster

09-24-06, 02:50 AM
o.k. We've entered some kind of dark age and we have to get out of it.

Now, people I ask you the following if you want this thread to become a sticky than say so right here. I hope the moderators will finally hear us and make it a sticky.


[MBJ] Ztui

Ztui are small spirits bound to one or more of the four basic elements. They are intelligent and natural tricksters. They are created whenever a elemental spell is cast. These spells rip them out of their natural plane and banish them into existance. They appear a few hours after the spell is cast and obey no-one. Each has the alignment of the caster and depending on that allignment they have different abilities.

They are master of disguise and can hide almost anywhere. They live in the houses of the larger races like Humans, elves or orcs. They like gnomes, leprechauns and other such creatures and will often help them when they are in need. Hobgolins and other goblinoids are not one of the most liked creatures around, but some Ztui still find good friend in them.

They have a strange attraction to treasures and forgotten knowledge and they have the power to detect magical treasures.

Ztui Traits
*Small Humanoid (Ztui)
*Speed 20 feet
*+2 Charisma, -2 Wisdom
*Sense Ancient Magic: This ability functions like Detect Magic, except that it is always active unless you consciously suppress it, and it can only detect the auras of magic item that have been in the same location for at least one hundred years.
*You choose one of the folowing benefits depending on your element:
Fire: You gain a +10 on movement
Water: +4 bonus on swimm checks
Air: +2 bonus on Jump and Balance checks
Earth: +3 circumstance bonus on Climb and Tumble checks when in contact with stone or earth.
*+2 racial bonus on saving throws against fear.
*Languages: Common and their elemental language (Aquan, Auran, Ignan, or Terran). Bonus Languages: Aquan, Auran, Ignan, Terran, Abyssal, Celestial, Infernal
*Favored Class: Rogue
*LA: +0
InsanePsychoRabbit

09-26-06, 02:11 PM
This rules text is MY intellectual property and I reserve the right to re-distribute it. Metroid is copyright 1986-2008 Nintendo.
This is my take on the Space Pirates from Metroid. This is actually the first race I ever made, but it has undergone extreme revision.

Racial Traits:

Medium Monstrous Humanoid
+2 Str, +2 Dex, +4 Con, -2 Wis, -2 Cha: They’re strong, athletic, and very tough, but they typically have a childlike sense of reason and are aggressive and sometimes misanthropic.
Land speed 30 feet. Climb speed 20 feet. Their climbing skill developed from their life in the many twisting tunnels of their home world.
Darkvision out to 90 feet. Originally denizens of dark tunnels, they are very well adapted to seeing in the inky blackness of caves, caverns, and dungeons. They also have a very limited capacity for seeing in the infrared spectrum.
Racial Hit Dice: Starts with two levels of monstrous humanoid, providing 2d8 hit dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3
Racial skills: Starts with 5 x (2 + Int mod, min 1) skill points. Its class skills are Climb, Intimidate, Jump, and Tumble. It has a +2 bonus on Intimidate and Tumble checks, and a +4 bonus on Jump checks. Due to its climb speed, it also has a +8 bonus on Climb checks and may take 10 on climb checks even if it is rushed or threatened.
Racial Feats: Its racial HD give it one feat.
+5 natural armor bonus.
Natural weapons: 2 claws (1d4).
Unusual Body Shape: Armor costs twice what it would for a normal humanoid.
This race treats the forearm scythe (below) as a martial weapon rather than an exotic one.
Auto languages: Common, Undercommon and Zebethian. Bonus Languages: Abyssal, Beholder, Draconic, Dwarven, Gnoll, Orc, and Terran
Favored class: Fighter. They are adept physical fighters; they undergo rigorous physical training as youths to hone their inborn skills.
LA+2 (according to Soldarin’s calculator). The ECL for this race is equal to 4 plus any class levels.


And here's the forearm scythe:

Forearm scythe
Exotic one-handed weapon
Damage: 1d8 for Small creatures, or 1d10 for Medium-size creatures
Critical: 20/x3
Type: Piercing, Slashing
Cost: 45gp
Weight: 8 lb.

This weapon is the size of a bastard sword. Its long, narrow blade, which is typically made of a bizarre orange alien metal, has a large barb on its sharp inside curve. It is attached to a cuff of metal or chitin that straps to the wielder's arm. The cuff may be strapped to the wielder's arm as a full-round action, which provokes attacks of opportunity. Afterwards, it can be readied (flipped forward) or loosed (flipped back) as normal for drawing or sheathing a weapon. Taking the weapon off is also a full-round action provoking attacks of opportunity. It provides a +10 bonus on rolls to avoid being disarmed, like a locked gauntlet.
You may use a forearm scythe to make trip attacks. You can't drop it to avoid being tripped if you are tripped during your own trip attempt.
Attempting to wield a forearm scythe without strapping it to your arm is very awkward. You take a -4 penalty on attack rolls made with it while using it in this way. However, if you wield it in this way and make a trip attack with it, you can drop it to avoid being tripped if you are tripped during your own trip attempt.
You can't wield this weapon in two hands.
Izodor_Shadowcaster

10-03-06, 10:18 AM
O.k. Now I am just ignoring the No-race-post rule, but this is just insane!:(

WE ARE ON PAGE 4!!!

Please people just submit your race....:confused: :weep:
InsanePsychoRabbit

10-03-06, 10:48 AM
I assume by page 4 you mean page 6 (if you go by the default forum settings).

Also, I've edited my Birdfolk race (from a while back) after much consideration and overthinking brought on by my friend. I changed the Favored Weapon from Longbow to Shortbow. I also reduced the LA to +1 after an Acid test and removed the (limited to the point of being insignificant) claustrophobia weakness.

Can't post a race this post because I've already done 3. :(
Angel Black

10-03-06, 08:15 PM
http://img223.imageshack.us/img223/2731/smurf2ql2.th.gif (http://img223.imageshack.us/my.php?image=smurf2ql2.gif)

Smurf
Magical little blue men that can live hundreds of years.Each smurf excels in one area of science,arts, magic, or thinking, and even though all of them looks almost the same way they are so different that is not unusual they discuss about the most silly things for hours, but because they think that no man can smurf well while his brother is not smurfing at all, they smurf the most smurfy way they can to smurf all his fellow smurfs.

Racial Traits
- Tiny humanoid three apples tall
- Smurftastic Ability Boost: +2 to one ability modifier.
- Smurfy Jump Bonus: +4 Bonus to Jump
- Smurfilicious Skill Bonus: +1 per expert level and +1 per two other class levels as bonus to a skill.
Languages: Common and Smurf,Bonus Language:Any
Favored Class: Any
ff7freak53

10-06-06, 05:51 PM
i saw that somebody said the original thread is dead. idk which one is more populated so im gonna repost this in this thread.

i need some help with practically all races sorta. im looking for a table or a list or something that has all official dungeons and dragons races and their racial abilities. i noticed that there are not any of these, that or i didnt look hard enough. but i want it to find a race that would be decent as a natural spellcaster with out a huge LA. im gonna be starting a campaign where we are gestalting and im going to play as a warlock/dragonfire adept. for ability score we are doing all starting at 8 and 32 points to distribute and we are playing with insanity rules. so i need dex, con, and cha all good and wis, decent. one thing that bugs me is a friend of mine is going to play as a goliath barbarian/warrior which works great he only has one bad abilty score and thats his int which is at 8 while his str=22 dex=12 con=18 wis=14 and cha=10 i think. maybe its just me but why is it that just about every race that doesnt have a huge LA are no good as natural spellcasters?
frasmage

10-06-06, 08:58 PM
i saw that somebody said the original thread is dead. idk which one is more populated so im gonna repost this in this thread.

i need some help with practically all races sorta. im looking for a table or a list or something that has all official dungeons and dragons races and their racial abilities. i noticed that there are not any of these, that or i didnt look hard enough. but i want it to find a race that would be decent as a natural spellcaster with out a huge LA. im gonna be starting a campaign where we are gestalting and im going to play as a warlock/dragonfire adept. for ability score we are doing all starting at 8 and 32 points to distribute and we are playing with insanity rules. so i need dex, con, and cha all good and wis, decent. one thing that bugs me is a friend of mine is going to play as a goliath barbarian/warrior which works great he only has one bad abilty score and thats his int which is at 8 while his str=22 dex=12 con=18 wis=14 and cha=10 i think. maybe its just me but why is it that just about every race that doesnt have a huge LA are no good as natural spellcasters?

this is not quite the thread for your character development, you would be better off trying character optimization (http://boards1.wizards.com/forumdisplay.php?f=339)

but for a race compendium, try this one (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Races.pdf)
frasmage

10-12-06, 04:19 PM
I think this needs a :bump:
SquirrelMortis

10-12-06, 06:23 PM
This Race is a mix of puck from Midsummer Nights Dream and the goblins of folklore, and David Bowie from Labyrinth...

Puck

These strange creatures are said to be the forerunners of all fey. They once flourished, in the time before mankind. But when nature was desecrated (even though they care little for the natural world) the power of fey waned slightly, bringing about the decline of the mischievous Puck.

Physical Description: Puck are quite tall, often standing at 6 ft. However, they have a slightly stooped posture and often (especially when they are on the hunt) they drop on all fours. They have wild hair, and their eyes often change and fluxuate based on mood. Otherwise they look like graceful humans, albeit with sharp teeth, 7 fingers, and and black tongues.

Relations: Few of the common races, save the elves, even know of the existence of the Puck. Those who do often blame them for things like spoiling milk. This is foolish, as the Puck are warded by milk away by milk. Those who actually know Puck are often shocked by their rash bravery and often idiotic habit of mouthing off to their enemies.

Alignment: Puck favor chaos over law.

Lands: Puck rarely ever live in organized communities, and when they do, they are in dark secluded mountains.

Names: Puck's names range from slyvan names such as Rhianvar to primitive names like Gorg, to normal human names like Paul.

Puck Traits

*Charisma +2, Dexterity +2
*Medium
*Speed 30ft
*Feral Gait (Ex): As a free action, a Puck can dropt to all fours, improving their speed to 50 ft. yet imposing a -2 penalty to armor class. They can switch back to normal walking as a free action as well.
*Spell Like Abilities (Sp): At will- prestigidation Once day- Charm Person, Summon Natures Ally I, Spider Climb (Caster level equal to character level)
*Remarkable Agility (Ex): Puck have a +2 bonus to initiative checks and are never caught flatfooted (as Uncanny Dodge)
*Hater of Milk (Su): Puck cannot enter a room with a bottle or jug of milk inside it. If they do, they take 1d8 points of nonlethal damage, and are nauseated until they leave the room.
LA: +1

Age: As Dusklings

Height: As Half-Giant

Weight: As human
turalisj

10-12-06, 06:56 PM
Crystalie

Flavor Text: The Crystalie are a subrace of human. Evolved from a tribe of humans who settled near a portal connected to the Elemental Plane of Earth. Because of this, they have developed into an culture based around the earth and it's creations, namely gemstones.

Physical Traits: A Cystalie stands around six to six and a half feet in hieght. They typicaly wiegh around 210lbs to 240lbs. A male and female Crystalie can be told apart in the same general way a human male and female can be told apart.
The one distinguishing characteristic about the Crystalie is thier left (or right in females) arm. From birth thier arm is coated in a crystalin armor. This armor slowly bonds with them until thier entire arm becomes as hard as diamond. As the Crystalie age from youg adult, to middle age, to old, and finaly to venerable, thier body slowly becomes a diamond. They finaly die of old age when the diamond encases thier heart. Graveyards of the Crystalie look like a filed of beutifal crystal statues, and a families wealth is measured by how many naturaly dead relatives they have.

-= MORE TO COME!!! =-
krossbow

10-12-06, 07:03 PM
Kata'ar

A race of Tiger-like beings that have an unclear relation to lycanthropes. Some say they are a race of tigers lifted up by the gods, others say a strange crossbreed of lycanthropes and humans. Not even the Kata'ar really know, and they don't think about it much; the path in front is what's important, not what's behind you.

Physical Description: Kata'ar are somewhat taller than humans, both sexes standing about 6'0-7'0, and both noticably more muscular. Their hair tends to be a mix of colors, ranging the gamut from yellow, to orange to, in a rare few, white; black stripes often appear on their skins. The males generally have a layer of hair all over, up to the neck, while the females only have it from the waist down. Their skin is a dark, tawny color, and they all possess tails. Though intimidating, they are often somewhat flightish and dim in nature. However, they have the ability to take on a much more fearsome form, assuming for a short amount of time a animalistic, much heavier form. Only the strongest willed can truly retain their mental abilities in this form, and the moon seems to have some connection.

Relations: The Kata'ar are often looked upon with suspicion, often being thought of as thieves and idiots; it is somewhat true. However, their woman, though often looked upon as ditzy, have been known to be some of the best spies in the land due to this stereotype.

Alignment: chaos usually.

Lands: anywhere, though they prefer the forest.



Kata'ar Traits

*Charisma +4, Dexterity +2, -4 wisdom, -2 intelligence, -2 con
*Medium
*Speed 40ft
*Alternate shape: the Kata'ar can assume a powerful form occasionally, which is sometimes difficult to control. they can do this 1/day at level 1, 2/day at level 5, and then increasing again at level 10, 15, and 20. In this form they gain +4 dex and +4 strength, -4 intelligence, -4 wisdom but must make a willsave (20) or act as if in a frenzy (as per frenzied berserker); if they succeed, they do not act as if in a frenzy, but may battle normally. This lasts for a number of rounds equal to 3+ charisma modifier. During a full moon, they automatically change until morning, and the save is DC 30 instead of 20.
*Silver weakness: Silver weapons automatically critical upon a successful hit upon a Kata'ar
*Kata'ar possess claw attacks
LA: 0

Favored class: Barbarian or scout.

Age: As humans

Height: 6'-7'

Weight: As human +30-100.
benstundze

10-13-06, 12:40 PM
come on we only need 1 more :)
Izodor_Shadowcaster

10-13-06, 12:55 PM
Dear 1001 races workshop judges,

I will be on a small holiday to Rome for two weeks so I will not be able to help you judge in the third 1001 races workshop contest. I trust you will be able to make a fine judgement and I will be happy to judge again in the 4th 1001 races workshop.

Izodor,
benstundze

10-14-06, 01:34 PM
congrads man Rome’s a cool place :P
ben
Spikes01k

10-14-06, 02:30 PM
Hello I just finished my first decent race template.

Here it is

Lycan Spawn (http://boards1.wizards.com/showthread.php?t=719079)
http://boards1.wizards.com/showthread.php?t=719079

Please add me to the list! I am really proud of this one.

Lycan Spawn

These are the, not so distant, relatives of the lycanthropes; and maybe even the go-between from lycanthropy and shifters. The only "known" way of them to be produced is a cross bread between a shifter and a natural or inflicted lycanthropy. Anyway that doesn’t change the fact that they are here, and showing up more often as time goes on. Dispite the known way of breeding a lycan spawn there are rumors that a transmuter mage or mages are currently producing them as a part of some experament. They appear and act a great deal like their famous and vastly more powerful ancestral lycanthropes.

Alignment: Any, but usually leaning more towards their lycanthropic versions.
Type/Sub Type: Humanoid/Shape Shifter
Requirments: Base race must be Humanoid or Giant. The Animal form must be with in one level size of the humaoid form to be viable. Shifters generally should not be allowed, but up to the GM.


Alternate Form (Su):
Lycan Spawn can shape shift very simularly to lycanthropy. They follow most of the same rules as per lycanthropy. If something is not covered please reffer to Monster Manual 1. Lycan spawn can shape shift as a standerad action. The humanoid form looks identical to one of any humanoid forms. They have also inherited the ability to take on a form of both a hybrid and animal, identical to a lycanthropy, except with one deference in size, the hybrid form is always the same size as their humanoid form. Also note that while in animal form they must be in the same environment that the animal needs to be in while in animal form. Example: If it is some sort of aquatic animal it still can die of suffication on land. However while in Hybrid form they can exsist in both enviroments with no problem.
*Ability modifiers:
Gain ONE of the following increases to strength, dextarity, or constitution, and only while in Animal or Hybrid form. The stat that can be increased are limited by the lycanthropy equivalent’s bonuses.If constitution is chosen your hit points do increase while in hybrid form and animal form only. These hit points are lost last if they take on humanoid form even though your natural form is the hybrid form. This could nock them unconscious or even kill them.
*Stats per Lycanthropy List
Bat (dire): +2 Str, +2 Dex, or +2 Con
Bear: +2 Str or +2 Con
Boar: +2 Str or +2 Con
Rat: (dire): +2 Dex
Tiger: +2 Str, +2 Dex, or +2 Con
Wolf: +2 Dex or +2 Con
Notes: Follow the exact same rules for viable base animals as per the lycanthropy. A Lycan Spawn can not have a base animal that is more than one size category smaller or larger than their humanoid race and other lycanthropes must have a Str, Dex, or Con stat of 14+ to be viable to be increased.
Example A Medium Shark has Str 13, Dex 15, and Con 13. A Lycan Spawn Shark can only have a +2 Dex as one of it's possibilities. A Cheetah though has Str 16, Dex 19, and Con 15. Thus A Lycan Spawn Cheetah can have +2 Str, +2 Dex, or +2 Con as one of it's possible increased stats.
*Attacks: While in hybrid or animal form they may make a secondary attack with a -5 to hit and with 1/2 strength to damage (rounded down) with one of their natural attacks. While in hybrid form they have claw attacks as a natural weapon, even if the animal form dose not normally have claw attacks. The claws do damage equil to an animal of the same size. A medium size animal's claw attacks does 1D4 slashing damage (adjust appropretly for diffrent sized humanoids).
*Movement:
While in hybrid form they have the same movement as per their humanoid’s normal movement. While in animal form he has the same type and speed as per your animal form.
*Other abilities from animal: They do not gain any other bonuses, extra odenary abilites etc. from their animal, even while in animal form.


They also receive in all forms
-2 Cha or Int.
May perches Scent as a Feat
May perches Improved Natural Armor feat without meeting the prerequisites, but only applies to animal and hybrid form.
Low Light Vision: Same as Elves in addition to their base humaniod race.
+2 Survival skill.
+2 Handle Animals skill with animals of same type.
Base Speed: as per your base humanoid form, except while in animal form (see above).
Immunities: They are immune to lycanthropy of all types in addition to what ever their base race gives them.
Inate Wild Shape: If they have the Wild Shape ability they may always take on the full form of their animal type assuming they meet all prior criteria such as Hit Dice.
Allergy to Silver: +5 to damage by all silver weapons..
Bad Reputation: The Lycan Spawn are viewed as lycanthropes to most people. They are commonly killed on site (if seen or left alone) even though they are not contagious like lycanthropy, and are not necessarily evil like their lycanthropy counter parts may be. If spotted by people who hunt Lycanthropy will probably track them down and kill them at their leisure. Even if the Lycan Spawn can convince people that they are not evil he still has a -5 on all reactions and diplomacy checks, he will find it hard to buy any equipment or supplies, and will generally be blamed for anything that goes wrong in the town. However this may be avoided if they remain in humanoid form while in towns, however roomers or a nemesis may alert the public of their true form, especially if they were discovered in another city already.
Cures of the Moon: A lycan spawn has a few things that can cause them to involentarly change. If they witness an animal of their same type as them being miss treated (such as being abused physically or mentally, beeten, caged, killed etc.) they must make a DC 17 Will save or Control Shape check (which ever is better) or transform in a fit of rage into their hybred form. Also during the three nights of the full moon every month they must make a DC 20 or be forced to transform into their animal form.
Favorite Class: As per humanoid, and Druid if not already included
Other Stuff: A Lycan spawn gain all other bonuses, languages, immunities, ability adjustments, etc from their base race.

Contol Shape (for lycanspawn):
Contol shape is a usfull skill for all lycan spawn. They can use this skill to aid them with shape shifting acts they would not be able to do other wise. The key ability is to quicken their shape shifting ability, this does stack with other abilities that reduce your shape shifting ability. So if it is already reduced to a move action then it is considered part of the move action at the sace Difficulty Check.

*Quicken Shape Shifting ability to a move equivolent action DC 15
*Shape Shifting the claws from your animal to you hybrid form (lasts Con mod in rounds) DC 20
*Shape Shifting the bite from your animal form (lasts Con mod in rounds) DC 25
*Increasing your speed of your Hybrid form by +5ft (lasts Con mod in rounds; your animal form must be faster than your humanoid form) DC 25



LA analysis:
Alternate form: +1 or 2 LA
Possible faster Base Movment form: +1 LA
Weakness Silver: -1 LA
Bad Reputation: -1 LA
Involentary Transformation: -1
Poor un-even stats: -1 LA

Lycan Spawn

These are the, not so distant, relatives of the lycanthropes; and maybe even the go-between from lycanthropy and shifters. The only "known" way of them to be produced is a cross bread between a shifter and a natural or inflicted lycanthropy. Anyway that doesn’t change the fact that they are here, and showing up more often as time goes on. Dispite the known way of breeding a lycan spawn there are rumors that a transmuter mage or mages are currently producing them as a part of some experament. They appear and act a great deal like their famous and vastly more powerful ancestral lycanthropes.

Alignment: Any, but usually leaning more towards their lycanthropic versions.
Type/Sub Type: Humanoid/Shape Shifter
Requirments: Base race must be Humanoid or Giant. The Animal form must be with in one level size of the humaoid form to be viable. Shifters generally should not be allowed, but up to the GM.


Alternate Form (Su):
Lycan Spawn can shape shift very simularly to lycanthropy. They follow most of the same rules as per lycanthropy. If something is not covered please reffer to Monster Manual 1. Lycan spawn can shape shift as a standerad action. The humanoid form looks identical to one of any humanoid forms. They have also inherited the ability to take on a form of both a hybrid and animal, identical to a lycanthropy, except with one deference in size, the hybrid form is always the same size as their humanoid form. Also note that while in animal form they must be in the same environment that the animal needs to be in while in animal form. Example: If it is some sort of aquatic animal it still can die of suffication on land. However while in Hybrid form they can exsist in both enviroments with no problem.
*Ability modifiers:
Gain ONE of the following increases to strength, dextarity, or constitution, and only while in Animal or Hybrid form. The stat that can be increased are limited by the lycanthropy equivalent’s bonuses.If constitution is chosen your hit points do increase while in hybrid form and animal form only. These hit points are lost last if they take on humanoid form even though your natural form is the hybrid form. This could nock them unconscious or even kill them. On another side note, when they are nocked unconscious or killed they stay in their current form.
*Stats per Lycanthropy List
Bat (dire): +2 Str, +2 Dex, or +2 Con
Bear: +2 Str or +2 Con
Boar: +2 Str or +2 Con
Rat: (dire): +2 Dex
Tiger: +2 Str, +2 Dex, or +2 Con
Wolf: +2 Dex or +2 Con
Notes: Follow the exact same rules for viable base animals as per the lycanthropy. A Lycan Spawn can not have a base animal that is more than one size category smaller or larger than their humanoid race and other lycanthropes must have a Str, Dex, or Con stat of 14+ to be viable to be increased.
Example A Medium Shark has Str 13, Dex 15, and Con 13. A Lycan Spawn Shark can only have a +2 Dex as one of it's possibilities. A Cheetah though has Str 16, Dex 19, and Con 15. Thus A Lycan Spawn Cheetah can have +2 Str, +2 Dex, or +2 Con as one of it's possible increased stats.
*Attacks: While in hybrid or animal form they may make a secondary attack with a -5 to hit and with 1/2 strength to damage (rounded down) with one of their natural attacks. While in hybrid form they have claw attacks as a natural weapon, even if the animal form dose not normally have claw attacks. The claws do damage equil to an animal of the same size. A medium size animal's claw attacks does 1D4 slashing damage (adjust appropretly for diffrent sized humanoids). They do not have any other natural attacks while in hybrid form.
*Movement:
While in hybrid form they have the same movement as per their humanoid’s normal movement. While in animal form he has the same type and speed as per your animal form.
*Other abilities from animal: They do not gain any other bonuses, extra odenary abilites etc. from their animal, even while in animal form.


They also receive in all forms
-2 Int.
May purches Scent as a Feat
May purches Improved Natural Armor feat without meeting the prerequisites, but only applies to animal and hybrid form.
Low Light Vision: Same as Elves in addition to their base humaniod race.
+2 Survival skill.
+2 Handle Animals skill with animals of same type.
Base Speed: as per your base humanoid form, except while in animal form (see above).
Immunities: They are immune to lycanthropy of all types in addition to what ever their base race gives them.
Inate Wild Shape: If they have the Wild Shape ability they may always take on the full form of their animal type assuming they meet all prior criteria such as Hit Dice.
Allergy to Silver: +5 to damage by all silver weapons..
Bad Reputation: The Lycan Spawn are viewed as lycanthropes to most people. They are commonly killed on site (if seen or left alone) even though they are not contagious like lycanthropy, and are not necessarily evil like their lycanthropy counter parts may be. If spotted by people who hunt Lycanthropy will probably track them down and kill them at their leisure. Even if the Lycan Spawn can convince people that they are not evil he still has a -5 on all reactions and diplomacy checks, he will find it hard to buy any equipment or supplies, and will generally be blamed for anything that goes wrong in the town. However this may be avoided if they remain in humanoid form while in towns, however roomers or a nemesis may alert the public of their true form, especially if they were discovered in another city already.
Cures of the Moon: A lycan spawn has a few things that can cause them to involentarly change. If they witness an animal of their same type as them being miss treated (such as being abused physically or mentally, beeten, caged, killed etc.) they must make a DC 17 Will save or Control Shape check (which ever is better) or transform in a fit of rage into their hybred form. This is also a problem while using berserk, frenzy, and other simular abilities, however the DC is still the same. Also during the three nights of the full moon every month they must make a DC 20 or be forced to transform into their animal form. In the end though they are mostly hated due to them being the result of the lycanthropy plague and are seen as a threat to everyone to come (a.k.a. Bad Genetics, a classical monster).
However while they do involentarly transform they do retain full memory and control of them selves.
Favorite Class: As per humanoid, and Druid if not already included
Other Stuff: A Lycan spawn gain all other bonuses, languages, immunities, ability adjustments, etc from their base race.

Contol Shape (for lycanspawn):
Contol shape is a usfull skill for all lycan spawn. They can use this skill to aid them with shape shifting acts they would not be able to do other wise. The key ability is to quicken their shape shifting ability, this does stack with other abilities that reduce your shape shifting ability. So if it is already reduced to a move action then it is considered part of the move action at the sace Difficulty Check.

*Quicken Shape Shifting ability to a move equivolent action DC 15
*Shape Shifting the claws from your animal to you hybrid form (lasts Con mod in rounds) DC 20
*Shape Shifting the bite from your animal form (lasts Con mod in rounds) DC 25
*Increasing your speed of your Hybrid form by +5ft (lasts Con mod in rounds; your animal form must be faster than your humanoid form) DC 25



LA analysis:
Alternate forms: +1 LA
Possible faster Base Movment form: +1 LA
Being a full template: +1 LA
Weakness Silver: -1 LA
Involentary Transformation: -1 LA
Bad Reputation (With Involentary Transformation): -1 LA
Poor un-even stats, note that they may only use the +2 in physical stats while transformed: -1 LA
Total Effectivly: +0 LA

Edit: This is an updated version, I tied up a lot og loose ends. I didn't want to over wright the orriginal. Hope this is not a problem?
RoCkEtInToXiCaTe

10-18-06, 07:52 AM
In the beginning a small force, both male and female, were
created. Their purpose was as a special task force, who
fought with their natural ability, and cunning. Highly
intelligent, and strong, with tremendously high speed,
they were efficient and deadly. They outlived their
creator, and having no purpose, became as wild animals.
They found they were suitable to live in mountain ranges,
travelling and hunting for survival. Though because they
are made only for combat, they do not notice things that
would inquire much deep thought, they are more calculation
minded. They could not tell you why the river flows as it
does, but could perhaps create it as a tactical advantage,
incase it should be on a battle ground. Unfriendly,
because they were not created to be social beings, most
people find it hard to even relate to them, and thus they
often have a hard time fitting in, outside of their own
communities.
Personality: They are very stoic, and rarely speak. They
are not friendly, but they are not mean. They are simply
what they are. Like a robot, they simply stand where they
are and observe, and respond when interacted with.
Otherwise, very bland.
Description: Very tall, with burning red eyes, and an
insect like face, with no visible mouth, and horns that
sprout upward about six inches from the dome like
forehead. Massive claws that can slice through most
anything, they preferre to use their natural weapons to
manufactured weapons. They also have two arm-like appendages on that protrude as long as a normal arm would, and end in razor blades. They can use these to pick things up that can be stabbed, but cannot hold weapons, grasp things, or handle objects with them. They can pin objects to walls with them, and attack with their two regular arms, though. Grappling checks, and all of that would apply, naturally. These appendages are really just extra weapons, and nothing more, and their use outside of such is limited. They're generally all black, but
can be sometimes green, or blue, or red, depending on
their environment. Their exoskeleton will most likely
change to reflect their environment, if they are exposed
to it for long enough.
Relations: They are individualistic, and keep to
themselves, but in a community they hunt for the whole,
and work together, for survival. Alone, they are often
remote, and unfriendly. It is hard to become truly close
friends with a Zan.
Alignment: Almost always true nuetral. Then whichever
job they take, to whoever they may be hired by, or if they
strike out on their own, which often happens, and run into
some people that may need a creature of their sort, they
become like aligned. But when they are born they are true
nuetral, and whatever sitution arises, they adapt.
Zan Lands: The Zan generally live in high altitude places,
and have small tribes. They generally hunt, and move on
when game has run out. They are nomads and hunters.
Often, if any other wild creatures are in their lands,
like an Orcish settlement, they will conquer the
settlement, and take whatever those people had for their
own.
Religeon: As a culture they worship no deity. But
individuals may take up a faith based on whatever job they
have, and that might be in correlation. An evil fighter
may perhaps choose Erythnuul, God of Slaughter.
Language: Common. Bonus Languages: Any, even secret
languages. They are highly intelligent creatures.
Names: They are often simply called by whatever they
choose to be called. They often have titles based on
deeds they have done, like Wolfbane for killing a pack of
wolves in protection of their hirer, or Dawntreader if
they go on many twilight operations that best use their
evasive skills.
Adventures: They adventure to serve their purpose.
Combat, and killing. They generally take up jobs as body
guards, or any sort of job that would see alot of action,
and combat.

Zan Racial Traits:
+2 str, +2 dex, +4 Int, -4 wis, -2 cha
Medium
Zan Base Land Speed is 30 feet.
Zan Base Fly Speed is 60 feet.
Darkvision 60 feet.
+2 Racial Bonuses on all Hide, Balance, and Move Silently
checks.
Natural Armor: +3
Natural Attack: 4 claw attacks (one attack for each hand,
three claws total per hand, about six inches in length, and two arm-like appendages that end in razor blades.), 1d4 each.
Favored Class: Monk
Level Adjustment: +4
RoCkEtInToXiCaTe

10-19-06, 04:26 PM
The Half Animal Template

Size and Type: Size remains the same as base creature. The type becomes monstrous humanoid.

Hit Dice: If progressing as a monster character, change HD to Monstrous Humanoid d10's. If progressing as class, no change to HD.

Speed: Speed remains same as base creature. Although if the base animal has additional speeds such as flight or swimming or climbing speeds, those are added unmodified to the base creature. (That means if the wolverine has climb speed 10, and the human has BLS 30, then the new creature has climb speed 10, BSL 30.)

Armor Class: +2 bonus to natural armor (Added onto existing natural armor, if any.) Use base creature or base animal's (Whichever is higher) to add the +2 bonus to.

Base Attack/Grapple: Remains unchaged, advance by class or monster racial HD.

Attacks: The base creature gains two claw attacks, and a bite attack that is secondary, in addition to any attacks the base animal may already have.

Damage: Based on size of base creature.

Special Attacks: Same as Base creature and animal. No additional special Attacks to be added.

Special Qualities: Same as Base creature and animal. No additional special qualities to be added.

Base Save Bonuses: Advance by class or monster HD, whichever the base creature advances by.

Abilities: +2 to wisdom. In addition, improve all physical scores by the base animal's modifiers.

Skills: You gain any racial bonuses the base creature and base animal may have.

Feats: Recieve Iron Will as a free bonus feat. Add base animal's feats to base creature's feats. Unless it gives a feat more than twice that cannot be taken more than once, in which case you gain no additional benefits. For feats that might be gained more than once, apply said feat's instructions on having it more than once.

Environment: Same as base creature or base animal.

Organization: Solitary, Pair, Family (3-4), Pack (5-10), or troupe (Family and related animals.)

Challenge Rating: By class level or Base creature's Monster HD; modified to HD. 1 HD or 2 HD +2; 3 HD-5 HD +3; 6 HD-10 HD +4; 11 HD-20 HD +5; 21 or more HD +6.

Treasure: Standard.

Alignment: Any.

Advancement: By character class or Monster HD.

Level Adjustment: +1
benstundze

10-24-06, 10:08 PM
Ok that’s the end of this contest Lycan Spawn is the last entree, the other 2 races are the start of 1001 races workshop #4 contest!!!! The judges will convene at a later time.
Keep posting your masterpieces.
peace out
ben
Undeadpaladin

10-26-06, 10:40 AM
Falconiods

A race born from psionic experiment falcaniods have establish them selves as a race. In there history the ability of flight was natural to their race as was breathing but when all of creation was torn asunder the Elders of the Race made a deal with powerful elemental to save there race for a cost. When the elders agreed the elementals took the gift of flight from them (As their legends tell). Now falconids are a proud warrior race where the ability with a bow is a prized as in any elvish community. Due to the scarifce of their ansestors asking a falconiods if they can fly is seen as an insult by all of there race. Due to there small stature falcaniods view others of small size as potential allies( halflings and gnomes). Due to their warrior culture and new connection to the earth (new being relative to the earth elemental saving their race) Dwarfs are also seen as potential allies. Elves in general are seen as good potential allies and competitor in archery. Dragons are seen as signs of bad omen due to evil dragons seeing falcaniod as lunch (picture nugget size munchies for dragons).

Falconiod

Size: Small

Speed:20

Str:+2
Dex:+2
Con:-2
Wis:+2

Falconids are warriors and train as such all their lives. They still hold some of the frailties their ansestor had.

Psionic Race: +1 PP
+2 Racial bonus to spot and search
+ 1 to Racial attack with Shortbows, Longbows, and Greatbows but not with Crossbows
GreatBow is a Martial weapon for falconiods.

Flight Vulnerability: All fly spells with a duration longer than one round last half as long with falconiods. Any fly spell with a 1 round duration or less has no effect on a falconiod( even if someone other than the falconiod casts the spell). And for purposes of this vulability any spell that in its discriptions give a fly speed or allows the falconiod to leave the ground and walk on air counts as a flying spell).

Fav Class: Psionic warrior (Ranger in non-psioic worlds)
benstundze

10-26-06, 02:15 PM
you forgot LA
canman13

10-26-06, 06:56 PM
The TehesA.K.A holy zombies (template)
Once a sorcerer/cleric wanted to create a undead minion but he was good and summoning undead would be a sin and turn him evil so he spent years and years tryning to create a holy undead one day his god came to him in a dream and told him a spell that would summon a tehes or holy undead tehes were only knwoledge of the gods and up until then only gods could summon them the spell reads as follows

Summon Tehes
creation[good]
level:wiz/sorc 5,cleric 5
components:v
duration:5 minutes/ per level
Range:10 ft
As you speak the holy words and a circle apears before you and a zombie with a halo apears before you
this spell creates a tehes(base creature human paladin 2)with 1hd per level the tehes is medium and will obey simple commands but not evil ones

Tehes are the souls of paladins that were killed after doning great deeds they are extremly protected by the gods and so far no one evil knows about them
Any evil being who encounters one will be whiped of that memory before he can tell any one.
Phsical description:they look just like normal zombies except they have a halo above their head
Alighnment: they are always lawful good and will never do anything evil or chaotic
Relations:they will only follow good creaters preffebly lawfulgood
Land:none
Ageing:they cannot age becaues they are undead
The tehes template can be added to any huminiod,mounsturuos huminiod, or Outsider Here after reffered to as the base creature
The tehes template is the same as the zombie template with these exceptions
size stays the same
-type changes to undead and gets the good subtype
-alignment changes to lawful good
-hd is changed to d10
-speed changed to 50 ft
-attacks same
-arua of good
-sq undead traits added and turn immunity and spell resistance and create spawn is added
-sa same
-abilities +2 to con
- skills same
- saves +3 will, +1 ref, +6 fort
- feats any turning or rebuking undead feats are taken away and multi attack is added
-la +1
Long ago it is rumered their once was a kingdom of tehes but that is long forgotten but the tehes will search for it ever
P.S. this would be a great adventure
Electricall

10-27-06, 09:35 PM
Something I made a couple of weeks ago. It's not perfect, though hopefully decent enough.

The Fursheik

Introduction
Fursheiks are odd, furry little creatures that possess an extraordinary heritage. Their furs range from various reds (males) to diverse shades of blue (females), though virtually any bright hue is possible because of mutation. Their eyes change size and color with mood. They easily form bonds, but rarely bond with more than one creature. A Fursheik considers a bonded creature’s life to be as valuable as its own, and acts thereafter. They are extremely loyal to those who gain their trust, and they will go to great lengths to aid those. Being let down or betrayed won’t go unanswered, however, as the Fursheik expects the same treatment in turn.

Fursheiks often have words as names, such as: Pupil, Shadow, Shark, Grip, Odd, Blaze, Claws, etc. The name reflects the personality. Because Fursheiks consider others of their kind as equals in every way, they don’t place any weight in ancestry and don’t use family names.

Character Analysis
Fursheiks have four arms, as well as the ability to extend the reach of their arms, which allows them to craft some very special kinds of pottery (Fursheik pottery is in high demand among nobles interested in exotic goods, though few know it’s made by aberrations), as well as wield four weapons in combat. Because of their small size and weak physical ability, however, most Fursheiks try to stick to less dangerous approaches to combat, such as ranged combat or magic. Some Fursheiks master a combination of melee and magic, however. These Duskblades are rare, and told about in Fursheik legends. Popular prestige classes among Fursheiks are:

The Alienist: Fursheiks’ unique extraplanar heritage sometimes manifests in unexpected ways.
The Contemplative: Fursheiks often find the divine fascinating.
The Dervish: These amazing warriors have near limitless potential.
The Divine Oracle: Often the leaders of Fursheik communities, Oracles are respected, and for good reason.
The Fatespinner: Some resourceful Fursheiks master probability.
The Loremaster: These are the caretakers of all Fursheik knowledge, as well as capable spellcasters.
The Master of Many Forms: Sometimes the chosen defenders of the Fursheik.
The Shadowdancer: A few shrewd Fursheiks learn to master these mysterious arts.

Racial Weaponry
The Fursheiks have invented a weapon: the Wrist Catapult. Fursheiks often wear either four of them at once (reloading slowly) or only two (reloading quickly). These weapons fire bullets or rocks. Most Fursheiks learn to use these exotic weapons. They deal 1d4 (1d3 for small-sized characters) damage, plus half the Fursheik’s base attack bonus (rounded down), up to a maximum equal to the Fursheik’s int bonus. Non-Fursheiks do not receive the damage bonus. If there’s a hand free to reload a Wrist Catapult, it can be done as a free action. If not, it takes a move-equivalent action. A Fursheik can load four Wrist Catapults as a full-round action (Fursheiks with Weapon Focus (Wrist Catapult) and +5 BAB or higher can move their land speed while doing so). Firing a wrist catapult is as easy as clenching your fist, though it requires quite some force. Crafting or repairing a Wrist Catapult is not easy; the DC for such tasks 20. Finally, because of the way they’re wielded, a user may still use their fingers with a Wrist Catapult equipped, and may use Open Lock and similar skills as normal.

History
Fursheiks trace their ancestry far back into the extraplanar realms. Their ancestors were crude, unfinished creatures born of a union of Earth and Air elementals, fused into a material plane form. Over time, the race gradually evolved into the creatures they are today. This process did not come about under the supervision of these elementals; in fact, Fursheiks are distrusted (or worse) by such elementals. The reason for this, as well as the full story, is unknown, though rumors speak of an ancient tome, The Book of The Transelemental Creature, which allegedly contains the Fursheiks’ full history.

Over the course of their lives, Fursheiks slowly develop, at birth being only lightly covered with fur. This is one of the rare opportunities to see a Fursheik’s skin color – a fragile porcelain white with light, symmetrically positioned freckles. Fursheiks never shave, as their fur is seen as a very special gift. In addition, a Fursheik that is forcibly shaved would be less resilient to the elements, as well as physical harm.

A rare few adult Fursheiks evolve incandescent wings, which are graceful and quite hypnotic. These wings are very thin, translucent, and each has a unique, symmetrical pattern.

Society
There are few Fursheik communities, and those that exist are displaced to remote regions to the world, such as in an outcropping of a cliff or high up in an ancient tree. They are adaptable creatures and live wherever there’s food, though they prefer solitude (with some exceptions). Their societies are strictly meritocracies, where the most experienced Fursheiks lead, though there isn’t much for the leadership to do – Fursheiks are quite autonomous (which is not to be confused with free-willed). Because Fursheik females are only fertile once every nine years, they often form unions early in life so that they may conceive when the time comes. Because Fursheiks don’t derive physical pleasure from sex, it is seen only as a ritual of beginnings. Fursheik pregnancies are quite slow, lasting over 18 to 24 months, and they similarly age slowly. They reach adulthood at about fifty years of age, and can live to become about five or six centuries old. Their furs are bright at birth, and grow darker the older they become. The color of their blood changes similarly, being fiery red at first, and growing darker. Exceptionally long-lived Fursheiks eventually grow gleaming black fur and are seen as especially gifted. The black blood of ancient Fursheiks can be used to empower (as the feat) magical brews at no extra cost, and benevolent old Fursheiks often give blood if it’s bound to be used for a good cause. Old Fursheiks slowly wither away over decades before passing on, and it is seen as a spiritual transition that the elderly has the right to experience with dignity. Fursheiks gather to honor the dead, after which the corpse is ensconced within a clay casket. During the following nights, Fursheik priests remember the dead, reading aloud in personal journals (keeping such is common practice) and reciting famous quotes. Following this, each priest casts a special Final Sleep spell (involving a drop of the deceased Fursheik’s blood, among other more exotic components) upon the casket. Once this ceremony is completed, the casket can be safely opened – it is empty, the dead Fursheik having fully passed on. The casket is afterwards disassembled, the clay used for whatever items are needed. Dying in the wilderness, without the assurance of being treated in such a manner, is seen as unfortunate, but acceptable.

Food Preferences
Fursheiks are herbivores who need only eat a few times every month - though when they do, they eat a lot - albeit slowly. Eating in a hurried manner simply doesn’t feel right for a Fursheik. The secret to the Fursheiks’ minute feeding needs is their metabolism, which is very effective at squeezing every last bit of nourishment out of a meal. Eating therefore produce few byproducts. Similarly, Fursheiks only need to drink about half as much as the humanoid races. In a pinch, they can eat meat, though this is difficult for them to digest, and they usually feel queasy several days afterwards. Fursheiks that consistently eat meat adapt to it however, and suffer no ill effects, save one – a kind of bloodlust that’s triggered by eating large amounts of meat (especially raw), which makes a Fursheik go berserk on its surroundings. Good Fursheiks might only trash the environment, while evil ones are more likely to claw at any live prey. That’s the extent of control a Fursheik has over itself during this frenzy. Because of this, eating meat is looked down upon among civilized Fursheiks.

Psychology
Fursheiks are somewhat inclined towards neutrality on the good-evil alignment axis, though they are often flexible in their ways, for good or ill. They aren’t very impressionable, however, and few things make an impact on them, save acts of monumental good and evil (or neutrality). They are apt to pursue or counter such actions. Fursheiks are seldom interested in ideals such as honor or mercy, though that doesn’t mean they’re dishonorable and merciless. It simply means that they prefer to arbitrate each situation by itself, rather than applying a common principle to every situation. They are almost exclusively neutral on the law-chaos axis. They are fond of the deities, though they do not revere them in the same way as most humanoids do. Instead, they pray by doing things their god approves of, without ulterior motives, such as doing it to become rich. For example, a Fursheik of Gond reveres the Wonderbringer by crafting elaborate pottery, and a Fursheik of Cyric reveres The Prince of Lies by spreading fear and terror among non-Fursheiks.

Fursheiks constantly strive to become better at what they do, and they are never happy with simply finding a decent routine and sticking to it. They’d much rather refine themselves further, beyond their own limits. This is not because they want to be the best, or because they’re competing, but because they want to excel in what they do. It’s because they seek perfection in some form, not for themselves but because they want to honor the gift of life, rather than waste it by falling into contentment and decay. This goes for all kinds of Fursheiks, no matter the beliefs of the individual.

Fursheiks and other races
Rather than judge someone based on that individual’s bloodline, Fursheiks instead consider each person’s unique virtues and past deeds. This means that Fursheiks bear no prejudice against another because of the way they look or what race they belong to, though that doesn’t mean they aren’t cautious of species known for their fell deeds. They aren’t naïve.

Fursheik Racial Traits
-2 strength, +2 dexterity, +2 wisdom, -2 charisma. Though agile, Fursheiks are physically weak. They also have a hard time with other races because of being different. They are, however, quite wise.
• Aberration. Fursheiks are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
• Small Size (+1 on attack rolls, +1 AC, +4 on Hide checks).
• Darkvision. Fursheiks can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Fursheiks can function just fine with no light at all.
• Base Land Speed 20 ft. Upon gaining its 5th class level, a Fursheik has a 20% chance of growing a pair of wings (for details, see above). If the d% roll is successful, the Fursheik instinctively knows what to do. It isolates itself, then undergone a mysterious transformation. After 1d3+1 weeks, it emerges from solitude, sporting a pair of wings. It may fly at double its base land speed, with average maneuverability. If it wears medium or heavy armor, or carries a medium load, it cannot fly, but it can stop its descent enough to not take damage (unless it carries a heavy (or heavier) load). If it fails on the roll, it may reroll with a cumulative +5% chance upon gaining each successive level after 5th.
• +4 to grapple checks. Because of the six limbs it brings to bear, a Fursheik is generally better at grappling than others of its size, though its lacking strength still hampers it.
• Immunity to magic Sleep spells and effects.
• Fursheiks receive a racial +2 bonus to saving throws against poison and paralysis. Their elemental heritage grants them resistance to certain effects.
• Multiple Limbs. A Fursheik has 4 arms, and may take the multiweapon fighting feat instead of two-weapon fighting.
• Weapon Familiarity. Fursheiks treat the Wrist Catapult as a simple weapon rather than as an exotic weapon.
• A Fursheiks may opt to deal slashing damage with its Unarmed Strikes, using its claws. It may also bite as an unarmed strike, which deals piercing damage. It doesn’t actually gain any natural attacks, however.
• Fursheiks must have their armors custom-crafted; this doubles the base cost of the armor, as well as any masterwork costs (but not costs to enchant their armors). Normal small-sized armor has an extra -4 armor check penalty when worn by a Fursheik. Fursheiks that grow wings must also commission new armors.
• Extend Reach. The Fursheik may gain 5 ft of reach with two limbs as a full-round action, plus 5 ft per 2 full rounds spent exerting itself. Maximum reach is 20’, and it can be maintained for 2 rounds per level once at desired length. Extended limbs cannot be used for attacks. After using this ability, the Fursheik is fatigued and must wait 1d4 rounds per 5’ feet of reach gained before using this ability again. The fatigue goes away once the ability is recharged.
• Curl. A Fursheik may curl into a ball and roll downhill (effortlessly; it causes no fatigue) at double normal maximum speed, and become Tiny.
• +2 to Climb and Move Silently. It loses these bonuses in medium or heavy armor. It also loses the bonus to Move Silently if it wears anything on its feet.
• Elemental Distrust. Earth and Air elementals are naturally distrustful of Fursheiks because of their heritage. Such creatures are automatically unfriendly, at best, towards a Fursheik. Fursheiks also receive a -5 penalty to charisma checks made to influence such creatures, except for Intimidate.
• Favored Class: Ranger. Fursheiks make fearsome multiweapon weapon style rangers, or Wrist Catapult specialists.
• Automatic Languages: Fursheik. Fursheik consists of complex combinations of growls, howls, and noises, and each noise can be varied in minute ways that can change the meaning entirely. This means it’s impossible for others to learn to understand Fursheik without potent magics. The written version is composed of intricate glyphs and signs. Fursheiks can’t speak other languages. They can learn to read, write, and understand other languages, however.
• Level adjustment +1.
Insane Pixie

10-28-06, 02:29 AM
Out of curiosity, is there a page other than the first where the races are being maintained? I see that Ex has edited in over three months, and I'm curious about where I could find a list.
Izodor_Shadowcaster

10-28-06, 02:41 AM
I'm back from Rome and it was great!

Fourth 1001 Races Workshop Contest

O.k. The judges are judging and I would like to open the next contest. We already have 5 races so the next race will be number 6.

Here are again the rules for those new:

We are doing a contest on who can make the most original race. If you win you can put it into your signature. Every 15 races shall be judged. The judges will be deciding the top 3 most interesting races in 1st place 2nd place and 3rd place. questions or comments please pm one of the judges and do not post in this thread. Anyone who wins 3 times shall be added to the panel of judges.

The more information you give, the more likely you are to win.;)

RULES (made by Exooki):
------
1. You may only submit 3 races/templates per contest.
2. Only 1 race or template per post please. Only the first shall be counted.
3. PLEASE NO COMMENTING. if you must comment pm the person or do it somewhere else.
4. For those of you who won: Great Job!!! If you win 3 times, you become a member of the judges !!!!!!!!!! However this is only possible for those who show they want to keep this thread alive and going. Those of you who are interested can pm Exooki for more details.
5. To make it easier for judges please number your races. Take note as some judges add races and theirs do not count. They indicate this before the race and just look for the race with a big number next to it. Races made by judges have MBJ in front of their name. This means: Made By Judge and means that the race is not in the contest.

Judges: Exooki, Poetria and Izodor_shadowcaster

-------------------

Out of curiosity, is there a page other than the first where the races are being maintained? I see that Ex has edited in over three months, and I'm curious about where I could find a list.

There is no other list, but I will try to added the list and bring it up to date and add it to my first post (the first post of the thread). I know this is not perfect, but I hope exooki will change this as soon as possible. :)
Electricall

10-29-06, 03:24 PM
Any comments on the Fursheiks?
benstundze

10-30-06, 12:15 PM
ya way to much typing
benstundze

10-30-06, 12:25 PM
ooopppssss sssarry duble post
Undeadpaladin

10-30-06, 01:09 PM
Falconiods didnt have a LA as original made. All the play testing I have done indicates that they are ok. If anyone has a beef or would like to input some feed back then please let me know.
sniper_jawa

10-30-06, 02:26 PM
My inaugural post. This race is from a campaign I've been running for a while now (we've just gone Epic yay!?!). The World is called Aorehl, and is one of those (I can't remember the word) planets that doesn't rotate, so it's got one side that's always facing the sun. At the "center" of this face is a great storm (the Stormwall to the people of the known continents of Everlehn and Mar - imagine a stationary Category 30 or 40 Hurricane). When I say North, I mean "Stormward;" and South refers to the great Icewall (cliffs of ice and snow) that seperate the light side of the planet from the dark (which somehow also correlates to some of the darker planes - my planar cosmology is a little more mutable, in that the crossings are sometimes easier to find). Anyway - at the center of the Great Storm is the Adamant Spire (at least in mythology - but it's really there) - similar to the spire in the Outlands; but a little more Prime Material-ish. Atop this spire dwells Alar, the Sun (and god thereof). Primarily a Human deity, Expugnablin are one of the exceptions.

6 Expugnablin (Storm-seeker Gnomes)

This humanoid stands a little more than half as tall as a human. It has a brawny physique. It's skin seems tinged with the slightest hint of blue "around the edges." And it's large, blue eyes are wild and alert.

Called Storm-Seeker Gnomes by the other races, the Expugnablin dwell exclusively in the Mountains and Cliffs of Northern Mar, in the Threshold of the Storm Wall. Living as they do, between the Storm and the Necropolis Nation of Mar, the Storm-Seeker Gnomes keep their massive coastal cities secret - dwelling in cliff-faces and deep crags in the earth that were carved out millenia ago by the constant battering of the Threshold.

An Expugnablin has a stocky, almost dwarfish build, with pale skin resembling marble or stone. Both males and females are hairless. The average Expugnablin lifespan is 150 years (life in the storm has its rewards; but takes a toll on the life expectancy of the faithful).

Expugnablin speak Gnomish and Necrolain. (You could give them Common instead of Necrolain - a language of the Undead Empire of Mar - if you have no Undead Nation(s); but language barriers were an important tool for my campaign early on, so - not everyone spoke Common).

Expugnablin Traits [Ex]: These traits are in addition to the Gnome traits, except where noted.

-2 Strength, +2 Constitution, +2 Intelligence, -4 Charisma. These adjustments replace the Gnome's ability score adjustments.

Stormwright: This ability grants Storm-seeker gnomes a +2 racial bonus on Craft Checks and Caster Levels when creating element-based magic items. An Expugnablin who uses Detect Magic may also determine whether an item scrutinized possess "elemental" magic, and what element it possesses. Most Stormwrights which I have considered making a prestige class only work in electric and water magic; but there are those who dabble in fire and ice and others.

Weather Sense. A Storm-seeker Gnome automatically knows what the weather will be like up to 24 hours in advance. A Storm-Seeker Gnome may attempt a Survival check to predict the weather, but doubles the result (48 hours for a result of 15 and an additional 2 days for every 5 points by which the check result exceeds 15).
Low-light Vision. A Storm-Seeker Gnome sees three times as far as a human in low light or shadowy conditions.
Spell-Resistance equal to 11 + class levels.
+2 racial bonus on all saving throws against Electricity. This replaces the Gnome's racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against Electricity-based spells cast by Expugnablin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
+1 racial bonus on attack rolls against the Undead. This replaces the Gnome's attack bonus against goblins and kobolds.
+4 dodge bonus against Undead. This trait replaces the Gnome's dodge bonus against giants.
Automatic Languages: Gnome, Necrolain. Bonus Languages: Common, Giant, Aquan, Elf
Spell-Like Abilities: 1/day - gust of wind (typical save DC 13), shocking grasp, detect magic. Caster level equals the Expugnablin class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the Gnome's spell-like abilities.
+2 racial bonus on Hide checks, which improves to +4 in inclement (sp?) weather conditions.
Favored Class: Wizard
Level Adjustment +2

As a note on culture, the Expugnablin (Expugnablis is latin and means, roughly "may be swallowed by the storm") live so close to the storm because they seek to better understand it; and to have a closer relationship with Alar - the Sun - who dwells behind the raging wall, waiting to be discovered. Most people of Aorehl can readily enough view the sun (as there is no night); but the Expugnablis purposefully hide themselves under the Storm in order to better appreciate Alar's glory.

On the other side of the Storm-Seeker Gnomes lies the Undead Empire of the Necrolage. They have lived in close enough proximity to the Undead for so long, that they have strict taboos about the creation or utilization of the undead. For this reason (and also due to the religious nature of dwelling within the Threshold), Clerics and Priests (usually Experts or to a lesser extent, Adepts) play a large role in Expugnablin society. Though they do not have a Theocracy, the Reigning King is advised by a Council of 13 Priests; and the Current Warlord is a High Priest of Alar.

(LA feels like a Strong +2 to me. Should I expand this to +3? I don't know because I've never had a player pick one up yet) - Snipe
canman13

10-30-06, 06:22 PM
i was wondering when will the judges post the winners for the 3rd contest if not just a sketchy date
RoCkEtInToXiCaTe

10-30-06, 07:49 PM
Name: The Wrathful
Monstrous Humanoid Type
Languages: Common, Undercommon.
Bonus Languages: Any. (Except secret ones such as Druidic, etc...)
Favored Class: Barbarian.

A little History: Once, not horribly long ago, but still long enough ago that people may have forgotten this tale, there were a group of scientific wizards that studies much biology. They were constantly at war with a tribe of Ogre Mages, and would often fall, because they weren't horribly well suited for combat, for the Ogre Mages would just counter spell almost everything, and the Ogre Mages were bigger and stronger than them.

Many creatures were used, often swarmed undead, or enslaved other Ogres, even trolls. Nothing really seemed to work in this war. As it became clear it was do or die time, the wizards/scientists came up with a brilliant idea. They would capture the fierce, but nuetral to the war (thoughe evilly aligned) gargoyles that inhabited the waste lands to the east of their fortress. They did this, and then super charged them, making them bigger, and injected and mystically induced aggresive hormones in the gargoyles, making them being of slaughter. Though they made them horribly stupid, and horribly unaware of things, other than living beings that needed to die, so that the wizards could easily control them, and they would be practically unable to make choices of their own. The war went well, but the strongest Ogre Mage, in the final climactic battle, cast a horribly powerful spell that rent free the Wrathful from their scientific wizard controllers. Despite their efforts to regain control, both sides were quickly devoured and killed, it was sadly almost instantaneous. The Wrathful then free, knew enough not to turn on each other, and began to look for more things to kill. They would eventually set up societies, and were cunning enough to realise that bigger foes (dragons) would require more of them, and so a loose society of sorts was formed. They became somewhat smarter over time, though no less wise.

Decription: They are black fleshed creatures with burning red eyes. Their flesh is taught and pitch black, with giant leathery bat wings that spread for about an 8 foot wing span. They stand anywhere from 6'3'' to 7'2'' and weight anywhere from 250 to 325 pounds roughly. They have large fangs and an underbiting jaw where their razor inch long teeth jut out. Their noses are slits on their face, two slits, like a skeleton's nose. They have two large horns that curve around like ram horns to point out at the sides of their cheeks, the points toward you. They have tails for balance, and double jointed legs, like a wolves' hind legs, or a dinosaur (raptor, T-rex). Clawed feet. Long muscular arms that end in ripping talons. They look as though they were manufactured for killing. They were.

Relations: The Wrathful have no allies. They kill anything and everything, especially if it is strong. If they cannot defeat their foes, they will move to another location. They are the beings of death and slaughter, that is their purpose, and there isn't any more to it than that. Although sometimes, because they're not horribly smart, they can be tricked into cooperating, quite well, with a party as long as the party promises to have many strong foes for it to defeat. Also they will cease their murderous attitude around elves and humans, because both are very good at learning how to deal with such creatures, not that other races arn't, but humans have been hunting them for years, and were infact their creatures, thus they sort of respect humans. They might try and kill a human at the first possible change they get, though.

Alignment: They are chaotic evil to the core. Sometimes good ones can be created, but it would most likely be neutral if not evil. Good ones justify killing as much evil as possible for the protection of the weak. But truely the race exists for slaughter. They are murderers, feeding on anything and everything they can get their hands on.

The Wrathful Lands: Are anywhere that strong prey can be found. As soon as a source of meat is gone, they will move on to the next location of powerful prey. They are nomads having almost no secure standing place they call their own.

Religion: They worship any deity who is for mayhem, killing, destruction and slaughter. Their Clerics often delve into the destruction domain, and other offensive domains. They rarely are healers, often focusing on as much offense as possible.

Reason for Adventuring: The Wrathful go on adventures mainly to find stronger prey to hunt. One primary calling of a Wrathful is to find challenging prey and see if it can best such an opponent. If not, it will slink into the night and strike later, when it presumes that it's foe is weaker. They seek the thrill of the kill, and by going out and finding all different sorts of opponents they fulfill a cultural dream of theirs.


Racial Traits:

Medium Size
+4 Str, +2 Dex, -2 Int, -4 Wis.
Darkvision 60 ft.
1 Primary Bite attack that deals 1d6 damage.
1 Secondary Gore attack that deals 1d6 damage.
2 Secondary Claw attacks that deal 1d4 damage.
+2 Natural Armor.
30 foot base land speed.
60 foot flight speed (Good).

LA:+2
Electricall

10-30-06, 09:13 PM
Very cool, sniper jawa! :) I'd say it's a strong +2, but no need for +3. This is a good thing, since having an ECL that is just barely justified sucks.
Izodor_Shadowcaster

10-31-06, 01:03 AM
i was wondering when will the judges post the winners for the 3rd contest if not just a sketchy date

Hopefully before the end of the 4th contest. Judging isn't easy and takes time...
canman13

10-31-06, 04:22 PM
ya must be pretty hard but thanks for the idea
canman13

11-01-06, 09:37 PM
The Harken Note: the book of the Harken will be posted on the message boards soon just as soon as I can finish it in the meanwhile pm me about any questions concerning the Harken. here is the link (http://boards1.wizards.com/showthread.php?t=736939)
The Harken are small humanoids that the elves and Fey consider omens of the worlds doom
when they arrived. They came from a planet in the generic material world known in there native
tongue as Myrakkanii. They came to the human world by a spell spoken by their greatest
sorcerer Mykatouty. They think of themselves as outcasts because the dominant race on their
planet wanted nothing better than to see them gone. On their world they where fighting against
the dominant race on their planet the Hufen. They worshiped the same gods as the generic dnd
pantheon (corellon, pelor, nurall, etc...) but they did not know it. The elves and Fey think of them as omens of doom because a Hufen who got transported there before the Harken came as a side affect of the powerful spell dressed up as Corellon and told the elves and Fey that the Harken where omens of Doom and they must destroy them to save their world. When the Harken came the Elves and Fey hunted them down but tried to kill them in vain, the harken had different and new magic that corellon gave to them because he knew the elves and fey had been tricked to
protect them from any elven or fey attack but that magic would fail instantly if the Harken
attacked an Elf or Fey. Their main goal in life is to establish a permanent link between our world
and theirs. They are a very magical race and are the race that is most in tuned to magic they do
not know it but they were created to enable the use of magic.

Personality: They are a good race but very cautious because three major races hate them the
elves and fey and the humans so they try to be careful what they say and they will help any good
creature in need. They have an eye for shiny things and will trade for them if wanted enough but
they hate stealing. They love kind hearted jokes and have a taste for sneaking about from there
natural curiosity

Physical description: The Harken grow to about 3' 9 they have blue skin and yellow lips and
mostly green eyes (every Harkens eyes differ in shade). They have 2 horns on the top of their
heads which lead to the human belief that they are related to fiends. They are not related to fiends
in any way and resent them extremely. They have no hair. "They look like alien colored gnome
monks" a very rare Harken friendly Elf once said

Relations: The Harken are hated throughout elven, fey, and human lands. They do not get well
with humans because of their resemblance to fiends. They are good friends of gnomes, haflings,
dwarves, and urldra ( some of the few fey that are friends with them). They like the dwarves
because of their jolly nature and mining capabilities. They like the gnomes for their humor and
jokes. They can relate to the haflings natural curiosity but resent their tendency to pickpocket
curios and gold.

Harken lands: The Harken have no lands to call their own but they live in hafling, dwarven, and gnomish communities. Some have been found living with the Urldra.

Religion: The Harken worship the same gods as most do under different names and forms but
they found that their pantheon is the same as ours and soon enough they worshiped the main
pantheon with some minor Harken believes.

Languages: The Harken speak their own language and common, halfling, dwarven, gnomish,
and sylvan some scholars will learn undercommon too.

Names: male: Moster, Mikkii, Mykatouty, Hurmun, Kushen, and Teryvatixiismun. Female:
Mystar, Hittmis, Gudenamne, Fratenmakdguzz.

Adventures: Because of their natural curiosity they love to explore and adventure because of
their extreme magic capabilities they know both Harken magic ( In a book I will be writing the
first magic not taught to humanoids on earth because it was to powerful and they can also create
spells with about a months time and one as powerful as their level will allow also described in
my book) and Dungeons and Dragons generic magic.

Harken Racial Traits(EX):
< +3 Charisma, +3 Wisdom, -3 Strength, -3 Constitution
< Small: As small creatures Harken gain a +1 size bonus to Armor class, a +1 size bonus to
attack rolls, and a +4 size bonus on hide checks, but uses smaller weapons than
Humans use, and his lifting and carrying limits are 3/4 size of those of a medium creature.
< lowlight vision
< base land speed is 30 ft.
< Harken get a +3 bonus on saving throws against spells, cold, and spell like abilities
< + 2 caster level
< A harken gains these spell like abilities, harken magic master (SP) harkens get the ability to cast a harken spell even if they are not a spellcaster that is 2 levels lower then their own level 1/per week, the inner harken mage (SP) 1 once per month a Harken spellcaster can create a spell of his apropreat level (described in my book in further details)
< Automatic languages common, harkenian, halfling, gnomish, dwarven, and sylvan.
< Bonus languages: under common, abyssal, celestial, draconic, and terran.
< Favored class: sorcerer
< La: ??? still in need of one
canman13

11-02-06, 06:55 PM
The Srin'kluxz
The Srin'kluxz are a human sized crabby race they have sharp pionty teeth and have lots of tenicals for legs. Their body is Green while their tentecles are yellow. They are LE. They are amphiobius and like the water and usauly live in fishing towns

Srin'kluxz racial triats (ex)
-+2 dex,-3 chas, +1 con
-swim speed 30 ft
-land speed 20ft
-spell like ability talk to animals (aquatic animals only)
-+3 on swim chechs,-1 on diplamacy checks -5 on ride checks
- favored class: psion
poetria

11-05-06, 11:32 AM
:evillaugh MBJ [not in contest]

WORLIN

Goblins believe that a god they call Inkil the Slayer created the first Worlin as his minions on Kasmiir and bid the Goblins to pay heed. Over time, the Worlins bred true and became the leaders of many Goblin tribes. Each tribe has a Sacred Worg they pay homage to as it is said that Inkil hears his followers through the Sacred Worg’s ears and sees through the Sacred Worgs eyes.

Inkil bids his followers to kidnap children to raise as infiltrators and spies. Each child is brought to the Sacred Worg for approval. Those that fail are eaten. Those that pass are raised in the Sacred Worg’s den. They are taught to fight without fear, to slaughter without thought, and to infiltrate like a ghost in the night. Children brought up this way are no longer human (or elf, dwarf, Halfling, etc.) and gain a few extra abilities granted to them by Inkil. These children are called korosh. [See the Korosh Template.]

Description: Worlins are a tauric creature with Goblin from torso up and worg from torso down.

Alignment: Worlins are generally Chaotic Evil.

Relations: Worlins are considered the “elite” of the Goblins, with most Goblin tribes having Worlins consisting about 1-5% of their total population. These tribes are led by a Worlin king of varying class levels, usually fighter. There is also at least one Worlin cleric who takes care of the Sacred Worg.

Lands: As Goblins.

Religion: Worlins worship Inkil the Slayer.

INKIL THE SLAYER
Symbol: Worg claw covered in blood
Home Plane: Change and Destruction [Kasmiir Cosmology]
Alignment: Chaotic Evil
Cleric Alignment: NE, CE
Portfolio: goblins, worlins, worgs, slaughter, chaos, evil
Domains: Chaos, Destruction, Evil, Murder, Wolf
Favored Weapon: Morningstar

Names: Worlins have Goblin names.

Adventurers: Typical Worlins adventure to seek out the perfect child to bring to their Sacred Worg. They also adventure for the sheer glee of being able to slay any living creature. The very rare non-evil Worlin adventures because he has no choice. He is considered outcast, and if found by other Worlins or goblins that follow Inkil, will be killed on sight. These Worlins are usually Neutral or Chaotic Neutral, with Good-aligned Worlins being nearly unique. Good-aligned Worlins adventure to destroy other Worlins and the Sacred Worgs as well as bring about the destruction of Inkil.

Worlin [monstrous humanoid] Racial Traits (Ex):
Worlin characters possess the following racial traits.

+6 Strength, +4 Dex, +4 Constitution, -2 Wisdom, -4 Charisma
As Medium creatures, Worlins have no special bonuses or penalties due to their size.
Worlin base speed is 50 ft.
Worlins have five (5) racial Hit Dice. Racial skills: Hide, Move Silently, Spot, and Survival. Skill points: 7 x (2+Int mod, min 1).
Darkvision out to 60 feet.
Low-light vision.
Racial bonuses: +1 Move Silently, +2 Hide.
Automatic Languages: Common, Goblin.
Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
Favored Class: Fighter
Level Adjustment: +3
poetria

11-05-06, 12:08 PM
MBJ [not in contest]

CREATING A KOROSH

Korosh is an inherited template that can be added to any humanoid (referred to hereafter as the base creature) under the age of 10 (or equivalent).

Korosh are humanoids touched by the Worlin god, Inkil the Slayer. Bred for slaughter and infiltration, these once humanoids are raised with the tribe cleric and the Sacred Worg. They are taught the art of war and how to be stealthy, killing quickly without remorse.

Size and Type: Same as base creature.

Hit Dice: Same as base creature.

Speed: Same as the base creature.

Abilities: Korosh have telepathic communication with their tribe’s Sacred Worg and the other Korosh in their den. Korosh have an innate empathy with worgs and gain a +2 competency bonus to train a worg raised from birth.

Skills: Same as base creature.

Racial Abilities:

+2 to Strength or Dexterity. Inkil grants either strength or quickness, but never both.
-4 Charisma. Korosh are raised to kill. They are emotionally cold.
Gain Darkvision 60’. If base creature already has Darkvision, then they gain Darkvision 90’.
Gain Low-light vision. If base creature already has Low-light vision then double the range.
Gain a +2 racial bonus to Hide and Move Silently checks.
Gain +10 ft. to their base movement.
Korosh of a high enough level are granted the ability to shapechange into a goblin, worg, or worlin for 1 hour per character level. This does not have to be consecutive.
At 5th level, a Korosh can shapechange into a goblin.
At 10th level, a Korosh can shapechange into a worg.
At 15th level, a Korosh can shapechange into a worlin.


Automatic Languages: Common, Goblinoid.

Bonus Languages: Any dependent on what the Worlin cleric may teach him.

Favored Class: Rogue.

Preferred Classes: Rogue, Fighter, Cleric.

Environment: Goblin/Worlin areas.

Alignment: Usually NE or CE. It is possible for a Korosh to deny their inheritance. These instances are very rare. Sometimes Inkil removes the gifts given. However, the Korosh still fight their emotional coldness, thus suffering a -4 penalty to all Charisma checks. This is mostly for RPing value as the PC doesn’t gain anything. It is possible for a Korosh to retain her gifts. It is unknown why Inkil takes away some and lets other keep theirs. But since it is such a rare occurrence, the Worlins don’t concern themselves too much with it as if the outcast Korosh is found, she is killed on sight.

Advancement: By character class.

Level Adjustment: Same as the base creature +1.

Height and Weight: Same as base creature.

Starting Age: Same as base creature.

Aging Effects: Same as base creature.
Siberys

11-05-06, 10:17 PM
If you're one of the awesome people that knows where I received inspiration for this race, then hats off to you. If you aren't...Well, I'm sure you're still awesome enough to suit your purposes.

The D'resh


Well, I haven't read too much into the thread, so if someone's already answered this, sorry, but...

Magi-Nation is my favorite card game, and some of the very small amount of Anime/Manga I like. Many kudos to you!

cheers,

Siberys
RoCkEtInToXiCaTe

11-05-06, 10:33 PM
http://www.geocities.com/a_blue_fallen_angel/angel_demon.jpg

I basically took the half-celestial and half-fiend template and mixed them together to create a demonic angel/angelic demon. I don't know if it needs to be a template or a stand-alone race, what would you suggest?

Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders.

Speed: An Angelic Demon has either bird or bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average
maneuverability).

Armor Class: Natural armor improves by +1 (this stacks
with any natural armor bonus the base creature has).

Attack: An Angelic Demon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If
the base creature can use weapons, the angelic-demon retains this ability. An Angelic Demon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: An Angelic Demon fighting without weapons uses both claws and its bite when making a full attack. If
armed with a weapon, it usually uses the weapon as its
primary attack and its bite as a natural secondary attack.
If it has a hand free, it uses a claw as an additional
natural secondary attack.

Damage: Angelic Demons have bite and claw attacks. If the base creature does not have these attack forms, use the
damage values in the table below. Otherwise, use the
values below or the base creature’s damage values,
whichever are greater.

Size Bite Damage/Claw Damage
Fine 1/—
Diminutive 1d2/1
Tiny 1d3/1d2
Small 1d4/1d3
Medium 1d6/1d4
Large 1d8/1d6
Huge 2d6/1d8
Gargantuan 3d6/2d6
Colossal 4d6/3d6

Special Attacks: An Angelic Demon retains all the special attacks of the base creature. It does not gain any
additional special attacks.

Special Qualities:
Darkvision out to 60 feet.

Immunity to disease, and poison.

Resistance to acid 10, cold 10, and electricity 10, and
fire 10.

Damage reduction: 5/magic (if HD 11 or less) or 10/magic
(if HD 12 or more).

An Angelic Demon’s natural weapons are treated as magic
weapons for the purpose of overcoming damage reduction.

Spell resistance equal to creature’s HD + 10 (maximum 35).

Abilities: Str +4 Dex +4 Con +4 Int +4 Wis +4 Cha +4

Skills: An Angelic Demon gains skill points as an outsider
and has skill points equal to (8 + Int modifier) x (HD +
3). Do not include Hit Dice from class levels in this
calculation - the Angelic Demon gains outsider skill
points only for its racial Hit Dice, and gains the normal
amount of skill points for its class levels. Treat skills
from the base creature’s list as class skills, and other
skills as cross-class.

Challenge Rating: HD 4 or less, as base creature +1; HD 5
to 10, as base creature +2; HD 11 or more, as base
creature +3.

Alignment: Always True Nuetral.

Level Adjustment: +4
InsanePsychoRabbit

11-07-06, 01:57 PM
This creature's statistics are based on Open Game Content. I reserve the right to re-distribute this creature.

Shapeshifter Tiger

http://img.photobucket.com/albums/v322/backlash98/800px-Tiger_2_by_ferdic.jpg
(Pic from Wikipedia)

“You two-legs are always the same. It's always this, this, and this reason they need to cut down the forest, and this, this, and this reason to kill all the animals in it. We share this land with you two-legs – we're your neighbors, and we deserve your respect. Why doesn't anyone ever speak for the animals? Is it because we animals don't have a voice? I have a voice – I am the animal's voice. Let me put it this way: How do you like being in constant fear for your life because folks with big axes and knives want to kill you just for being who you are, and on top of that you're homeless and starving to death? How do you like that? Now, if you're going to tread in our space, then show us a little dignity – otherwise, go back to your Two-leg-place.” -Rishi, Son of Mohan, a shapeshifter tiger

(Stat block is delayed until Saturday)


Personality: Shapeshifter Tigers are not the most social of beings, so it always takes them a while to warm up to other people. But once they form their first stable relationship, it helps or even encourages them to build more friendships. They still retain their independent spirit, which gives them strength of will. They are very patient - they’re good at waiting and they don’t give up easily. A common phrase among them is “He who is too hasty goes hungry,” alluding to both the act of hunting and the act of going about your life (similar to the human phrase “Haste makes waste”). The fact that they don’t give up can end up getting them into trouble – when they’re fighting a losing battle and refuse to concede defeat, the results are often disastrous. They tend to be set in their ways about a number of things, including their likes and dislikes, which may vary from tiger to tiger. Shapeshifter Tigers can all agree on one thing, though – they absolutely love the water and swimming. A good way to earn a Shapeshifter Tiger’s trust (and for them to earn your trust) is to go on a good, long swim with them.

Physical description: Shapeshifter tigers in their true form are nearly indistinguishable from common tigers, although the trained eye can tell they don’t look like any one tiger subspecies – they have an appearance somewhere between a Bengal and an Amur (Siberian) tiger. Their length and weight are also somewhere in between, with males measuring from nose to tail 8’10” to 10’5” and weigh in at 400-635 pounds. Females are much smaller and lighter. Shapeshifter tigers are large, heavily muscled, but sleek, with thick, dark fur and a large neck ruff. Shorter at the shoulder than a similarly sized lion, they are proportionately longer.
A tiger’s signature feature is its stripes. These vertical bands can be wide or narrow, sparse or heavy, and vary in color from chocolate brown to black. Occasionally stripes double up and bear a brown patch in the center. These patterns of stripes, on the body and especially on the face, are as unique from tiger to tiger as human fingerprints are from person to person. These stripes appear on a dark orange ground color. Tigers have white areas on their bellies, the insides of their legs, and also on their chin, cheeks, and furry ruff. The large hairless patch of the nose is usually black, and the round eyes are yellow. Usually, one can’t see the whites of a tiger’s eyes.
Rarely, a tiger will be white rather than orange. A white tiger often has lighter stripes than a plain orange tiger, and its stripes may be so light they hardly show up at all. White tigers usually have pink noses and blue eyes, but sometimes have yellow eyes. Even rarer are golden tigers, which have much lighter stripes than average orange tigers.
Shapeshifter Tigers in humanoid form are free to designate their height, weight, apparent musculature, and hair color and skin tone, but their eyes never change – even between forms. They usually choose white, brown, red-brown, or black hair, and choose skin tone based on the population they try to associate with. Additionally, males that shapeshift into races that grow facial hair will often have sideburns in the shape of a tiger's furry ruff.
Like common tigers, Shapeshifter Tigers are mature around two or three, but they live as long as humans.

http://img.photobucket.com/albums/v322/backlash98/TigerCharts.gif

Relations: Shapeshifter Tigers are often mistaken for Rakshasas and Weretigers, and this causes them to have bad press. If anything, they are a tigerwere – the reverse of a weretiger. Also, competition over land has caused Shapeshifter Tigers and humans to occasionally come to blows – even though they can blend into the society of humanoid cultures (and some choose such assimilation), many just aren’t the type to concede their land. On the flip side, elves, catfolk, and some human tribes regard Shapeshifter Tigers as sacred, either as messengers sent by God or as guardians of the medicine plants (particularly ginseng).

Alignment: Being rather set in their ways, most tend at least slightly towards law. Shapeshiter tigers also tend towards good, as they are usually benevolent and don't wish death on anyone who doesn't deserve it, killing only for their food and in self-defense or defense of others if absolutely necessary. Some, however, gravitate toward true neutrality, believing that all things that happen are a part of Nature's will. These are the most adaptable of all the tigers. A rare few are evil; these gain infamy as man-eaters and seek only revenge against those who have taken their home and livelihood from them.

Lands: Shapeshifter tigers dwell exclusively in forests and grasslands. Anywhere else, they would stick out like a sore thumb. A tiger’s stripes help to break up its outline, helping it blend into the swaying grass and the shadows of the forest. They are relatively solitary creatures and they form large territories, which they defend against intrusion by outsiders. They prefer to have bodies of water within their territories (these attract prey and also make for good swimming holes). Because they spend most of their time alone, they have to fend for themselves even when sick or injured, and some grow small gardens of medicine plants. Increasingly, they are coming into conflict with people, and few willingly give up their lands and enter society. Unlike Shapeshifter Wolves, the Shapeshifter Tigers who enter the society of other races rarely forget their tiger heritage, they find other ways to remember and appreciate it.

Religion: Shapeshifter Tigers follow gods of nature and the elements. In the basic (Greyhawk) setting, worship of Obad-Hai and Ehlonna are popular among them. Their connection to nature and penchant for elementalism means that most divine casters are druids, or even shugenjas, rather than clerics.

Language: Beyond the vocalizations and body language of the tiger, shapeshifter tigers speak Common and Feline. They can speak in their natural form but prefer not to except to each other or when under duress. Many learn Sylvan and Elven.

Names: Shapeshifter Tigers, given the fact that the common tiger is Asian fauna and is commonly associated with India, tend to take Hindi names. Some tigers take names from other Asian regions where common tigers naturally appear. Because they are not the most social of beings, shapeshifter tigers do not place as much importance upon family names as the more sociable races (like humans), and thus often do not have them. At the most, they have their father's name following their given name.

Adventurers: Shapeshifter tigers usually adventure because they are displaced by civilization and are searching for somewhere to call home, be it a humanoid society or a forest someplace else. (unfinished)

Shapeshifter Tiger Racial Traits:

+12 Str, +4 Dex, +6 Con, +2 Wis: Shapeshifter Tigers are very strong, quick, and resilient, and they possess insight and a strong will.
Large Magical Beast (Shapechanger): Space/Reach 10 ft./5 ft, -1 atk, -1 AC, -4 size penalty to Hide, +4 Size bonus to Grapple checks, Weight limits 3x those of Medium characters (in Tiger form ONLY.)
Base land speed 40 feet. (Tiger form ONLY, in humanoid form Land Speed becomes that of form assumed.)
Starts with 6 levels of Magical Beast, for 6d10 HD, BAB +6, and Saves of Fort +5, Ref +5, and Will +2.
Gets 9 x (2 + Int Mod, min 1) skill points due to Racial HD. Class skills are Balance, Hide, Listen, Move Silently, Spot, and Swim. Shapeshifter Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks, and in areas of tall grass or heavy undergrowth, this Hide check bonus increases to +8.
A Shapeshifter Tiger’s magical beast levels give it 3 feats. They sometimes take Improved Natural Weapon to make their attacks stronger.
Natural Weapons: 2 claws (1d6), Bite (1d8) (Tiger form ONLY).
+3 natural armor bonus: Thick fur and a layer of muscle protect a Shapeshifter Tiger from attack.
Special Attacks: Improved Grab (free grapple after a hit made with claw or bite), Pounce (full attack and 2 rakes after charge), Rake (1d6 + ½ Str) (Tiger form ONLY). A rake attack is made at the full base attack bonus, but only half the tiger's Strength bonus is added to the damage dealt. Rakes are only usable during a grapple or after a charge (due to Pounce). The Improved Natural Weapon feat will increase the rake attack's damage die size as if it were a claw attack.
Special Qualities: Low-light vision (only, no darkvision), Scent, Assume Humanoid Form (As Change Shape, Medium humanoid only, changing size imposes –4 Str penalty because of size change.)
Weapon and Armor Proficiencies: A Shapeshifter Tiger is proficient with simple weapons, and with light Armor and shields.
Automatic languages: Common, Feline, Tiger vocalization/body language, Bonus languages: Draconic, Elven, Gnoll, Orc, Sylvan, Terran
FC Fighter
LA +2.


New Wondrous Item: Greater Hand of the Mage
This is a magic item worn around the neck like a normal Hand of the Mage. It allows you to use the spell greater mage hand at will (40-pound telekinesis). See the Spell Compendium for more details on the greater mage hand spell.
CL 2nd, Cost 1,800gp (Price based on Hand of the Mage, doubled since greater mage hand is a 1st level spell.)
RoCkEtInToXiCaTe

11-09-06, 07:47 PM
In the Mortal Kombat universe, Shokan is the name of a race of half-human, half-dragon warriors. They are tall, exceptionally strong, and have four arms. They live in a realm of Outworld known as Kuatan. Goro, King Gorbak, Queen Mai, Kintaro, and Sheeva belong to this race. They are mortal enemies of the Centaurian race, which includes Motaro, or at least they were until the events of Mortal Kombat Gold, when Kitana successfully negotiates an uneasy peace treaty between the two species. As part of the treaty, the Shokan also fought alongside Kitana and her armies against Shao Kahn's forces, until the untimely loss of Goro and a resurgence in Kahn's forces forced the Shokan and Edenian parties back. However, despite their preoccupation with the war against Kahn, this treaty was for some reason dissolved sometime prior to Mortal Kombat: Armageddon, when one or more Shokan cursed the Centaur race to become Minotaurs.

Shokan Racial Traits:


Ability Adjustments: +4 Strength, +2 Constitution, -2 Dexterity. (Shokan are exceptionally strong and durable, but their shear bulk can get in the way when they are trying to be nimble)
Speed: 30'
Size: Medium
Type: Monsterous Humanoid (As a monsterous humanoid, Shokan would automatically be proficient with simple weapons, but not armor or shields, and are not subject to spells and effects that specifically target humanoids, like Charm Person)
Powerful Build (While technically Medium sized, Powerful Build gives them all of the side advantages of being Large sized, like when weilding weapons or making grapple checks, without the harder to balance things like reach and and AC adjustments)
Multiple Arms (Shokan have four arms, and as such can take the Multiweapon Fighting and Multiattack feats)
Darkvision (60')
Natural Attack: Slam (1d6 + STR mod)
+1 Racial Bonus on attacks rolls made against centaurs.
Favored Class: Barbarian
LA: +2
Galeigh

11-11-06, 05:49 PM
Here's the best race I've come up with so far, but other's are in the workins :D

The Hunter
Medium-sized Monstrous Humanoid

The Hunter's origins are a little hazey due to the lack of written records of thier creation, but it is widely believed that they were created to hunt down the rapidly increasing numbers of supernatural beings, and that they were created to be strong, fast, and smart. However, they aren't very flexible or sociable.

Stat Adjustments:
+4 STR, -2 Dex, +4 WIS, -4 CHAR ; LA +2

Speed: 40ft

Special Attributes:

-Low-light vision

-Darkvision (120ft)

-Claws (1d6)

-Bone Plating: The Bone plates that cover The Hunter's otherwise dark skin body Grant the hunter a +2 AC Bonus. (Natural Armor)

- -2 penalty saving throws against stunning and paralysis: The Bone plates that cover the Hunter's body may grant them heightened defense, but also make them suseptible to being stunned and paralyzed.

- Track

- Scent

-Favored Enemies: Undead and Aberrations, The hunter gans a +1 to attack rolls when facing its favored enemies.

-Light Sensitivity: Years of prowling through the darkest regions have made the race vulnerable to bright lights.

Physical Description:
Their apearance is unsettling to almost ever other race (including orcs). The Hunters are tall lean creatures that have bone plating covering vital organs. They have incredibly dark skin that is almost pitch black, thier eyes have no whites or iris, they are solid black. Although they have unusually long fangs they are too brittle to use in combat, thier claws on the other hand are perfectly suited to combat use. They stand anywhere from 6' to 8' feet tall and weigh anywhere between 200lbs. and 325lbs. Their hair is usually long and unkept and its color varies from bright white to pitch black. They reach adulthood at the age of 50 and live to be about 800 years old.

Temperment
Hunter's were created to be aggressive so they are usually very quick to anger, but almost never get lost in the rage due thier incredibly high intelligence they can stay in perfect control of thier actions. They typically get along orcs and other "wild" races, but they're intelect has been recognized by mages far and wide. They almost never agree with dwarves due the fact that both races are incredibly stubborn and will constantly bicker. Also, they're no too keen on taking baths, when asked they simply reply "Why wash the filth off when I'm just going to put it back on tommorrow."

Favored Class
Hunters prefer the Barbarian class but have also have been known to become fighter or rangers.

NOTE: This Race is still being tweaked and is subject to change.
SquirrelMortis

11-11-06, 06:29 PM
At this rate, the fourth contest will be over by the time the third contest is judged :rolleye2:

Expect a new race soon (it will have to do with incarnum and syrania, the asure sky)
canman13

11-17-06, 04:42 PM
i really hate to do this but tyou people need to post your masterpieces here so :bump:
Wharin

11-19-06, 11:39 PM
http://i3.photobucket.com/albums/y73/Wharin/Rothesmall.jpg



ROTHE, or HALF-DWARF/HALF-ORC

They can go by many names: Lamented, despised, hard workers… in every language there is a name for them, but most common name they’ve heard was “Rothe” (drow: slave).

The stories say that the Rothe started as a pipe dream of a drow slaver/wizard. Unsatisfied with his then-current selection of slave races provided with the occasional raid, this mystery slaver conducted experiments of crossbreeding and eugenics to make the perfect slave race: one that could resist injury, yet not the pain; one that could think for itself, yet be absolutely obedient; one that is strong enough for labor, yet clumsy enough to not put up a good fight should one occur. This perfect race was found in the combination of Orcs and Dwarves. While other races might serve as slaves, these Rothe are the definitive slaves.

It wasn’t an immediate find, nor was it an immediate success once the right combination was found. It took a number of generations and a virtual fortune in cross-breeding-allowing alchemical potions to weed out all of the unwanted flaws and ingrain a number of wanted control fail-safes. Thankfully the comparatively short lifespan of the Rothe allowed the slaver to complete his work in his lifetime. Just when his money was about to run out, he released the Rothe unto the Underdark: a perfect true-breeding race of multifunctional slaves. It’s unsure what happened to him after that, but he most likely gained back whatever money he sunk into his experiments and then some.

The Drow proved to be the largest buyers, though illithid, duerger, and even the occasional Beholder also contributed. The Females were often put to work in the Lolth temples where the clerics would carefully inflict pain on them, using that pain to channel their rituals. The males would often work as either grunt labor or as assistants to mages and alchemists.

Their resistance to injury would help keep them alive, but their sensitivity to pain would make sure that they didn’t make the same mistake twice.

Rothe have spent the past few generations almost solely in the Underdark as the en vogue slave of choice. Though in the past few years, through the works of adventurers and the occasional brave Rothe-escapee, Rothe have made it to the surface world and are finding a new home.

Personality: Rothe are easy to please. Often not being beaten is enough for them to be happy. Their lack of willpower and constant beatings has rendered Rothe into submission. While not a particularly brash race, quite the opposite, the Rothe are typically quite shy and gullible.

Physical Description: The perfect blend of dwarf and orc blood with drow alchemy, Roth are a mass of muscle. Depending on just how scarred they are, they can resemble shorter traditional half-orcs, albeit with a certain refinement and sophistication that just doesn’t exist with the traditional half orcs. Their skin is typically a ruddy grayish brown often highlighted with scars (classically on their back), and what hair they have is usually black or brown. Drow slavers, as a rule, keep their Rothe’s heads shaven. This is for identification purposes as the house symbol is tattooed on their scalp. When freed and provided he lets it grow out (sometimes old habits die hard), a Rothe’s hair will cover up at least most of the tattoo.

If there is any sense of vanity among the Rothe, it’s likely in the male with their beards. Successful Rothe alchemists grow beards, while unsuccessful ones constantly have them burned off as their experiments blow up in their faces.
Men are typically dressed in simple clothes suitable for lab assistant work, while females are almost comically put in the same clothes as the drow priestesses with their wounds in full view.

Relations: It is hard not to pity a Rothe when you see him. A gentle giant with a completely broken will, the Rothe rarely ever cause harm to others. The Underdark typically views them as cattle, and little better. But once the lucky Rothe makes it to the surface, he often finds a home that is as close to paradise as he could imagine. Merchants of most races, but particularly humans, are often eager to hire these diligent workers.

Dwarves and Orcs are unsure how to view them. Clearly there is a mix of hatred, pity and disgust, and depending on the individual those ingredients come in varying amounts. The occasional Rothe that finds his way into an orcish tribe finds his new home not unlike his old home, though still an improvement. And dwarven holds often seek to find homes for the Rothe in the human lands, where they can thrive and not bother the dwarves.

Alignment: The Rothe were bred to be subservient. As such, they are largely lawful. They are often too concerned with not being beaten to worry about morality, and as such, they are largely neutral in regards good and evil. Even those Rothe that take up adventuring often play the obedient second hand.

Lands: Rothe are mostly found in the Underdark, specifically in the Drow cities. Those Rothe that made it to the surface often reside in the backrooms of human merchants in the city

Religion: Rothe can run the gamut when it comes to religion. Those females that were put to service in the Temples often had to worship Lolth, if only because there was nothing else they knew. Those that reach the surface will often revere any god that values hard work and self-sacrifice.

Language:.Rothe are raised knowing Undercommon: the language their masters speak to them in. When they reach the surface, they often remain silent until they’ve had enough time to learn their new employers language

Names: Rothe usually take on simple names, or even mechanical names of their job and a number. As they grow older and more experienced, their masters might give them a more familiar name.


• Medium: As Medium creatures, Rothe have no special bonuses or penalties due to their size.
• Rothe base land speed is 30 feet.
• +2 Str, -2 Dex, +2 Con, -2 Wis, -2 Cha. Rothe are reasonably intelligent for a race bred from orcs and have both the strength and the resistance of their parent races, at the cost of flexibility. They were bred to be weak-willed and unobtrusive.
• Dark Vision 60ft
• Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
• Damage Resistant: Whenever the Rothe takes damage, the first 1 points of that damage is converted to non-lethal damage. Rothe are more likely to survive a wound, but are just as susceptible to the pain. At 4th level and every 3 levels after that, increase this converted damage by 1 to a maximum of 5 at 13th level
• Diligent tenacity: Rothe are tireless workers. When making a craft or profession check, if the situation allows it, Rothe can make 2 skill checks instead of one, thus potentially doubling their progress or their earnings. This represents the Rothe working 16 hours a day instead of only 8. This ability does not give a bonus to their rolls, it simply gives them two checks instead of one.
• Rothe get a +2 racial bonus to all fortitude saves. Rothe are resilient and won’t go down easily.
• Rothe have a –2 penalty to their saves on all enchantment (compulsion) effects. Rothe are bred to be obedient and will rarely resist commands.
• Mixed Blood: For all effects related to race, a Rothe is considered both an orc and a dwarf. Rothe, for example, are just as vulnerable to special effects that affect orcs and dwarves as their ancestors are, and they can use magic items that are only usable by dwarves and orcs.
• Automatic Languages: Undercommon. Bonus Languages: Common, Dwarven, Orcish, Halfling, Elven, Terran
• Favored Class: Cleric (female) Wizard (male).

Age Categories: Starting age: 15years/ Middle Aged: 37 years/ Old: 56 years/Venerable: 75 years/Max: +2d10.

Height: 4’6 + 2d8(males) +2d6 (females)
Weight: 190lbs. x3d6 (males and females)
Exooki

11-28-06, 04:44 PM
heres the results of the third contest........ voted on by myself, izodor Shadowcaster and Poetria thank you for your help

3rd place is...... Lycan Spawn from Spikes01k Congratulations!!!!!!

2nd place is Shapeshifter Wolf (from Wolf's Rain) from InsanePsychoRabbit good job and......

1st place..... with almsot no disagreement among all three judges is....... The Kargithx from Wexquif

!!!!!!!!!!!!!!!!!! good job all thee of you!!!!

i would also like to thank everyone that has ever helped out in this post, i hope you will continue to help out in the project as well thank you



ps gamers and people interested in making a game check out my sig
Spikes01k

11-28-06, 06:55 PM
Hey guys I keep seeing this contest thing. Could you please tell me where the contest results going to be posted?
Wexquif

11-28-06, 07:36 PM
1st place..... with almsot do disagreement among all three judges is....... The Kargithx from Wexquif


:w00t: Thank you. Only two more wins and I can be a judge.
Izodor_Shadowcaster

11-29-06, 12:48 PM
Hey guys I keep seeing this contest thing. Could you please tell me where the contest results going to be posted?

We make PDF-files of all races. The Winners of the contests are mentioned in it. The pdf file can be found here....

PDF-FIle (http://boards1.wizards.com/showpost.php?p=10075128&postcount=161)

We could also put the winners on the front page of this thread?
Sarrazon

11-29-06, 05:50 PM
Well, i thought i would give a contribution to this, so here it is...

LUPINES
---------------
Lupines are wolf-men. They live in the Dalcord mountains, and often keep to themselves. They have a love of the wilds unsurpassed by any other race, and enjoy nothing more than crisp night in the wilds, while the snow is falling. They are generally good tempered, but take insults very personally, and have a short temper.

Lupines are short and stout, and are covered totally by fur. They are between 3 and 4 feet in height, and between 50 and 100 pounds. They generally have white fur, and green, blue or black eyes. They have little respect for laws, seeing nature to be the true ruler in the land.

Above all other gods, they worship Skadi (asgardian pantheon is worshiped in that part of the world) as she created them, and saved them when the humans would have annihilated their civilization.

LUPINE RACIAL TRAITS
------------------------------
Small size
Speed 20ft. 40ft on all fours
+2 Dex, +2 Con, +2 Wis, -2 Str, -2 Cha - Lupines are agile, hardy and in touch with the world, but now the strongest or most charasmatic individuals
Nat armor +1
Path- Once they come of age, Lupines must undergo training and finish it with a ritual. This is how they choose their path. There are 2 paths. They are
Rager-+1 on damage rolls,
Lupines of the Rager path may rage once per day as a 1st level barbarian. If the Lupine has a class which grants a Rage ability or equivalent, the Lupine may instead use that Rage ability one additional time per day:Favored class-Barbarian
Shaman-Cannot physically deal lethal damage, and try not to deal lethal damage at all, but they learn to use the quarterstaff as a non-lethal weapon.They can cast a cure spell (the highest level cure spell a druid of their level would be able to cast, including heal once they get to that level) once per day (gaining an additional cast every 2 levels). If they physically deal lethal damage, they cannot use this ability for the next 24 hours. This restriction does not apply to Undead, Constructs and Abberations: Favored class- Druid
Language-Common and Lupine
LA- +1

Note that this is still under construction, and if you have comments, the link to the thread is in my sig. Anything would be extremely nice.
Angel Black

11-29-06, 08:38 PM
Contestant:1

http://img215.imageshack.us/img215/9963/atomant2tl8.gif (http://imageshack.us)

Atomic Formicidae

These ant relatives got powers from a strange source of energy that is hidden somewhere.The Formicidae live in colonies and except for some exceptional members of this race, they rather to spent most of his time inside his subterranean cities that they call Hills.

Physical Description
Average individual looks like an antropomorphic ant with antennaes on the head, they usually wear shirts, scarfs and/or jackets.Most courageous members of this race go outside wearing helmets.Because they have some kind of innate necessity of order, most of them are legal alignment beings, except for Those Formicidae that go Outside those are usually Neutral or Chaotic aligned.There are no recolection of really evil people among them,but those of neutral alignment are mischevious at least.

Hills
Formicidae Cities are digged in the soil and watched from outside it looks like a normal ant hill,but deep inside there is all kind of tunnels,caverns and rooms plenty of really awesome furniture and tools.Very few live outside the hills where there are all kind of laws and regulations that could look silly to those non formicidae.It is said that there is a secret chamber inside the Hills were some strange and awesome source of power is stored, some said that's a gnomish made machine, others said is some unstable portal to the plane of radiance, nobody knows for sure.

Racial Traits
• +2 Str
• Monstrous Humanoid,Tiny
• 20 ft base land speed
• Sense of Order: They have the benefits of Lowlight vision only inside his Hills
• +2 on any guessing time and intuit direction check
• Automatic Languages: Common
• Bonus Languages: any of the region they live in.
• Favored class: none

Sense of Order is not Lowlight vision, is just that inside the Hills the order is so tight that they remember were they put all the stuff,and even can feel when something is not in his place.

Guardian Ant
This template is given to a chosen good aligned Formicidae.In order to get this template the future guardian must spent one month inside a mystical secret chamber that only some Formicidae know it's location.

• +2 Str (+4 total)
• +10 ft base land speed(30 ft total)
• fly speed 30 ft(average), Guardian Ant can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round).
• Antennae give him the benefits of the Clairaudience spell but he can only hear messages sent to him.
• Lost the Ant Sense of Order
• Favored Class changes to: Favored Soul
• +1 LA

Guardian Ants patrol in lands near the Hill and attack any evil being nearby, no matter how powerful or dangerous it looks.Very often the Guardian Ants live in individual hills that resemble in some way the original Hill they come from.

Rebel Ant
This template is given to a chaotic aligned formicidae that have spent at least two months outside the Hill.
• +2 Str (+4 total)
• +10 ft base land speed(30 ft total)
• +2 to two rogue skills
• Favored Class changes to: Rogue
• +1 LA

Tired of living inside a Hill where they feel it has too many rules,these strays go outside and it is very rare they want to come back.
Tyrf_Halden

11-29-06, 11:54 PM
I am also a fan of this, but, the PDF file there has not been updated yet, so if that could be done, it would be awsome. (Right now it only has Contest 1 and 2)
Izodor_Shadowcaster

11-30-06, 01:56 AM
I am also a fan of this, but, the PDF file there has not been updated yet, so if that could be done, it would be awsome. (Right now it only has Contest 1 and 2)

Indeed. This is the first in a series of PDF files. The next one will be about Contest 3 an 4, maybe 5.
poetria

11-30-06, 08:19 AM
I've mostly got Vol. II done (with contest 3). I just need to put in winners and save to PDF. I'll work on that this week or next, depending how my schedule goes.

Thanks everyone for still being interested in both the contest and the files.

:bounce:

Poetria
1001 Races Workshop
Contest Judge
InsanePsychoRabbit

11-30-06, 10:29 AM
poetria, the current PDF has the old version of my Birdfolk race, i made a few revisions to it recently (changed flavor text, removed the Claustrophobia weakness because it's so limited, and it Acid tested to LA+1), and I'd like those changes incorporated into the new PDF.
Larz_Fang

11-30-06, 12:03 PM
I come with my half-blood race of Lizardfolk. MUAHAHAHA! :evillaugh

Half-Lizardfolk

Physical Description
A half-lizardfolk male usully stands from 5'10'' to 7'2'' tall and weigh in at from 175 to 225 pounds. Females are only slightly smaller. Their skin has two parts: the underskin (color equivalent to human parent's skin color), and the scales, which grow on top of the underskin (color equivalent to lizardfolk parent's scale color). About 70% of the half-lizardfolk grow hair as humans do, so this makes it hard for those lizardfolk-raised individuals to pass for a full-blooded member of their tribe. Half-lizardfolk always have the eyes of it's lizardfolk parent. They possess almost always a tail, but it cannot be used as a weapon.

Alignment
While some half-lizardfolk are indeed neutral like their full-blooded cousins, they don't have an actual preference when it comes to alignment. Just like with humans, the best and the worst are found among them.

Racial Traits
>Ability Score Adjustments:
+2 Constitution, -4 Wisdom: Half-Lizardfolk are physically tough like their full-blooded cousins, but more intelligent, and less stronger. Due to the bad mix of mammal and reptile blood, however, half-lizardfolk have a tendency to have a lot of mental disorders like psychopathy.
>Humanoid (reptilian or human)
>Medium size
>Base Land Speed: 30ft.
>+1 Natural Armor
>4 extra skill points at 1st level and 1 more for each level.
>+2 racial skill bonus to jump, swim and balance checks.
>Hold Breath: Half-lizardfolk are able to hold their breath for time equal to 3x Constitution Score.
>Automatic Languages: Common, Draconic
>Bonus Languages: Aguan, Goblin, Gnoll, Orc, Sylvan & Terran.
>Favored Class: Any
>Level Adjustment: +0

Half-lizardfolk live approximately 80 years.
canman13

11-30-06, 05:08 PM
HALF-HARKEN
sometimes with a bizzare twist of magic or psionics a harken is melded with a human the result is a half-harken, half harken are social outcasts in their community they usualy take up adventuring just to get away from all the hate

half-harken racial traits(EX)
-+2 cha, -2 con
- speed 30ft
- medium as medium creatures it does not get any bonuses or penaleties do to their size
- spell like abilities: harken magic master (SP) harkens get the ability to cast a harken spell even if they are not a spellcaster that is 2 levels lower then their own level 1/per week
-+ 1 caster level
- automatic languages: common, harkenian, and gnomish.
- bonus languages : Hufen, dwarven,abyssal, orcish, and sylvan.
- favored class: warmage
- la: +3

p.s. for more about this race and other harken related suff go here (http://boards1.wizards.com/showthread.php?p=10783226)
Kage_no_Neko

11-30-06, 05:51 PM
My races are each in there own threads and have extensive writeups; to that end I have just included the links to my threads instead of copying and re-pasting my race here.

Alu-Fiend

This is a modified succubus half-fiend template based upon the original description in Planescape.
Kage_no_Neko

11-30-06, 05:54 PM
My races are each in there own threads and have extensive writeups; to that end I have just included the links to my threads instead of copying and re-pasting my race here.

Valkyrie

I updated the Valkyrie character from Deities & Demigods, turning it into a template for humanoids. This has a very high LA.
Kage_no_Neko

11-30-06, 05:55 PM
My races are each in there own threads and have extensive writeups; to that end I have just included the links to my threads instead of copying and re-pasting my race here.

Nekojin

Another cat race. LA +3 but I think it is one of the more extensively written ones on these threads.
Spikes01k

12-01-06, 09:16 PM
I come with my half-blood race of Lizardfolk. MUAHAHAHA! :evillaugh

Half-Lizardfolk

Physical Description
A half-lizardfolk male usully stands from 5'10'' to 7'2'' tall and weigh in at from 175 to 225 pounds. Females are only slightly smaller. Their skin has two parts: the underskin (color equivalent to human parent's skin color), and the scales, which grow on top of the underskin (color equivalent to lizardfolk parent's scale color). About 70% of the half-lizardfolk grow hair as humans do, so this makes it hard for those lizardfolk-raised individuals to pass for a full-blooded member of their tribe. Half-lizardfolk always have the eyes of it's lizardfolk parent. They possess almost always a tail, but it cannot be used as a weapon.

Alignment
While some half-lizardfolk are indeed neutral like their full-blooded cousins, they don't have an actual preference when it comes to alignment. Just like with humans, the best and the worst are found among them.

Racial Traits
>Ability Score Adjustments:
+2 Constitution, -4 Wisdom: Half-Lizardfolk are physically tough like their full-blooded cousins, but more intelligent, and less stronger. Due to the bad mix of mammal and reptile blood, however, half-lizardfolk have a tendency to have a lot of mental disorders like psychopathy.
>Humanoid (reptile or human)
>Medium size
>Base Land Speed: 30ft.
>+1 Natural Armor
>4 extra skill points at 1st level and 1 more for each level.
>+2 racial skill bonus to jump, swim and balance checks.
>Hold Breath: Half-lizardfolk are able to hold their breath for time equal to 3x Constitution Score.
>Endurance as an extra feat.
>Automatic Languages: Common, Draconic
>Bonus Languages: Aguan, Goblin, Gnoll, Orc, Sylvan & Terran.
>Favored Class: Any
>Level Adjustment: +0

Half-lizardfolk live approximately 80 years.

Lose the extra feat, and maybe the natural armor. Way too powerful for a LA 0 I'd say LA 1 atm

Edit: It's equal to a human and them some. If thats LA 0, why play a human.
Larz_Fang

12-02-06, 09:08 AM
Lose the extra feat, and maybe the natural armor. Way too powerful for a LA 0 I'd say LA 1 atm

Edit: It's equal to a human and them some. If thats LA 0, why play a human.

Believe me, that's what I tried to say to those fools back in the Half-Lizardfolk thread, but will they listen? NOOOOOO, let's not listen to the creator of this race and push him instead to give it an extra feat.
Spikes01k

12-02-06, 06:41 PM
heres the results of the third contest........ voted on by myself, izodor Shadowcaster and Poetria thank you for your help

3rd place is...... Lycan Spawn from Spikes01k Congratulations!!!!!!

2nd place is Shapeshifter Wolf (from Wolf's Rain) from InsanePsychoRabbit good job and......

1st place..... with almsot no disagreement among all three judges is....... The Kargithx from Wexquif

!!!!!!!!!!!!!!!!!! good job all thee of you!!!!

i would also like to thank everyone that has ever helped out in this post, i hope you will continue to help out in the project as well thank you



ps gamers and people interested in making a game check out my sig



Wow I am 3rd! Thank you!
Spikes01k

12-02-06, 06:59 PM
Stats
• Humanoid (Elf, Reptilian) The kargithx are treated as both elves and reptilian.
• +2 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma. The kargithx are strong, but their bulk makes them a little clumsy. While they were enslaved they did not gain any experience about life, this makes them lack wisdom and social graces.
• Speed: 30ft
• Medium: As medium creatures...
• +2 bonus on Listen checks
• Blind: Kargithx are always considered blind because they have no eyes.
• The Kargithx have a natural AC of 1
• -1 to all Will saves. The kargithx are very week willed.
• Blindsight (Su) 60ft. This ability is similar to blindsense, but is far more discerning. Using magical senses, a kargithx with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though kargithx must have line of effect to a creature or object to discern that creature or object.
• Favored Class: Fighter
• Automatic Languages: Draconic and Elven. Bonus Languages: Common, Sylvan, and Orc
• LA: +1

The only reason I see this as being a LA +1 is the +1 AC, the three -2 to stats, -1 will saves, and being blind!, more than make up for the bonuses! This needs to be a LA 0 race!
Spikes01k

12-04-06, 03:37 PM
Please could some one make a LA 0 race with Powerful build?
poetria

12-04-06, 03:56 PM
If my count is correct, the last entry for Contest #4 was the Lupines. Judges will convene to determine the top three. Stayed tuned for more details.

BTW, Volume II will be out very very shortly. I just need to put it in PDF format.

poetria
Exooki

12-06-06, 06:25 PM
couple things

first if you could please number your races so we ( judges) dont have to count to see if contest is full

2nd i understand that you maye be happy for winning but

PLEASE DO NOT COMMENT ON OTHER RACES HERE, and if you win and would like to say thank you you casn pm us, but please no commenting it makes it more difficult to accurately keep track of races and update my lsit at psot 1

i maye have said this before ( idk when) but for thsoe of you psoting, msot of you are doing a good job and i thank you, some of you however not saying your races are bad but im not sure how you expect to have a good race if all it has is name and stats or like 3 sentences.

if you could please add some beef to your race, a little description of history, culture, phyical attributes etc would be nice

and a gentle reminder ( not sure if anyone broke it )

but the races here we would like to keep la 0, 1, or 2

3 is accepted but frowned upon and any higher is not wanted.

thank you

exooki creator of 1001 races workshop
Angel Black

12-08-06, 06:05 PM
Race #7 /Contest 5?

http://i10.tinypic.com/4do5283.jpg

Surreal Cuckos

These little birdlike beings are usully wacky,loudy and impredectible.

Physical Description
See one and you have seem them all but only a Surreal Cucko can tell what differences one cucko from another one.All they are little birds with big kind of pointy beaks,really big feet and a little umbrella on the top of their head, vivacious eyes and a funny smile give this creature and uncanny cartoon like aspect.

Lands and society
Really big pranksters, spent most of his time at wild partys.They live somewhere between the material plane and the dream plane.

Racial Traits

• +2 Dex -2 Con
• Aberration, Small (inmune to humanoid targeted spells)
• 20 ft base land speed
• Monkey Grip as bonus feat,but he can use this only if he is wearing no armor
• Minor bag of holding:Surreal cuckos act like a minor bag of holding.
• +2 on Charisma based skill rolls.
• Automatic Languages: Common
• Bonus Languages: those of the kalashtars
• Favored class: Buffon (a.k.a Bard)

About Minor bag of holding
Surreal Cucko sends objects he want to store to some kind of non dimensional space whose entrances are on some points between the feathers of his body.
Contents Weight limit: 100 lb
Contents Volume limit: 10 cubic feet
Also a difference of a normal bag of holding if the Surreal Cucko receives heavy damage the conexion with the place were the objects are can be broken, and the objects are lost.As soon as the Surreal Cucko is healed he can store new objects again, but he is connected to a new nn dimensional space.Nobody knows for sure were the lost objects can go.

OFF:
Monkey Grip is kind of a Powerful build with penalties , that make it available to LA 0 characters.
Spikes01k

12-08-06, 11:18 PM
The Shadow Grafted
Shadow Grafted

A number of beings have been captured and brought into the plane of shadows over time. These beings and their descendents, find themselves vastly magically altered, altered. Some are kept on the plane others become obedient and loyal fighters for their captures. Ether ways they are process so they may be survive in the shadow planes, and basically be made use of. The process was supposed to just give them dark vision and the sensitivity to magical light, however this was process was never perfected and other side effects have obviously happened. Visually their skin, scales, etc. are always darker then normal for their race, and while in shadows their eyes also appear to be nothing but black orbs and have a slight shadowy aura to them which seems to envelop them more when they want to hide.

Template: Add all of the following to the base creature.
Requirment: Any race except entities that are already shadow plane touched (such as the Shadow Grafted process) or an Outsider from that plane of shadow, constructs, undead, and other non-living beings, with the exception of flesh golems that were altered or purly comprised from altered componets.

+2 Dex
+2 Hide and +2 Move Silently
Gain Darkvision: 60ft in addition to their normal vision. +30 ft if they already have Darkvision
Movement: +5ft to base
Shadow Form (su): Once per day per every odd git die a shadow grafted may envelop themself with a shadowy haze making them nothing but a three dimentional shadowy siloet. This grants them a 10% miss chance, +1 AC dodge bonus, and a +4 to all bluff checks when performing a fient attempt. This lasts for 1 round plus and additional round ever three hit die rounded down.

Magic Light Sensitivity: They still retain the ability to be in normal lighting conditions with little discomfort, however magic light seems to tap into the plane of light dealing +3 damage from light based attacks and suffer 3 damage per turn from magical light producing spells cast on them or active within 5ft of them, such as globe of day light or continual light. This was probably a form of easy punishment and execution for their slaves.

LA: 0

Individuals who have some how have become imune to magical light or have been made with-out the light sensitivity, do exist. Entities that are, or have become, imune to light also have the following.

+1 hit die as per their type. +2 base will save, 2+int mod skills, no class skills

LA: +1 ECL 1
turalisj

12-09-06, 06:25 PM
Number? For the contest.

Now, in addition to the mindbolds, I present the Golbolds!

Golbolds

Physical Description: Golbold's stand at an average of 5ft to 6ft tall, and wiegh as much as the average human. They are often mistaken for small lizardfolk, or even troglodytes. Their scales are any metallic color, although only 1 out of every 1000 golbold are platinum in color. The male golbolds sport a large and colorfull crest going from thier head down to thier back, while females have short horns rimming thier head.

Lands: Unlike thier lesser kin, Golbolds are both underground and surface dwellers. Underground, they make thier allies with dwarves and the rare kobold tribe that they can tollerate.

Relations: The Golbold is a mellow race, content to staying within thier walled cities and tending to thier shrines. They accept the odd travelling group, eagerly accepting thier stories.
Golbolds treat the warmblooded races as hospitable as they themselves are treated. If they are met with torches and pitch forks, then those who enter thier cities are met with spells and eldritch energy.

Racial Traits:
+2 Strength, +2 Constitution,+2 Intellingce , -2 Wisdom, -4 Charisma
Golbolds are stronger, tougher, and smarter than thier kobold cousins, but thier aloof nature makes them slightly ignorant to the troubles of the outside world, and thier similarity to kobolds give them a natural tendency to be hated by other races.
Speed: 30ft
Medium Size
Humaniod (reptilian, dragonblooded)
+2 bonus on craft(trapmaking, craft(masonry), and +2 on knowledge(religeon) checks.
LA: +1?


I present to you the staple troop in the dragon armies. While the kobold is cannon fodder, and the mindbold the commanders, the golbolds are powerfull and something to send against your players if they think kobolds are a laugh.

In d20 modern games, the golbold could represent genetic engineering on kobolds.
Raven_Gallows

12-09-06, 06:45 PM
This is my first attempt at a template and i'd like you to read it and critique carefully, telll me what can be improved, if its totally broken, what to add etc =]
So, reading the DM's guide two and monster manual i came across half breeds, i liked the idea and tryed to come up with m own, so here s my first shot (griffon was all i could think of...it was late)

Before You stands a man 7 feet tall, brown wings sprout from his back and bare Taloned feet scratch at the ground, he eyes you with a birdlike stare and his lond tapering face curls into a snarl.
This is a Half-Griffon, due to the griffons magical nature breedings with other races sometimes occur resulting in a half breed. They have long but human faces and birdlike eyes constantly flicking around to take in the surrounding area, dark brown pinions grow from his back and a leonine tail lashes behind. Smll feathers grow along elbows and forarms, legs are smothered in white quills ending in taloned feet. Intelligent as any other humaniod they can blend into society with easy putting their skills to good use, others stay in the wild hunting in tribes of other humaniods or even leading them, natural weapons protect from harm and powerful wings take them aloft, to soar over the mountains and cities of thee world.



Half-Griffons as Characters
CR: +1 Normal Class
Size: Unmodified from origional race.
HD: Do not recalculate hit dice, Base Attack or Saves.
Speed: Due to the griffon like wings the character may now fly at double the base land speed.
Initiative Bonus: +1
AC: Natural Armour is not increased
Attack: A Half-Giffon has taloned hands, which count as a claw attack, and are the Half-Griffons primary attack, if the base creature uses weapons the Half-Griffon retains this ability.
Full Atk: If not useing a weapon both talons may be used as a full attack, if a weapon is used the weapon is primary and only one talon may be used as the secondary attack.
Reach: Half-Griffons have a reach of one and can be as large as the base creature up to large.
The Half-Griffon retains all of the base creatures special attacks, and gains: Rake ( Attack bonus +8 1d6+2)
Special Qualities: Darkvision 60ft, low light vision, scent
A Half-Griffon has no weapon proficiencies other then what the base creature class does.
Half-Griffons get a +4 racial bonus on spot and jump checks, also a +2 to any balace checks, +1 to grapple (birdlike feet and lions tail)
The Half-Griffon gains the bonus feat Agile
Alignment: Any
Half-Griffons get a +2 racial bonus to CHA, DEX,STR and CON
Half-Griffons have the following spell like abilities, must have a CHA and WIS of at leats 8:
HD 1-2 Abilities Eagles Splendor (1 per day)
Half-Griffons gains skill points at 6+ INT modifier.
Challenge Rateing is at +1 HD
Level adjustment: +2
Ok spell like abiblities have been edited
poetria

12-12-06, 01:13 PM
I've fixed the boo-boos in the 1st volume. I _think_ I got everything. If not, you guys can drop me a yell.

I'm looking for a new front cover for the PDFs and then I'll post Volumes I and II.

TY

poetria

UPDATE

See my sig for the links to Volumes I and II.
Exooki

12-14-06, 04:35 PM
looking good i cant wait for it to come out

this thread also needs a bump :bump:

come on people post here this si the new race compendium if you want your race to be known, compiled and remembered addd it here

Exooki

i also would liek to say that all people who have posted in here are invited to join a game creation team planning on creating a mmorpg using creative ideas that stand out. eveyrone in here who has proved their creativity by creating their own race is eligible ( as well as anyone interested :D)

forum can be found at ( site in works) http://peoplesgame.proboards107.com

thank you and i hope to see some of you soon
Exooki

12-20-06, 05:08 PM
again..... come on people........ contribue your races to the new compendium...... this thread neeeds a bump...... :bump:
RoCkEtInToXiCaTe

12-22-06, 04:22 PM
I present to you now The Big Magnum Alter Power:

S-CRY-ED ALTER MAGNUM
RoCkEtInToXiCaTe

The Alter Magnum template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is an inherited template, which means it must be applied at creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason, after creation.

Size and Type: The base creature’s type and size does not change.

Speed: The base creature’s speed does not change.

Armor Class: The base creature gains a +2 addition to its armor class.

Abilities: The base creature's abilities increase as follows: Strength +4, Constitution +4, Dexterity +8, Charisma +6.

Alignment: Any Chaotic.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Level Adjustment: +4-5?

Special Attacks:

The Alter User has the ability to summon a giant six chamber revolver that launches massive ammunition about 1 foot long and six inches in diameter. Once the six bullets are up the Alter Magnum is dispelled.

Alter Magnum Stats:

HP: 125
Hardness: 50
Speed: Same as base creature's speed.
Feats: Hover.
Weight: .5 lb.
Size: Large: 15 feet long by 5 feet tall.
Damage: Each Bullet deals 1d12 damage.
Critical: x3
Range: 200 feet.
Type: Bludgeoning
AC: 59 = AC 10 + -1 (Size) + 50 (Hardness)

Alter Magnum Ammunition Stats:

HP: 35
Hardness: 30
Fly Speed: 200 ft. (Perfect Maneuverability)
Feats: Hover.
Weight: 2 lb.
Size: Tiny: 1 foot long, 6 inch diameter.
Damage: 1d12
Critical: x3
Type: Bludgeoning
AC: 42 = AC 10 + 2 (Size) + 30 (Hardness)

If the target is strong enough they can actually attack the bullet mid-attack and see if they can destroy it.

Alter Magnum Feats


Alter Magnum Amplified [General]

Prerequisites: Alter Magnum, Charisma 16.

Benefit: Your Alter Magnum is much stronger.

Special Attacks:

The Alter User has the ability to summon a giant six chamber revolver that launches massive ammunition about 1 foot long and six inches in diameter. Once the six bullets are up the Alter Magnum is dispelled.

Alter Magnum Stats:

HP: 225
Hardness: 75
Speed: Same as base creature's speed.
Feats: Hover.
Weight: .5 lb.
Size: Large: 15 feet long by 5 feet tall.
Damage: Each Bullet deals 2d12 damage.
Critical: 18-20 x4
Range: 300 feet.
Type: Bludgeoning
AC: 49 = AC 10 + -1 (Size) + 50 (Hardness)

Alter Magnum Ammunition Stats:

HP: 35
Hardness: 30
Fly Speed: 300 ft. (Perfect Maneuverability)
Feats: Hover.
Weight: 2 lb.
Size: Tiny: 1 foot long, 6 inch diameter.
Damage: 2d12
Critical: 18-20 x4
Type: Bludgeoning
AC: 42 = AC 10 + 2 (Size) + 30 (Hardness)

If the target is strong enough they can actually attack the bullet mid-attack and see if they can destroy it.

Abilities: The base creature's abilities increase as follows: Strength +6, Constitution +6, Dexterity +10, Charisma +8.

Normal: Your Alter Magnum is weaker.


Alter Magnum Longevity [General]

Prerequisites: Alter Magnum, Constitution 16, Charisma 18, Alter Magnum Amplified.

Benefit: Alter Magnum lasts for double its normal duration.

Normal: Each Alter Magnum only lasts for 10 + Charisma modifier rounds.

Alter Magnum Quicken [General]

Prerequisites: Alter Magnum, Constitution 18, Charisma 20, Alter Magnum Amplified, Alter Magnum Longevity.

Benefit: Alter Magnum may be summoned as a free action.

Normal: Alter Magnum may be summoned as a standard action.

Alter Magnum Extra Use [General]

Perquisites: Alter Magnum, Constitution 18.

Benefit: Alter Magnum may be summoned once per encounter.

Normal: Alter Magnum may be summoned only once per day.

Alter Magnum Bullet Power Surge [General]

Prerequisites: Alter Magnum Template, Charisma 20, Alter Magnum Longevity, Alter Magnum Extra Use, Alter Magnum Amplified.

Benefit: Each Alter Magnum Bullet gains 5 hardness and 10 hit points.

Normal: Each Alter Magnum Bullet has only 30 hardness and 35 hit points.

Special: This feat may be taken multiple times, and each time the benefits of this feat stack together.

Alter Magnum Bullet Power Surge [General]

Prerequisites: Alter Magnum Template, Charisma 20, Alter Magnum Longevity, Alter Magnum Extra Use, Alter Magnum Amplified.

Benefit: Alter Magnum gains 15 hardness and 20 hit points.

Normal: Alter Magnum Bullet has only 50 hardness and 125 hit points.

Special: This feat may be taken multiple times, and each time the benefits of this feat stack together.
RoCkEtInToXiCaTe

12-22-06, 04:25 PM
S-CRY-ED ALTER HAMMER
RoCkEtInToXiCaTe

The Alter Hammer template can be applied to any Humanoid or Monstrous Humanoid creature. The creature you choose will hereafter be called the base creature. This template is an inherited template, which means it must be applied at creation, and cannot by any other means be attached to any humanoid or monstrous humanoid for any reason, after creation.

Size and Type: The base creature’s type and size does not change.

Speed: The base creature’s speed does not change.

Armor Class: The base creature gains a +4 Natural Armor bonus addition to its armor class.

Abilities: The base creature's abilities increase as follows: Strength +6, Constitution +6, Charisma +8.

Alignment: Any Chaotic.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

Level Adjustment: +3

Special Attacks:

Call Alter Familiar (Ex): You gain the Call Alter Familiar power, the extraordinary ability to make a construct creature that manifests before you, and is completely under your control. An Alter Hammer construct resides in the Plane of Limbo, and shares a link that goes to the very soul of the Alter Hammer User. At will as a Standard Action, the AHU can summon his/her Alter Hammer to his side. This ability is usable once per day. You may activate the ability in response to another's action. While the Alter Hammer is active, the character has total control over it. The Alter Hammer lasts for 10 + Constitution modifier rounds. The Alter Hammer is dispelled if it is destroyed, or if the duration of the Alter is up.

Alter Hammer:
Large Construct

Hit Dice: Hit Dice for the Alter Hammer is calculated based on the Alter User's Base Hit Dice + 5d10's.
Initiative: Initiative is based on the Alter User's initiative.
Speed: The Alter Hammer is stationary, but it can swivel within it's reach/space area.
Armor Class: The Alter Hammer's AC is based on the Alter User's AC +10 Natural Armor.
Base Attack/Grapple: Alter Hammer's Base Attack/Grapple scores are based on the Alter User's scores and modified by the Hammer being a large construct creature.
Attack: The Alter Hammer uses the Alter User's base attack bonus and modifier for damage, and uses a Hammer Attack with one giant arm that smashes down dealing 2d10 damage to any creature it hits.
Full Attack: The Alter Hammer uses the Alter User's base attack bonus and modifier for damage, and uses a Hammer Attack with one giant arm that smashes down dealing 2d10 damage to any creature it hits.
Space Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Construct Traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision.
Saves: The Alter Hammer's saves are based upon the Alter User's saving throws.
Abilities: The Alter Hammer's Ability Scores are increased from the base creature's ability scores as follows: Strength +8, Constitution +10, Dexterity +2.
Skills: -
Feats: -
Environment: Where Alter its User is.
Organization: 1
Challenge Rating: N/A
Treasure: N/A
Alignment: N/A
Advancement: Alter Hammer Amplified
Level Adjustment: -

Combat

The Alter Hammer is a giant construct that is summoned by the Alter Hammer User, and is a stationary massive construct that the Alter Hammer User sits on top of on a platform. The Alter Hammer is under the complete control of the Alter Hammer User and uses one attack. This attack is a massive right arm that is in the shape of a giant hammer or mallet, and the Alter Hammer can swivel on it's torso and attack any creatures within range of its large hammer arm. The hammer deals 2d10 damage to any creature it hits, criticals on a 19-20 x 3, and deals bludgeoning type damage.

Immunity to Magic (Ex): The Alter Hammer is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows the Alter Hammer (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the Alter Hammer and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Alter Hammer to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an Alter Hammer hit by a fireball gains back 6 hit points if the damage total is 18 points. An Alter Hammer gets no saving throw against fire effects.

An Alter Hammer is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Alter Hammer Feats

Alter Hammer Amplified [General]

Prerequisites: Alter Hammer Template, Alter Hammer Extended, Alter Hammer Instant Summon, Alter Hammer Extra Use, Base Attack Bonus +10, Constitution 22.

Benefit: You are able to summon a more power Alter Hammer.

Hit Die: The base creature's hit dice remain unchanged.

Size and Type: The base creature’s size and type remain unchanged.

Speed: The base creature's speed remains unchanged.

Armor Class: The base creature gains +6 Natural Armor.

Special Attacks:

Call Alter Familiar (Ex): You gain the Call Alter Familiar power, the extraordinary ability to make a construct creature that manifests before you, and is completely under your control. An Alter Hammer construct resides in the Plane of Limbo, and shares a link that goes to the very soul of the Alter Hammer User. At will as a Standard Action, the AHU can summon his/her Alter Hammer to his side. This ability is usable once per day. You may activate the ability in response to another's action. While the Alter Hammer is active, the character has total control over it. The Alter Hammer lasts for 10 + Constitution modifier rounds. The Alter Hammer is dispelled if it is destroyed, or if the duration of the Alter is up.

Alter Hammer:
Large Construct

Hit Dice: Hit Dice for the Alter Hammer is calculated based on the Alter User's Base Hit Dice + 15d10's.
Initiative: Initiative is based on the Alter User's initiative + 15.
Speed: The Alter Hammer has a base land speed of 60 ft.
Armor Class: The Alter Hammer's AC is based on the Alter User's AC +20 natural Armor.
Base Attack/Grapple: Alter Hammer's Base Attack/Grapple scores are based on the Alter User's scores and modified by the Hammer being a large construct creature.
Attack: The Alter Hammer uses the Alter User's base attack bonus and modifier for damage, and uses a Hammer Attack with one giant arm that smashes down dealing 4d12 damage to any creature it hits.
Full Attack: The Alter Hammer uses the Alter User's base attack bonus and modifier for damage, and uses a Hammer Attack with one giant arm that smashes down dealing 4d12 damage to any creature it hits.
Space Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Construct Traits, damage reduction 25/-, darkvision 60 ft., immunity to magic, low-light vision.
Saves: The Alter Hammer's saves are based upon the Alter User's saving throws.
Abilities: The Alter Hammer's Ability Scores are increased from the base creature's ability scores as follows: Strength +12, Constitution +14, Dexterity +8.
Skills: -
Feats: -
Environment: Where Alter its User is.
Organization: 1
Challenge Rating: N/A
Treasure: N/A
Alignment: N/A
Advancement: Alter Hammer Amplified
Level Adjustment: -

Combat

The Alter Hammer is a giant construct that is summoned by the Alter Hammer User, and is a stationary massive construct that the Alter Hammer User sits on top of on a platform. The Alter Hammer is under the complete control of the Alter Hammer User and uses one attack. This attack is a massive right arm that is in the shape of a giant hammer or mallet, and the Alter Hammer can swivel on it's torso and attack any creatures within range of its large hammer arm. The hammer deals 4d12 damage to any creature it hits, criticals on a 18-20 x 4, and deals bludgeoning type damage.

Immunity to Magic (Ex): The Alter Hammer is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows the Alter Hammer (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the Alter Hammer and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Alter Hammer to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an Alter Hammer hit by a fireball gains back 6 hit points if the damage total is 18 points. An Alter Hammer gets no saving throw against fire effects.

An Alter Hammer is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Abilities: Increase the base creature's ability scores as follows: Strength +8, Constitution +10, Charisma +8.

Normal: You summon a weaker construct that is not a part of your body, and thus you have much less benefits.

Alter Hammer Extended [General]

Prerequisites: Alter Hammer Template, Alter Hammer Instant Summon, Constitution 24.

Benefits: The duration of the Alter Hammer is unlimited. You may dispell the Alter Hammer at any time you choose.

Normal: The duration of the Alter Hammer is only 10 + Constitution Modifier rounds.

Alter Hammer Extra Use [General]

Prerequisites: Alter Hammer Template, Alter Hammer Instant Summon, Alter Hammer Extended, Constitution 22.

Benefits: You may use the Alter Hammer summoning ability once per encounter.

Normal: You may use the Alter Hammer summoning ability once per day.

Alter Hammer Instant Summon [General]

Prerequisites: Alter Hammer Template, Constitution 20.

Benefits: You may summon the Alter Hammer as a swift action.

Normal: You may only summon the Alter Hammer as a standard action.
turalisj

12-22-06, 10:59 PM
Hey, RoCkEtInToXiCaTe, think you can do an Infinite 8 one? I think I might have a place for Scry-ed type characters in my game...
Orogustus78

12-24-06, 12:54 PM
Hybris
This is a race I am creating for my campaign set in an arid badlands area on the verge of a massive desert.
The hybris are an anthropomorphic race of jackle men. Tall and slender, if some what gaunt, with flowing tails, they roam the deserts as nomads, their ancient kingdom swallowed by the desert sands. The loss of their kingdom is as mysterious as the fact that no knowledge of their fall has remained either in written form or oral tradition. It is thus that they cannot explain their innate understanding of, and closness to death.
Others races see the hybris as carrying an air of mystery and are even frightened by there bold personalities, seemingly unattached to the fear of death that plague the other mortal races. The hybirs possess an air of being ancient royalty or even otherworldly to those that don't get to know them.
They make shrewed bargainers and merchants and are often on the better end of trades. It is a wonder they do not settle somwhere but they seem to have a deep connection to the open desert. In there time as nomads they have developed an enemy. The bloodthirsty gnolls of the badlands have long preyed upon the hybris. Thus they have learned to fight them with some skill.

Hyris: (Med, humanoid)
* +2 char, -2 con: hybris have an otherworldly confidence due to an innate sense of death but tend to be slightly gaunt as their necromantic attachment is taxing
* Medium (usually over 6' tall)
* Hybris land speed is 30'
* +2 to listen checks: hybis have keen ears
* +2 to survival checks made in arid or desert environments and +2 to Fort saves made to resist the effects of very hot or severe heat environments: hybris are in there natural environment in the desert and know how to survive
* Low light vision
* +1 morale saves vs. fear: hybris see death differently than other races and thus feel fear differently
* +2 saves vs. necromantic spells and effects: Hybris are innately connected with death (this stacks with the fear bonus)
* +1 racial attack bonus against gnolls: hybris battle these creatures frequently and train ro fight them
* +1 DC on necromantic spells cast by hybris: hybris have a natural affinity to death magic
* Spell-like Abilities: 1/day-- Disrupt Undead, Touch of Fatigue (These abilities are usable only to hybris with 10 charisma or more. Caster Level 1st; save DC 10 + hybris Cha modifier + spell level)
* The hybris treat ____________ as a martial weapon when determining proficiency
* Favoured class: Sorcerer
* Auto-languages: hybridian, common. Bonus Languages: gnoll, tarran, draconic, ignan, giant (and any others specific to campaign).
*LA +0


Created by Orogustus
JiCi

12-24-06, 08:27 PM
here's my share

not 1, but 25 new races, yet they all belong to the same:

Insectoids
Insectoids are best described as anthropomorphic insects, yet their story are quite different. Many sages question the origins of insectoids. Some think they are the result of gruesome unions between humanoids and polymorphed vermin. Others believe this is a result of high magic radiation from epic battles. The real reason is wizards tried to create a new life from by injecting insect cells into human bodies, and succeeded. Whether it was for a desperate attempt to create soldiers to turn the tide in a siege, or just to wreck havoc is this unknown, but these creatures bred through and have developed their own mentality. Furthermore, many different species have been seen. So far, there are mantises, wasps, scorpions, spiders, ants, moths, dragonfly, horn beetles, stag beetles, centipedes, grasshoppers, cockroaches, ant lions, termites, mosquitoes, leeches, ladybirds, butterflies, scarabs, fireflies, velvet worms, phasmids, earthworms, heelwalkers and cicadas.
Personality: Insectoids come in different subraces, and each insectoid has their own personality. However, they do have some points in common. They are a little reclusive and territorial, since they are protective about their kind. When hunting, they are stealthy and patient, relying on their insects genes. Insectoids treat allies with respect, without any discrimination or racism.
Physical description: Insectoids are relatively the same size and weight as a human. Each specie differ from each other, although they all have hard chitin skin, slightly multifaceted eyes, four arms ending in three-fingered hands with opposable thumbs, two humanlike legs, an abdomen protruding their rear and small mandibles coming out of their mouths. Insectoids sometimes have jet black hair.
- Mantises have light green chitin, light elliptical wings and sharp foldable bone-like blades protruding from their upper wrists.
- Wasps have an sting-tipped abdomen, yellow-colored and stripped with black The rest of their body is black, and four wings come out of their backs.
- Scorpions have a red-brown chitin and yellow eyes. Their upper arms end in mitten-shaped pincers and they have a stinger protruding from the end of their spines.
- Spiders have a black body with an abdomen. They have an additional pair of appendage resembling spider legs, which help them climbing and weaving.
- Ants have a dark brown chitin, long distinctive antennae and an imposing acid stinger. They are a bit more muscular than the average human
- Moths vary in coloration, from pure white and dark grey, to purple and black. Along their spines protrude four large silk-like wings.
- Dragonflies have a slight green chitin and are slimmer than the other insectoids. Its abdomen is long and lean, and large wings unfurl from its back.
- Beetles have a hard deep-blue or black chitin. Their heads are crowned by either a single large horn or a pair of snapping mandibles.
- Centipedes have a brownish chitin and lots of small legs, helping them to climb. They are slightly taller than the other species.
- Grasshoppers have a dark green chitin and reversed legs joints, allowing them to jump surprisingly high. Four long triangular wings sprouts from their back.
- Cockroaches have a black and oily chitin, and very long antennae. Their backs have a oblong shape and seem to shine.
- Ant lions have a greenish chitin. Their hands are tipped with sharp claws, enabling them to dig through hard materials, and their jaws are heavily-hooked.
- Termites have a milky white chitin. They resemble ant insectoids otherwise, except they don’t possess a stinger.
- Mosquitoes have a reddish chitin. Their nose are a needle-like stinger and four transparent fibrous wings sprout from their back.
- Leeches have a grey, almost skin-like chitin. Their mouth have three semi-circular teeth and a slimy liquid oozing from their skin.
- Ladybirds have either a red, orange or yellow black-dotted chitin. They possess long antennae and have 2 wings coming out of their back.
- Butterflies vary widely in coloration. Though the rest of their bodies is black, like the wasp, their four wings can be any color and pattern. They also have a long tongue.
- Scarabs have a golden-brown chitin. They have a hard shell like the beetles, and small snapping mandibles near their mouths.
- Fireflies have yellowish chitin. Their abdomen contain a gland that allow them to glow in dark areas. Their eyes are slightly more adapted to poor illuminated areas.
- Velvet worms have a leaf green or light brown chitin. They possess long antennae, lots of smaller legs and a small mouth with mandibles.
- Phasmids have a dark brown chitin, almost looking like wood. They are quite tall, with long, slims limbs and long antennae.
- Earthworms have a pink-brown, skin-like chitin. Their bodies are segmented and they have a long bill-like mouth with small eyes.
- Heelwalkers have a light grey chitin. Their heads look like a mantis with large eyes and mandibles. Their limbs are tipped with sharp studs.
- Cicadas have a dark yellow chitin. They have a large black-stripped abdomen and their wings are almost translucent.
Relations: Insectoids are generally distant to the other races, mainly because of their appearance. However, if these races shows respect and empathy to them. Nature dwellers, such as elves and Halflings can expect help from an insectoid tribe, as well as a good trade outpost. Dwarves and gnomes are also in good terms with insectoids. Drows, thri-kreens, dromites, formians and other vermin-like or vermin worshipping races sometimes form alliances with insectoids, as long as they are treated as equals.
Alignment: Insectoids come with different philosophies, They can be as cruel to the core than as good-hearted. Most tribe leader are neutral on one axis, but exceptions are common.
Insectoid Lands: Insectoids prefer nature over urban settings. Forests and plains are usually the best camp site for insectoids. Being sedentary, they do not really worry about moving from one place to the other.
Religion: Insectoids worship gods such as Elhonna and Odad-Haï. Some insectoids venerate Lolth, the spider goddess of the drows.
Language: Insectoids speak Sylvan, Common and Insect, which is a combination of body gestures and chit-chit sounds.

Common insectoid traits: These are the racial traits shared by every insectoid :

Monstrous Humanoid.
Medium
Space/Reach: 5 feet/5 feet
Darkvision 60 feet
Scent
Four arms: Each insectoid has 2 pairs of arms, allowing them to take the Multiweapon Fighting feats. These arms grant a +2 bonus to grapple checks, climb and swim
+2 to saves vs. all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


Mantis traits:

+2 str, +2 dex, -2 con. Mantises are strong and stealthy, but a bit frail.
Base land speed of 30 feet, and flight speed of 30 feet (average)
Natural weapons (claws): Mantises can slash opponents with their scythe-like claws. As a full-attack action, a mantis can make 2 claw attacks at the same base attack bonus, each dealing 1d6 points of damage plus the mantis’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus. Furthermore, a mantis cannot make a claw attack if it holds something in its hand.
Improved Grab: To use this ability, the mantis must hit with its claw attack.
Natural armor bonus of +2
+2 to Spot checks, +2 to Hide check in foliage.
Favored class: Scout
LA +2


Wasp traits:

+2 dex, +2 con, -2 str. Wasps are quick and stout, making their venom potent, but not as strong as the others.
Base land speed of 30 feet, and flight speed of 50 feet (average)
Natural weapon (sting): Wasps can sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus 1-1/2 the wasp’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Poison: The sting holds the wasp’s signature feature. Injury, Fortitude DC 10 + ½ the wasp’s HD + the wasp’s constitution modifier, initial and secondary damage 1d4 Dex.
Natural armor bonus of +2
+2 to Spot check, +2 to Survival check when orienting themselves.
Favored class: Rogue
LA +2


Scorpion traits:

+2 str, +2 con. Scorpions are strong and durable.
Base land speed of 30 feet, and climb speed of 15 feet
Natural weapons (pincers and sting): Scorpions can crush opponents with their pincers. As a full-attack action, a scorpion can make 2 pincer attacks at the same base attack bonus, each dealing 1d4 points of damage plus the scorpion’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus. Furthermore, a scorpion cannot make a claw attack if it holds something in its hand. Even if the hand is pincer-like, a scorpion can still manipulate objects without penalties. Scorpion can also sting opponents. The sting deals 1d4 points of damage plus half the scorpion’s strength modifier. This attack is a secondary attack at the scorpion base attack bonus -5.
Poison: The sting holds a potent venom. Injury, Fortitude DC 10 + ½ the scorpion’s HD + the scorpion’s constitution modifier, initial and secondary damage 1d3 Con.
Improved Grab: To use this ability, the scorpion must hit with its claw attack.
Natural armor bonus of +3
+2 to Hide and Spot check, +8 to Climb check, can take 10 even if rushed or threaten.
Favored class: Barbarian
LA +2


Spider traits:

+2 dex, +2 con, -2 str. Spiders are hardy and quick, but not as strong, relying more on their agility.
Base land speed of 30 feet, and climb speed of 20 feet
Natural weapon (bite): Spiders can bite opponents. The bite deals 1d6 points of damage plus 1-1/2 the spider’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Poison: The bite of a spider is venomous. Injury, Fortitude DC 10 + ½ the spider’s HD + the spider’s constitution modifier, initial and secondary damage 1d4 Str.
Web: Spiders can cast a web eight times per day. A single strand is strong enough to support the spider and one creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider.

An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are DC 10 + ½ the spider’s HD + the spider’s constitution modifier.

Spiders can also make web traps. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

A spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Natural armor bonus of +1
+2 to Hide, Move Silently and Spot check, +8 to Climb check, can take 10 even if rushed or threaten.
Favored class: Rogue
LA +2


Ant traits:

+2 str, +2 con. Ants are strong and stout
Base land speed of 40 feet, burrow speed of 20 feet and climb speed of 20 feet
Natural weapon (bite and sting): Ants can bite their opponents. Their bite deals 1d4 points of damage plus the ant’s strength modifier. Ants can also sting opponents with the stinger at the end of their abdomen. The sting deals 1d4 points of damage plus half the ant’s strength modifier, plus an additional 1d4 points of acid damage. It cannot make multiple attacks gain from a high base attack bonus. This attack is a secondary attack at the ant base attack bonus -5.
Improved Grab: To use this ability, the ant must hit with its bite attack.
Natural armor bonus of +2
+2 to Survival check when tracking by scent, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Fighter
LA +2


Moth traits:

+2 dex, +2 wis, -2 str. Moths are quick and cunning, but not very strong.
Base land speed of 30 feet, and flight speed of 40 feet (average)
Natural weapon (slam): Moths can sting opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the moth’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Poison: The wings holds a poisonous dust . Injury, Fortitude DC 10 + ½ the moth’s HD + the moth’s constitution modifier, initial and secondary damage 1d4 Str.
Poison dust cloud: As a full-round action, a moth can beat its wings to create a poisonous cloud of dust. This grants the moth concealment and anyone within a 10-feet radius from the moth are exposed to the poison.
Natural armor bonus of +1
+2 to Hide and Spot check.
Favored class: Druid
LA +2


Dragonfly traits:

+2 str, +4 dex,. Dragonflies are quite agile and strong.
Base land speed of 30 feet, and flight speed of 60 feet (good)
Natural weapon (bite): Dragonflies can bite their opponents. Their bite deals 1d6 points of damage plus the dragonfly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Wide vision: Dragonflies can see in a much wider angle than humanoids. They cannot be flanked
Cold Paralysis: Dragonflies are sensitive to cold. If it takes 10 points of cold damage from some source, it loses its flight speed for 2d6 rounds. If wandering in a rather arctic or cold environment, a dragonfly cannot fly.
Natural armor bonus of +1
+2 to Hide and Survival check, +4 to Spot and Search checks
Favored class: Fighter
LA +2


Horn beetle traits:

+4 str, +2 con, -2 dex. Horn beetles are very strong and tough, but very slow.
Base land speed of 20 feet
Natural weapon (gore): Horn beetle can gore their opponents with their horn. Their horn deals 1d6 points of damage plus 1-1/2 the horn beetle’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Powerful Charge: When a horn beetle charges, its gore attack deals 2d6 points of damage plus 1-1/2 the beetle’s strength modifier.
Natural armor bonus of +4
+2 to Spot check
Favored class: Barbarian
LA +2


Stag beetle traits:

+4 str, +2 con, -2 dex. Stag beetles are very strong and tough, but very slow.
Base land speed of 20 feet
Natural weapon (bite): Stag beetle can crush their opponents with their mandibles as a bite. Their bite deals 1d6 points of damage plus 1-1/2 the stag beetle’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Trample: 2d6 points of damage plus 1-1/2 the stag beetle’s strength modifier. Reflex half DC 10 + ½ the beetle’s HD + the beetle’s strength modifier. The save DC is Strength-based.
Natural armor bonus of +4
+2 to Spot check
Favored class: Barbarian
LA +2


Centipede traits:

+2 dex, +2 con, -2 str. Centipedes are agile and enduring, but not very powerful.
Base land speed of 40 feet, and climb speed of 40 feet
Natural weapon (bite): Centipedes can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the centipede’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Poison: The centipede’s bite holds a poison. Injury, Fortitude DC 10 + ½ the centipede’s HD + the centipede’s constitution modifier, initial and secondary damage 1d3 Dex.
Natural armor bonus of +2
+2 to Spot checks, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Ranger
LA +2


Grasshopper traits:

+2 str, +2 dex. Grasshoppers are strong and agile, especially in their legs.
Base land speed of 30 feet, and flight speed of 30 feet (average)
Natural weapon (bite): Grasshoppers can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the grasshopper’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Natural armor bonus of +2
+2 to Listen and Spot check, +4 to Jump checks
Favored class: Bard
LA +2


Cockroach traits:

+2 str, +2 con, -2 cha. Cockroaches have a strong metabolism and strength, but their stench do not make them appealing.
Base land speed of 40 feet, and climb speed of 40 feet
Natural weapon (bite): Grasshoppers can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the grasshopper’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Stench: Every creature in a 15-feet radius must make a fortitude save (DC 10 + ½ the cockroach’s HD + the cockroach’s constitution modifier) or be nauseated for 1d4 rounds. Regardless of success, the creature cannot be affected by a cockroach’s stench for 1 hour.
Natural armor bonus of +3
+2 to Hide and Move Silently check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Ranger
LA +2


Ant lion traits:

+2 str, +2 con, -2 dex. Ant lions are strong and stout, but not very fast.
Base land speed of 20 feet, and burrow speed of 20 feet
Natural weapon (bite): Ant lions can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the ant lion’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Improved Grab: To use this ability, the ant lion must hit with its bite attack.
Poison: The ant lion’s bite holds a paralysing toxin. Injury, Fortitude DC 10 + ½ the ant lion’s HD + the ant lion’s constitution modifier, initial damage none/secondary damage paralysis 1d6 rounds.
Pit: The ant lion can create a 20-feet wide and 20-feet deep conical pit out of loose oil. A DC 10 Spot check identifies the pit, but charging or running characters are not entitled to this check. Anyone must make a DC 17 Reflex Save to avoid falling in.

A falling creature slide at the rate of 10 feet per round. A DC 17 Climb check is necessary to arrest the slide, and a DC 22 Climb check to required to climb out.
Sand burst: A ant lion can hurl dirt at the walls of its pit. As a ranged touch, anyone hit by it must make a DC 22 Climb check or slide 10 feet toward the bottom.
Natural armor bonus of +3
+2 to Listen and Hide check; changes to +4 to Hide when hidden in its pit
Favored class: Ranger
LA +2


Termite traits:

+2 str, +2 con. Termites are strong and hardy.
Base land speed of 30 feet, burrow speed of 20 ft and climb speed of 20 feet
Natural weapon (bite): Termites can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the termite’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Improved Grab: To use this ability, the termite must hit with its bite attack.
Poison: The termite’s bite holds a paralysing toxin. Injury, Fortitude DC 10 + ½ the termite’s HD + the termite’s constitution modifier, initial damage 1d4 acid/secondary damage paralysis 1d4 rounds.
Constrict: A termite deals automatic bite damage on a successful grapple check.
Natural armor bonus of +2
+2 to Hide and Spot check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Druid
LA +2


Mosquito traits:

+2 dex, -2 con. Mosquitoes are agile and stealthy, but frail.
Base land speed of 30 feet and flight speed 30 feet (average)
Small size: Unlike other insectoids, mosquitoes are smaller, and thus gain all the benefits and penalties of being small.
Natural weapon (sting): Mosquitoes can gore their opponents with their nose-like stinger. Their stinger deals 1d4 points of damage plus 1-1/2 the mosquito’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Improved grab: To use this ability, the mosquito must hit with its sting attack.
Blood Drain: A mosquito drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn grappling a victim. Once it has dealt 3 points of Constitution damage, it lets go and goes digest the meal. This drain is treated as a normal meal for a humanoid.
Mosquitoes can hide their predominant nose-like “stinger” with a successful DC 15 Hide check.
Natural armor bonus of +2
+2 to Hide and Spot checks
Favored class: Rogue
LA: +2


Leech traits:

+2 str, +2 con, -2 cha, -2 dex. Leeches are very strong and resistant, but they lack agility and people fear them because of their slimy appearance.
Base land speed of 20 feet, swim speed of 20 feet and climb speed of 20 feet.
Natural weapon (bite): Leeches can bite their opponents. Their bite deals 1d6 points of damage plus 1-1/2 the leech’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Improved grab: To use this ability, the leech must hit with its bite attack.
Blood Drain: A leech drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn grappling a victim. Once it has dealt 4 points of Constitution damage, it lets go and goes digest the meal. This drain is treated as a normal meal for a humanoid.
+2 to Hide check, +8 to Climb and Swim check, can take 10 even if rushed or threaten
Favored class: Ranger
LA: +2


Ladybird traits:

+2 cha, -2 dex. The ladybirds are very charismatic, but their carapace makes them a bit slow.
Base land speed 20 feet, flight speed of 20 feet (poor) and climb speed of 20 feet.
Natural weapon (slam): Ladybirds can buffet opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the ladybird’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Carapace: their carapace gives ladybirds DR 2/slashing
Natural armor bonus of +4
+2 to Listen and Spot checks, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Druid
LA: +2


Butterfly traits:

+2 dex, +2 cha, -2 str, -2 con. Butterflies are quick and cunning, but very fragile.
Base land speed of 30 feet, and flight speed of 40 feet (average)
Natural weapon (slam): Butterflies can buffet opponents with their wings. The slam deals 1d4 points of damage plus 1-1/2 the butterfly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Fear pattern: As a standard action, a butterfly can deploy its wings, revealing a rather intimidating pattern. This grants the butterfly a +5 to Intimidate check to anyone within a 10-feet radius from the butterfly.
Natural armor bonus of +1
+2 to Hide and Spot check.
Favored class: Druid
LA +2


Scarab traits:

+2 con, +2 wis, -2 dex. Scarabs are very tough, but, like the other beetles, pretty slow.
Base land speed 20 feet, and climb speed of 20 feet
Natural weapon (bite): Scarabs can crush their opponents with their mandibles as a bite. Their bite deals 1d6 points of damage plus 1-1/2 the scarab’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Natural armor bonus of +6.
+2 to Spot check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Cleric
LA: +2


Firefly traits:

+2 cha, +2 dex, -2 str. Fireflies are quick and charming, but weak.
Base land speed 30 feet, and flight speed of 50 feet (average)
Natural weapon (bite): Fireflies can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the firefly’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Light: Fireflies can make their abdomen glow a soft yellow or green light, providing illumination in a 10-feet radius.
Low-light vision
Natural armor bonus of +2.
+2 to Hide, Spot and Survival check,
Favored class: Sorcerer
LA: +2


Velvet worm traits:

+2 str, +2 con, -2 dex. Velvet worm are strong and enduring, but not too fast.
Base land speed 20 feet, and climb speed of 20 feet
Natural weapon (bite): Velvet worms can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the worm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Natural weapon (glue strands): Velvet worms can shoot string of sticky silk at their opponents to immobilized them. A velvet worm can shoot 1 strand as a standard action and 2 as a full-attack action, as ranged touch attacks. A strand has a range of 50 feet with no range increment.
A glue strand deals no damage, but entangles the target for 2d4 rounds. If the target is touching the ground and fails a Reflex save DC 18, it is anchored, unable the move. On a successful save, the target can still moves at half speed for the duration. A flying creature must make a DC 15 Reflex save or fall.
A creature can burst the strand with a DC 18 Strength check. Another can also cut free a creature by attacking with a slashing weapon and dealing 10 points of damage. In either case, the freed creature still moves at half speed for the duration.
The velvet worm can shoot the same target multiple times. Each strand add +2 to the saves, 10 hp and +2 to the duration.
Poison: The velvet worm’s bite holds a weakening toxin. Injury, Fortitude DC 10 + ½ the worm’s HD + the worm’s constitution modifier, initial damage 1d3 con/secondary damage 1d3 con.
Tremorsense 30 feet.
Low-light vision
Natural armor bonus of +2.
+2 to Listen and Spot check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Rogue
LA: +2


Phasmid traits:

+2 str, +2 dex, -2 con. Phasmids are flexible and strong, but their slim build is not very enduring.
Base land speed 20 feet, and climb speed of 20 feet
Large size: Unlike other insectoids, phasmids are taller and leaner, and thus gain all the benefits and penalties of being large.
Natural weapon (bite): Phasmids can bite their opponents with their mandibles. Their bite deals 1d6 points of damage plus 1-1/2 the phasmid’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Camouflage: The phasmid can hide in any environments, looking like a stick. It gains a +10 competence bonus to Hide checks.
Tremorsense 30 feet.
Low-light vision
Natural armor bonus of +4.
+2 to Listen and Escape Artist check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Rogue
LA: +2


Earthworm traits:

+2 dex, +2 con, -2 str. Earthworm are agile and enduring, but not too strong.
Base land speed 30 feet, climb speed of 15 feet and burrow speed of 20 feet
Natural weapon (slam): Earthworms can slam their opponents with their fists. Their slam deals 1d4 points of damage plus 1-1/2 the worm’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Regeneration: Earthworms can regenerate themselves at a rate of 2 hit points per round. Fire deal normal damage to an earthworm. An earthworm that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the earthworm dies. An earthworm can regrow lost body parts. It takes 24 hours to regrow.
Tremorsense 30 feet.
Low-light vision
Natural armor bonus of +1.
+2 to Listen and Escape Artist check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Druid
LA: +2


Heelwalker traits:

+4 dex, -2 str. Heelwalkers are extremely agile, but not very strong.
Base land speed 40 feet, and climb speed of 20 feet
Natural weapon (bite): Heelwalkers can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the heelwalker’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Flexible body: The heelwalker’s body is very flexible, granting it a +10 competence bonus to Escape Artist checks.
Tremorsense 30 feet.
Low-light vision
Natural armor bonus of +3.
+2 to Balance and Tumble check, +8 to Climb check, can take 10 even if rushed or threaten
Favored class: Rogue
LA: +2


Cicada traits:

+2 dex, +2 cha, -2 str. Cicadas are quick and have a natural charm, despite their weak build.
Base land speed 30 feet, and fly speed of 30 feet (good)
Natural weapon (bite): Cicadas can bite their opponents with their mandibles. Their bite deals 1d4 points of damage plus 1-1/2 the cicada’s strength modifier. It cannot make multiple attacks gain from a high base attack bonus.
Noise shime: As a standard action, the cicada can create a sharp thrill that extend to a 40-feet radius. The cicada can maintain this sound for a number of rounds equal to 3 + its constitution modifier, and can stop and resume it at will. While the sound is active, spellcasters must make a Concentration check in order to cast spells. The DC is 10 + ½ the cicada’s HD + the cicada’s charisma modifier. While the Listen DC to hear a cicada is reduced by 10, other creatures have a -10 penalty to Listen checks for hearing other sounds.
Low-light vision
Natural armor bonus of +3.
+2 to Listen and Spot check
Favored class: Bard
LA: +2
JiCi

12-24-06, 08:32 PM
and here another race of mine:

DRAGONOID
Dragonoids are a newly discovered race of dragon that is created rather than breed. By conducting a ritual involving dragons and humanoid spellcasters, they were able to transform an unhatched wyrmling into a more human shaped creature, on the last days before hatching. The purpose was to create martial-minded soldiers in times of conflict, but as the dragonoids bred through, they gained a will and a mind on their own. With these new observations, dragons, whose willing to sacrifice eggs, modified the ritual so that they could create a normal minded specie, which could diversify the dragonoids from their tutors. Every true dragon can perform the ritual, hence the dragonoid similar features to its creators.

Personality: Dragonoids, once they matured and realised their heritage and power, tend to show off and show pride. They also have a soft spot for treasure hoarding, making them covetous and a bit aggressive when hanging on to some valuable objects. Nevertheless, when integrated to society, they can be arrogant as well, feeling they are important and invaluable to their people, although in some cases, some dragonoids overcome this sense of power, since it can be annoying at times.

Physical description: A dragonoid can often be mistaken for a half-dragon, a dragonborn or a lizardfolk, but closer examinations reveal its unique features. It appears like a muscular scaled humanoid with a dragon head. A pair of majestic wings protrude from its shoulders and a tail from the end of its spine. The color of a dragonoid’s scales depends on the dragon creators. It can range from a pearl white of a white dragon to a golden sheen of a gold dragon. The head also sports features from the dragonoid’s creators, from a skeletal-like horned head of a black dragon to a crested head with two silver horns of a silver dragon. A dragonoid stands at 10 feet tall and weighs 600 lbs. Females are shorter and lighter.

Relations: Dragonoids can have a hard time to fit in, not because of their appearance, but mainly because they tend to be prideful. However, some dragonoids drop this attitude though they keep teasing their opponents and showing off their might.
Alignment: A dragonoid’s alignment is the exact same one as its creators, and they follow that philosophy anyway they can, not even straying from it.

Dragonoid Lands: Dragonoids can live in any lands, from cities to wilderness, though they favor the same surroundings as the creators. A green dragonoid will most likely to stay in the forest and a brass dragonoid will feel at home in the harsh desert. Dragonoids whose creators can polymorph also find cities comfortable.

Religion: Dragonoids tend to worship the draconic gods, although they are not restricted to those. Kord, Heironeous, Hextor and Erythnul are common, as well as Boccob, Ehlonna and Obad-Haï.

Language: Dragonoids speak Draconic and Common, with a low and commanding voice.

Dragonoid traits:
• +6 Strength, +4 Constitution, -2 Wisdom, +4 Charisma. Although strong, stout and charismatic, a dragonoid tend to be a bit too proud about its abilities.

• Medium. Dragonoids have no bonuses or penalties due to their size.

• Space/Reach: 5 feet/5 feet.

• A dragonoid’s base land speed is 30 feet. It has also a flight speed of 40 feet (average)

• Wing benefits: A dragonoid is winged and can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. A dragonoid can use the run action while flying, provided he flies in a straight line.

• Gliding: A dragonoid can use his wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonoids glide at a speed of 40 feet with average maneuverability. Even if a dragonoid's maneuverability improves, he can't hover while gliding. A dragonoid can't glide while carrying a medium or heavy load. If a dragonoid becomes unconscious or helpless while in midair, his wings naturally unfurl, and powerful ligaments stiffen them. The dragonoid descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

• Dragon type: A dragonoid is a dragon-type creature and thus has the following qualities: darkvision 60 ft, low-light vision and immunity to magic sleep effects and paralysis effects.

• Racial Hit Dice: A dragonoid begins with three levels of dragon, which provide 3d12 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

• Racial Skills: A dragonoid’s dragon levels give it skill points equal to 6 x (6 + Int modifier [minimum 1]). Its class skills are Climb, Jump, Listen, Search, Spot and Swim.

• Racial Feats: A dragonoid’s dragon levels give it two feats.

• +5 natural armor bonus.

• Natural weapons: A dragonoid has a bite attack (1d6) as a primary weapon and 2 claws (1d4) as secondary weapons.

• Breath weapon (Su): A dragonoid is born with a draconis fundamentum. The breath weapon is the same as its creators. A line's length is 5 feet high, 5 feet wide and 30 feet long plus 10ft per Hit Die the dragonoid has. A cone’s dimensions are 15 feet plus 5 ft per Hit Dice. The breath weapon deals 2d6 points of damage, plus an extra 1d6 points for each 3 HD the dragonoid possesses (3d6 at 6 HD, 4d6 at 9 HD, and so on). The damage is the same as the dragon creators. A successful Reflex save (DC 10 + 1/2 the dragonoid's HD + his Con modifier) halves the damage. A dragonoid can use his breath weapon once every 1d4 rounds.

• Resistance to energy: A dragonoid’s scales protect it from the elements. The resistance is the same as its creators’ immunities. A dragonoid has resistance to energy 6 plus 1 per 2 HD.

• Automatic Languages: Common, Draconic. Bonus Languages: Auran, Ignan, Aquan, Terran, Sylvan, Undercommon.

• Favored Class: Fighter or Sorcerer. A dragonoid must choose a favored class at creation. Once this choice is made, it cannot be changed.

• Challenge Rating: 3

• Level adjustment: +5
CheeseMan

12-24-06, 10:46 PM
here's a race of mine, i've been havin some trouble figuring out the LA, so excuse me if it seems off

Canren

Canren are shy, socially awkward creatures hailing from warm, coastal plains and forests. While generally peaceful and friendly (albeit quite), they're fierce fighters. Canren are particularly reknown for their skills in hunting, fishing, and seamanship.


Personality: Canren are rather fun-loving and enjoy the simpler things in life, particularly the company of others. Despite this, don't expect a Canren to contribute much to a conversation, as most are shy, sensitive, and awkward. Canren are also extremely fond of (and good at) athletic contests and games for their own sake, placing minimal importance on who wins and loses. In battle they're fierce, patient, and calculating.

Physical Description: Canren stand roughly 6'2" to 7' tall and weight between 145 and 225 pounds. Their skin is usually a sandy tan, but ranges from a light brown to almost a dark cream. Men often sport jawline beards. Their clothing forgoes elaborance, usually fitting and of light material in pastel hues. Typical dress is a sleeveless tunic and short trousers with little or no adornment. Adulthood is reached around 35 years of age, and a typical Canren lives 180 years or so.

Relations: Canren are friendly to members of all races, but they have a particular fondness for halflings, who they see as brothers, and elves, who they look upon with great respect. Their closest allies, however, are the light-hearted gnomes.

Alignment: Canren are almost always good, with the worst of their kind being neutral. They vary in the aspects of law and chaos, equally likely to be either, but usually neutral.

Lands: Canren congregate in communities between 500 and 25,000 (although population centers of more than 2,000 residents are rare), almost always near a body of water. Foreigners and non-Canren are more than welcome amongst them. They trade products of their hunts, as well as simple wooden items. Canren are frequent visitors in foreign lands, often traveling for its own sake, seeking work as a laborer, or sailing between ports to trade items.

Religion: All Canren have great respect for nature deities, and Ehlonna and Skerrit are often worshiped, as well as Caoimhin, the Canrens' adopted chief deity. Also commonly worshiped is Fharlaghn.

Language: The Canren have no language of their own, but as followers of Caoinhin, they speak Sylvan (as well as common).

Names: Canren are simply given a personal name and a house (family) name.

Common Male Names: Arae, Danth, Pasmal, Kurtol, Sangule

Common Female Names: Shieray, Jevis, Ilnin, Loa, Quince

Common House Names: Tanly, Shaw, Kenly, Massa, Udaw

Adventurers: Canren often become adventures because they see it as an opportunity to have fun, or they enjoy the company of some other adventurers so much that they join up with them.

Canren Racial Traits


+2 Strength, -2 Constitution; Canren are tall, thin beings of sheer muscle, making them strong but frail
Medium size
Huminoid (Canren) type
base land speed is 40ft due to their long, powerful legs
base swim speed is 40ft; Canren have lived for millenia alongside great oceans and lakes, and thus are supurb swimmers (for being terrestrial that is)
+8 bonus on swim and +6 bonus jump skill checks, can automatically roll a 10; Canren are very athletic and are in the water almost every day
+1 racial bonus on attack and damage rolls against Gnolls and Sahuaghin; centuries of war with their terrestrial and aquatic enemies have made the Canren more effective against them in battle
low-light vision
+2 dodge bonus to AC; Canren are very quick and flexible
Hold Breath: Canren can hold their breath for 15 minutes for every point of CON bonus, with CON bonuses of 0 or less recieving 1 hour, scaling upwards from there
Bonus Feats: Run, Improved Unarmed Strike
Weapon Proficiency: Longbows (including composite), Shortbows (including composite), and Spears
Automatic Languages: Common, Sylvan
Bonus Languages: Elvan, Gnome, Aquan, Draconic, Gnoll
Favored Class: Ranger
LA +1
Quandi

12-26-06, 12:57 AM
Delgorian

Personality: They tend to be very alooft and very harsh, oblivious to smaller things they consider to trivial. They are partial to arrogancy, mind you they have the charismatic personality and physical abilities to boast it. Delgorians are straightfoward and cold, kindness is not one of their hallmarks.

Physical Description: As humans would normally be but with slightly glowing white eyes, no pupil or iris, that shine just ever so slightly.

Relations: They relate mostly to humans, noticing their adaptibility, many accomplishments despite being very mundane in ability as well as their diversity and fanatical extremism. They also relate easily to Skarns, both having the belief of being superior to most common races. They tend to scoof other races either for being weak, primitive or some other undesirable quality. On the other hand they revere, not necessarilly worship, beings of the higher planes, believing themsleves be be on equal footing considering their heritage.

Alignment: They tend to Always be in extremes embodying fanatical devotion, rarely, very rarely including a neutral component.

Delgorian Lands: They make their home on the material plane, mostly were humans are heavily populated, especially cities in high end districts preferring high society and civilization opposed to more rural surrondings.

Religion: Delgorians being of a Celestial background revere most of the Celestial Figures (Raziel etc., BoED) and enact their will on their behalf but those that stray are just as common, Clerics have access to the Good, Nobility and Pride

Language: Delgorian learn the languages of their allies and of their enemies. They have their own language, Delgo, which uses the Celestial alphabet.

Delgorian Traits

*Outsider (Native)

*Medium

*Speed 30 feet

* -2 Wisdom +2 Charisma, Their booming projected voices make them pronounced and noticed but they lack tact and any intuitive traits

*Projection: A Delgorians unusual form of vocal communication is unlike that of any other, while they posses normal human facial features nose, eyes ( besides being slightly illuminated and blank white), their voice is projected, seemingly coming from no where (think Unicron form the original Transformers movie that effect and tone) at the same time their eyes pulse to the rythme that they speak at. This also lets them use Ventriluquism at Will

*I Shall Be Heard: A Delgorian under or in the area of a Silence spell or other effect that mutes sound or warps it may make a Concentration check, DC being that of that of the spell (if it doesnt have a save it whould be that of if it did, 10+Caster lvl+primary Ability mod), this last for 1 round
{opinions/ input on making a definitive DC for the concentration check?}

*-2 penalty to Diplomacy and Sense Motive the personna of Delgorian is demanding, persuasive and awe inspiring but it makes them a bit tactless and rude and unperceptive.

*+2 bonus on Spot and Intimidate checks, their honned eyes are well suited for catching things and their unique for of communication make them imposing and well...intimidating

*Languages:Common, Delgora Bonus Languages: Clestial, Draconic, Sylvan, Infernal, Abyssal

*Favored Class: Paladin (including variants emcompassing the other extreme alignemnts) or Soulborn

*La: +0
Strogg

12-27-06, 06:53 PM
Did anyone do any for Half demons or demon?
daganisoraan

01-01-07, 05:45 AM
First, before giving my thought about my race, i have a little suggestion for the board members who post on this thread. Since the races are directly put on the thread rather than linked. Perhaps it woul be a good idea to use the spoiler feature, like i did, as often as possible. It make thread easier to survey, especially for people who don't care about fluff text, feats, prestige class, etc.
Now if you don't know how to do it, here's a link to the forum faq explaining it. Spoiler (http://boards1.wizards.com/misc.php?do=bbcode#sblock)

As for my race, it is a race of humanoid dragon i created two years ago and updated since then. I had the chance to play it once and it was fun. As time passed and WOTC created new concept, i added substition levels and prestige class. Here's the current result. I created the aerial stability ability because, when i created the race, a flying speed was considered to powerfull for a LA +0 races, the raptoran and dragonborn didn't existed at that time. Later in the text, i talk about pole arm feats, those can be found in the dragon magazine #331, page 28. If you have any comments about my race, post them on this thread, even if its really old: The Sinissian, a medium dragon pc race, LA +0 (http://boards1.wizards.com/showthread.php?t=297480)

------The Sinissian v4.3------
http://www.geocities.com/daganisoraan/Borys2.JPG
When the Gods were still young, not all dragons were magnificient and almost omnipotent creatures. There was one race of dragon that lived differently, it was the siniss. Unlike most other dragons, the siniss, wich mean awake in draconic language, didn’t liked to pass most of their time sleeping and amassing huge treasure. What they liked most, was to live each month like if it was the last (dragonic time, for humans it would be days). For other type of dragons, this way to live was considered really abnormal even compared to the least intelligent white dragons.
So, after the last dragon war, when the dragons leaved the ruling of earth to the younger species, the siniss refused. Not to let those smaller races rules on their places, but to leave them. They made a pact with themselves and Io, Lord of the Gods. All siniss except a few individuals beginned a strange transformation process that would change them forever. In nearly ten generations, they became the race we know today. They sacrificed most of their capacity just to be able to live day by day with the humanoid races. They became what we know today as the sinissian's. The small, awake and short lived dragons.
Personality: The sinissian’s are quick thinker and most of them never think about the next day when they pose actions. This may cause some problems when they act with other race since that when they create problems, they rarely try to resolve them. In general, all sinissians are happy and are typical to their chaotic nature, in other word, free-minded. All sinissian are affected by a primal urge when they reach adulthood. It’s the ''Travel'' as they call it. It’s a need for them to leave the community in wich they've grown and explore the world. Experiment as many things as possible so that when their time come, they will have a lot of memory for the afterlife. All sinissian know of this ''Travel'' and no individual in sinissian history as ever been able to resist this need.
Physical Description: Sinissians stand between 5 to 6 feets tall and usually weight between 100 to 190 pounds. They ressembles small bipedal wingless dragons. They have a tail a little longer than half of their height, but they can't use it to hold objects. They are covered with blue and green scales. Both genders have similar height and weight. The only major physical difference is their colors, the females tend to have light colors while the males tend to have darker colors. But even this difference can be difficult to view for non-sinissian eyes. The sinissians find the clothing habits of other humanoids a little bit strange. They use cloths mostly as accessories like jewels or as protection in the case of armors. They have the same diet as true dragons altough they prefer cold cattle meat. Sinissians reach adulthood at 30 years of age and they can live to be more than 150 years old.
Relations: Many long lived race don’t appreciate sinissians, but most of the intelligent one's find the sinissians interresting. Even if its mostly due to their draconic appearance. The greatest allies of the sinissians are the humans for the fact that they almost have the same way of life.
Alignement: Sinissians are usually Chaotic Good. Living days by days. Doing what they want and helping others.
Religion: Most of the sinissians rever the dragon gods. Among them they prefers Aasterinian, Bahamut, Chronepsis, Hlal, Lendys, and Tamara. But above all they prefer Io. After all, he's the one that allowed them to be what they are today.
Languages: Sinissians automatically speak draconic due to their heritage and not long after their birth they begin to learn common. Most of them learn 3 or 4 other languages during their life.
Names: All sinissians have short names composed of one or two syllables. One thing sure, all their names are always simple and lack imagination. If by a twist of destiny a sinissian possess a longer name, it always attract attention from other sinissians and even from other races.
Male names: Dryx, Janar. Female names: Fann, Kali.
Adventurers: Almost all sinissians take the path of adventures two or three times during their life. They can be found in almost any team of adventurer from those traveling the world to those protecting a stronghold. Sometime the sinissians become criminals because of their actions or join religions requiring strong beliefs just to know the feelings.Background
Unlike a newborn human child, right after a sinissian as cracked his egg, he already possess a small intellect, more comparable to an animal. First he will search for a nest and stay there for a couple of weeks. Then he will leave his nest and slowly join the community. As his mind developp, he will have to choose with wich group he will grow for the nest couple of years. Until his own time to travel the world come. Those group determine his background or like they say, their ''Path of Life''. Most of the time when sinissians meets others sinissians, they begin presentation by telling each other name and Path of Life.

The path of the Caretaker
Not all sinissian leave their nest when they begin to become more intelligent. Those are called the caretaker's. During their youth they will learn how to take care of the young and build safe nesting house and barakment for their brothers. Since most of their time is passed inside and around the nesting places their others talents suffer some penalties.
Favored Class Skill: Heal.

The path of the Hunter
Most sinissians become hunters after their birth. They learn how to hunt for the food needed by their community and how to use at best their natural capacity.
Favored Class Skill: Survival.

The path of the Protector
The protector are those that protect the community against the danger's that might treaten it. All protectors, once they reach maturity, receive masterwork equipment as a gift for their work.
Favored Class Skill: Sense Motive.

The path of the Student
There are some sinissian that decide to stay with the oldest members of the community and learn from there great knowledge of the world. Some of these ancients even know magic and are most of the time glad to teach youngsters the way of the world since they are no longer able to travel it.
Favored Class Skill: At least two knowledge skills.

The path of the Traveler
A small number of sinissians at a very young age decide to leave the community, either accompanied with an older one or simply alone. Those young are unable to wait to begin their travel. So they leave the community and start to explore the world. When they reach maturity, they possess a great knowledge of the world .
Favored Class Skill: Knowledge (geography) and (local).
Language: Know at least 2 bonus languages

No path or the Loner
Sometimes, it happens that a female must lay its egg outside a community. And sometimes those abandonned eggs are able to reach maturity. Even rarer the newborn(s) is able to live on its own and is able to reach maturity. Those few individuals become great warrior, able to survive in any environment. But, sadly they know almost nothing about they're own kind and suffer great penalties when it comes to act with other intelligent species.
Favored Class Skill: Survival.
Optional background penalties, removable with time.
Skill Modifiers: -2 racial penalty on any related charisma skill or check. -4 penalty on any knowledge skill or check related to sinissian society.
Language: Common is considered as a bonus language.

The worst path: The Outcast
There is only one crime in sinissian society and its murder. In the rare time in wich it happen, it always affect the entire unlucky community. The punition is always the same. Mark the guilty one and expulse him outside the community. Usually the mark is very visible, like a scar and is made on the chest or the head. The individual will from now on, never be allowed to enter a sinissian community again. Most of the time, after the marking, the individuals is ignored by other sinissian. And, if they feel guilty, the unlucky commit suicide most of the time.
Skill modifiers: -4 penalty on any related charisma skill or check against others sinissians.

Sinissian versus natural death
Since a sinissian is a dragon, it is affected the same way when he die of natural death compared to is bigger cousin. That mean, that instead of simply die like humans, it can allow its soul to ascend to the upper plane and leave its physical body before it’s natural death come. But most of the time it choose the other method. The guardianship.

During a sinissian life, it’s community is everything. Even when they are travelling the world, they always remembers their tribe. Returning to it only to mate with other sinissian. The few ones who reach the venerable age always return to their community. To show all sinissian that they have finished their travel and to teach the youngest one with their knowledge. Then when there time to die come, it is natural for them to become guardian spirit. A community of sinissian is always protected by a few dozens of those spirits. The most ancient ones even possess up to a couple hundreds guarding spirits.

Sinissian versus the other civilized races
As long as any humanoid races can remember the sinissians have always been there. They are so ancient that no race can imagine the world without them. But even if they exist since a lot of millenias the sinissians never became a populous race. They don't even make 1% of the habitant of the civilized world. They can be in almost any rank of the society from the slave to the noble of the royal court.
Sinissian Racial Traits
Dragon type.
Medium creature.
Sinissian base land speed is 30 ft.
Darkvision 60 ft and low-light visions at twice range.
Immune to magic sleep effects and paralysis effects.
Aerial stability ability.
Scent ability.
+8 racial bonus on Jump, Not limited by height for jumping distance.
+2 racial bonus on Listen and Spot due to their keen draconic senses.
-4 racial penalty on Ride.
Considered as humanoid against spells like charm person and such.
Automatic Language: Draconic and Common.
Bonus Languages: Auran, Celestial, Gnoll, Halfling, Ignan, Sylvan.
Favored Class: Ranger.

Aerial Stability (Su): 1 time per character level, a sinissian may add a +30 racial bonus on a jump checks, he's treated as if standing on solid ground when falling or jumping for skill use and making attacks. They also never land prone during a fall unless unable to move or unconcious, and take damage from a fall as if they had fallen only half the distance minus twenty feet.

Starting Age
Adulthood Barb Bard Cleric
20 +2d4 +3d6 +4d6

Middle Age Old Venerable Maximum
75 100 150 +5d10

Height and Weight (same for both gender)
Base Height Modifier Base Weight Modifier
5'0" +2d6 95 lb x(2d4)lb
The sinissian possess a variety of racial feats. The bonuses granted by those feats come from the ancestry of the sinissians. A long time ago sinissians were true dragons and a little bit of the power of the ancient ones is still accessible for the sinissian. This is the purpose of those feats.

Amphibian (Racial)
Prerequisites: Sinissian, this feat may only be taken at 1st level.
Benefit: The character possess a swim speed of 30 ft and gain a +8 racial bonus to the swim skill, he's also able amphibious.

Faster (Racial)
Prerequisites: Sinissian, Dex 13+.
Benefit: The character is able to walk on his four arms granting him a base speed of 50 foot. He may only do this when he's holding nothing in his hands and when he's not carrying a heavy load or a heavy armor. Moving this way doesn't grant a +8 bonus to the jump skill for having a base speed higher than 30 foot.

Improved Aerial Stability (Racial)
Prerequisites: Sinissian, must be able to use the aerial stability ability 5 times per day.
Benefit: When the sinissian make a long jump he can make a direction change of 90 degrees or less for each 20 feet he move. When he make a high jump, the DC is equal to 3 times the distance to be cleared. This feat affect his normal jump, wether is using the aerial stability ability or not.

Natural Jumper (Racial)
Prerequisites: Sinissian, Str 13+, Dex 15+.
Benefit: When the character use his aerial stability ability, he may take 10 any time. When he's using a normal jump, he's treated as if standing on solid ground when falling or jumping for skill use and making attacks. He never land prone during a fall unless unable to move or unconcious, and take damage from a fall as if he had fallen only half the distance minus twenty feet.

Small Build (Racial)
Prerequisites: Sinissian, may only be taken at 1st level.
Benefit: You may squeeze yourself into holes through which a creature of one size category smaller than yourself may pass, as well as comfortably rest in a cage, bed, or something similar fit for a creature one size category smaller than yourself. You also gain a +3 bonus to Escape Artist checks.

Tireless Jumper (Racial)
Prerequisites: Sinissian, character level 3rd.
Benefit: The character aerial stability ability may be used 2 other times per day. This feat may be taken multiple time, each time augmenting the number of uses by 2.

Hit Die: d10
Sinissian fighter substitution levels have the class skills of the standard fighter class, minus Ride.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
Lvl Special
1st Bonus feat, pole arm expert
4th Racial bonus feat
6th Gift of Io
Pole Arm Expert: A 1st-level sinissian fighter is proficient with all exotic pole arms weapons.
This substitution feature replaces the standard fighter’s proficiency with heavy armor and tower shield.

Racial Bonus Feat: A 4th-level sinissian fighter gain a racial bonus feat.
This substitution feature replaces the standard fighter’s bonus feat gained at 4th-level.

Gift of Io (Sp): A 6th-level sinissian fighter can cast the spell heroism as a spell-like ability one time per day. At 12th-level, the sinissian fighter can instead cast greater heroism as a spell-like ability . The sinissian fighter caster level is equal to half his fighter level. Use of this spell-like ability doesn't provoke attack of opportunity if the sinissian fighter take a full-round action to cast it.
This substitution feature replaces the standard fighter’s bonus feat gained at 6th-level.
For the smal number of sinissian that decide to stay within their communities. The healer way is a good choice. They become revered by their people for the nurture capacities they offer and the advice they can procure. In time they even become able to use the power of their ancestors.
Hit Die: d8
Sinissian healer substitution levels have the class skills of the standard healer class, minus Knowledge (nature), plus Jump and Knowledge (arcana).
Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
Lvl Special Spell
1st Spontaneous casting Same as healer
2nd Bonus spell Same as healer
8th Community spirit, celestial familiar Same as healer
Spontaneous Casting: A 1st-level sinissian healer can spontaneously cast all of his spells.
This substitution feature replaces the standard healer’s healing hands class feature.

Bonus spell: A 2nd-level sinissian healer add the following spells to his spell list.
This substitution feature replaces the standard healer’s skill focus (heal) class feature. I will put the list of spells once i make it.

Community Spirit: A 8th-level sinissian healer who make a jump doesn't provoke attack of opportunity if the space where he's gonna land is adjacent to an ally.
This substitution feature replaces the standard healer’s unicorn companion class feature.

Celestial Familiar: A 8th-level sinissian healer gain the obtain familiar feat even if he doesn't meet the prerequisite. In addition to his normal benefits, the familiar gain the celestial template. For the purpose of determining familiar abilities that depend on the arcane caster level, the levels in the healer class count as arcane level.
The sinissian rangers are the defenders of the community. At first they are trained to fight their most hateful ennemy, the gnolls. Then they are told how to fight with the favored weapons of their peoples, the pole arms. Lastly, they develop their hunting talent to the best they can.
Hit Die: d8
Sinissian ranger substitution levels have the class skills of the standard ranger class, plus Knowledge (arcana).
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).
Lvl Special Spell
1st Sinissian favored ennemy, track, wild empathy -
2nd Pole arm feat -
4th Community spells Same as ranger
Sinissian Favored Ennemy: A 1st-level sinissian ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the sinissian ranger chooses humanoid (gnoll), monstrous humanoid or "spawn of Tiamat" as his favored ennemy, these bonuses rise to +3. "Spawn of Tiamat" includes all evil creatures that have the dragonblooded subtype.
This substitution feature replaces the standard ranger’s 1st-level favored ennemy class feature.
This substitution feature also affects the sinissian ranger's later improvements to his favored ennemy ability. Each time a sinissian ranger gains a new favored ennemy, he can increase the bonus for one favored ennemy, or by 3 if he chooses to increase his bonus against humanoid (gnoll), monstrous humanoid, or "spawn of Tiamat".

Pole Arm Feat: A 2nd-level sinissian ranger gain one of the following feats : Braced for Charge, Haft Strike, Long Strike, Pole Balance, Shorten Grip, Spinning Defense and Vault. He must still meet any prerequisite the selected feat might have.
This substitution feature replaces the standard ranger’s combat style class feature.
This substitution feature also affects the sinissian ranger's later improvements to his combat style ability. When the sinissian ranger gains improved combat style and combat style mastery, he gain one pole arm feat instead.

Community spells: A 4th-level sinissian ranger gain the following spells instead of his normal spell list. I will put the list of spells once i make it.
Soulknife Future project
Hit Die: d8

Race: Sinissian
Base Attack Bonus: +5
Skills: Knowledge (local) 4 ranks, Knowledge (nature) 5 ranks
Feat: Track
Special: Must have the favored ennemy (gnoll) ability.

Class Skills
Balance, Bluff, Climb, Craft, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim.
Skill points at each level: 6 + intelligence modifier.

Base Attack Bonus: Good
Good Save: Fortitude
Lvl Special Spell
1st Animal companion, armored jumper, gnoll hate +2 -
2nd Impose aerial stability +1 level of divine
3rd Improved scent +1 level of divine
4th Gnoll hate +4 +1 level of divine
5th Pole arm feat +1 level of divine
6th Foe of civilization ennemy, swift tracker -
7th Gnoll hate +6 +1 level of divine
8th Uncanny scent +1 level of divine
9th Pole arm feat +1 level of divine
10th Gnoll hate +8, sniff gnoll stench +1 level of divine
CLASS FEATURES
Weapon and Armor Proficiency: All simple and martial weapons, all armors and shields.

Spellcasting: At each level except 1st and 6th, a gnoll hunter gain new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He do not, however, gain any other benefit a character of that class would have gained. If he had more than one divine spellcasting class before becoming a gnoll hunter, he must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Animal Companion (Ex): If you have an animal companion, your gnoll hunter levels stack with your previous class levels (usually druid or ranger) to determine the animal companion’s abilities. If you do not already have an animal companion, you do not gain one from this ability.

Armored Jumper (Ex): At 1st-level, a gnoll hunter can ignore half of the check penalty of armor and shield he wears while jumping. The penalty his rounded-down.

Racial Ennemy (Ex): At 1st-level, a gnoll hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humanoid (gnoll), and a +2 bonus on weapon damage rolls against such creatures. If you possess the favored enemy feature, from another source, these bonuses stack. At 4th, 7th and 10th level the bonus increase by an additionnal +2.

Impose Aerial Stability (Su): At 2nd-level, a gnoll hunter can force a target to make a jump in the direction opposed to the sinissian. The sinissian need to spend an aerial stability uses and make a touch attack. If the attack succeed, the target make an immediate long jump with all the benefit granted by the aerial stability ability. The target move a number of feet equal to the jump roll, this jump follow all the standard rules of a long jump. The gnoll may apply some or all ability and feat he might possess that affect his aerial stability ability to this jump.

Improved Scent (Ex): At 3rd-level, a gnoll hunter can detect opponents by sense of smell with the scent ability, generally within 60 feet.

Pole Arm Feat: At 5th-level and later at 9th-level, a gnoll hunter gain one of the followinf feats : Braced for Charge, Haft Strike, Long Strike, Pole Balance, Shorten Grip, Spinning Defense and Vault. He must still meet any prerequisite the selected feat might have.

Foe of Civilization Ennemy: At 6th-level, a gnoll hunter may apply half of his favored ennemy (humanoid gnoll) bonus that he has against any creatures or group of creatures that like to eat and/or torture friendly intelligent humanoid races.
The following races are friendly intelligent humanoid races: Humans, elves, dwarves, gnomes, halfling, sinissians, and most half-humans. Additionnal races might be eligible up to the DM.

Swift Tracker (Ex): At 6th-level, a gnoll can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Uncanny Scent (Ex): At 8th-level, a gnoll hunter can pinpoint the location of a scent when within 20 feet.

Sniff Gnoll Stench (Ex): At 10th-level, when a gnoll hunter is tracking a trail of gnoll by scent, the DC increase by 2 for each days rather than hours.
For almost all sinissians, an heir's of Io is considered to be the true goal when they made their pact with Io. All heir's of Io are excellent diplomat with the humanoid races and have abilities allowing them to hide their true nature among them. This way they can see everything, and maybe even take part to the scene.
Hit Die: d6

Race: Sinissian
Alignment: Any nonevil, nonlawful
Skills: Bluff 8 ranks, Disguise 4 ranks, Sense Motive 4 ranks
Spellcasting: Must be able to cast 1st-level arcane spells.
Special: Bardic knowledge ability

Class Skills
Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (all), Listen, Move Silently, Perform, Profression, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, and Use Magic Device.
Skill points at each level: 6 + intelligence modifier.

Base Attack Bonus: Good
Good Save: Reflex and Willpower
Lvl Special Spell
1st Bardic knowledge, bardic music, humanoid friend -
2nd Humanoid shape 1/day +1 level of arcane
3rd Great resolve +1 level of arcane
4th - +1 level of arcane
5th Extraordinary humanoid shape +1 level of arcane
6th Humanoid shape 2/day +1 level of arcane
7th Humanoid friend +1 level of arcane
8th - +1 level of arcane
9th Hide true nature +1 level of arcane
10th Humanoid shape 3/day +1 level of arcane
CLASS FEATURES
Weapon and Armor Proficiency:[/B] All simple weapons plus the longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields.

Spellcasting: At each level except 1st, an heir of Io gain new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He do not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane spellcasting class before becoming an heir of Io, he must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bardic Knowledge: An heir of Io adds his heir level to his bardic knowledge checks, so his bardic knowledge checks have a bonus equal to his bard level + his heir of Io level + his Int modifier.

Bardic Music: An heir of Io adds his heir level to his bard level to determine the number of times per day he can use his bardic music, the bardic music abilities he can employ, and the power of those abilities.

Humanoid Friend (Ex): At 1st-level, an heir of Io gain a +2 bonus to all charisma related skill checks when dealing with humanoids. At 7th level the bonus increase to +4.

Humanoid Shape (Su): At 2nd-level, an heir of Io gains the ability to turn himself into any Medium humanoid and back again once per day. His options for new forms include all creatures with the humanoid type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per heir of Io level, or until he changes back. Changing form (to humanoid or back) is a standard action and doesn’t provoke an attack of opportunity. Any gear worn or carried by the heir of Io that can’t be worn or carried in its new form change form to fit. The form chosen must be that of a humanoid the heir of Io is familiar with. The new form’s ECL can’t exceed half the character’s heir of Io level. An heir of Io can use this ability one more times per day at 6th, and 10th level.

Great Resolve (Ex): At 3rd-level, an heir of Io gains a +4 bonus on saving throws against against mind-affecting spells and abilities.

Extraordinary Humanoid Shape (Su): At 5th-level, an heir of Io gain the extraordinary special qualities of any form he assume with humanoid shape. He doesn't lose the extraordinary special qualities granted by his own race.

Hide True Nature (Su): At 9th-level, an heir of Io true form can't be detected by natural and magical ways while he's using his humanoid shape special ability.
Hit Die: d8

Race: Sinissian
Skills: Jump 8 ranks
Feat: Skill Focus (jump)
Special: Must be able to use the aerial stability special ability 5 times per day.

Class Skills
Balance, Climb, Craft, Jump, Listen, Move Silently, Tumble, Search, Spot, Survival, Swim.
Skill points at each level: 2 + intelligence modifier.

Base Attack Bonus: Average
Good Save: Fortitude and Reflex
Lvl Special
1st Extreme jumper
2nd Bonus jump feat
3rd Quick stability
4th Bonus jump feat
5th Aerial mobility
6th Bonus jump feat
7th Accelerated aerial stability
8th Bonus jump feat
9th Aerial attack
10th Bonus jump feat, permanent jumper
CLASS FEATURES
Weapon and Armor Proficiency: All simple and martial weapons, light armor and shields.

Extreme jumper: A jumper add his class level to his jump skill as a competence bonus.

Bonus Jump Feat: At 2nd-level, a jumper gain one of the following feats: acrobatic, improved aerial stability, leap of the heavans, natural jumper, run, tireless jumper, or vault. At 4th, 6th, 8th and 10th-level, a jumper gain an additionnal jump feat.

Quick Stability (Su): At 3rd-level, when a jumper use his aerial stability ability, he need only to move 10 feet in a straight line to make a running jump.

Aerial Mobility (Su): At 5th-level, a jumper that use the aerial stability ability get a +4 dodge bonus to Armor Class against attacks of opportunity caused when he move out of or within a threatened area. A condition that makes him lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses.

Accelerated Aerial Stability (Su): At 7th-level, when a jumper use its aerial stability ability, he can make the entire jump in one round. He can walk a maximum distance of 10 feet before the jump.

Aerial Attack (Su): At 9th-level, a jumper can make an attack action with a melee weapon while jumping with his aerial stability ability. Moving in this way does not provoke an attack of opportunity from the defender he attack, though it might provoke attacks of opportunity from other creatures, if appropriate. He can’t use this ability if he is wearing heavy armor.

Permanent Jumper (Su): At 10th-level, a sinissain ancestor gain a new type of movement, a jump speed. The movement follow all the same rule as a jump, the base speed is equal to half the sinissian ancestor jump skill total modifier if he was going to make an aerial stability jump with a running start, the total is rounded-up. All the ability and feat the sinissian ancestor possess that affect his aerial stability ability affect his jump speed. The jumper can take a jump or pole arm feat to replace each tireless jumper feat he has.
Io's Judge Future project
Sinissian, 1st level warrior
Medium Dragon
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft. (squares 6)
Armor Class: 12 (+2 leather), touch 10, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Spear +1 melee (1d8/x3) or spear +1 range (1d8/x3)
Full Attack: Spear +1 melee (1d8/x3) or spear +1 range (1d8/x3)
Space/Reach: 5 ft./5 ft
Special Attacks: -
Special Qualities: Darkvision 60 ft, immunity to sleep and paralysis, lowlight vision (twice range), scent, aerial stability 1/day
Saves: Fort +2, Ref +0, Wil +0
Abilities: Str 11, Dex, 11, Con 11, Int 10, Wis 10, Cha 10
Skills: Climb +2, Intimidate +2, Jump +10, Listen +2, Spot +2, Swim +2
Feats: Toughness
Environment: Temperate Forest
Organization: Solitary (1), Hunting Pack (2-4) or Community (see below)
Challenge Rating: 1/2
Treasure: Standard
Alignement: Usually Chaotic Good
Advancement: By character class
Level Adjustment: +0

Most sinissian encountered outside of their community are rangers. The informations presented here are for a 1st level warrior, but this possibility should never be used by a DM. The way of the warrior is almost never followed by a standard sinissian. It is encouraged to use the normal class for any sinissian encountered outside of their community.

The Community
A standard sinissian community is composed mostly by young and old members.
·15d10+30 young (level 1 for the oldest);
·5d10 members of all ages other than young (for a total of about 2 level per members);
·2d3 venerable (level 5+).

At any given time, a community will always have at least one venerable habitant, it is considered both as a leader and as a dying member of the group.
Manyfist

01-03-07, 01:17 AM
Man... this needs to be reformated and updated.

:bump:
Dracon_Ian

01-03-07, 02:29 AM
Rednecks
Caucasian Humaniod

Personality: Rednecks are usually larger than normal Humans. They have little understanding of irony and sarcasm, and have differential morals between Christian Whites and other peoples. They value guns and commonly work as farmers. They like to fight with ranged weapons, at a distance at which they cannot be hit. There sense of justice is strong, which is often turned into vengeance against a certain race or peoples.

Physical Description: Most rednecks sit between 5 feet and a little over 6 feet, and weigh from 150 pounds to 350 pounds with some men and women getting noticeably larger than this. Most men will normally fashion a beard of some sort. A redneck has medium to pale white skin. A redneck’s clothing consists of a "wifebeater" (a white sleeveless undershirt), or a farmer t-shirt. He also wears blue jeans, a baseball or trucker hat. The jeans of redneck men often have a permanent circle on the back-pocket from carrying a can of dipping tobacco. Their hair is often worn in the mullet style, or in a military-style haircut. They are also prone to swearing.

Relations: Rednecks find it hard to get along with a person of a different faith or colour; this is of their fundamentalist attitude towards Christianity. As a result of this, inbreeding is common place among the redneck community.

Alignment: Rednecks believe they’re good under the rules of the bible (rednecks holy book), but commonly act chaotic evil, in defence of God, the deity of the redneck.

Redneck Lands: Southern region of the United States of America, which is situated in the middle of the North American continent.

Religion: Always Christianity, a redneck follows the deity of God, and his son Jesus.

Language: All rednecks talk American, with is a sub-version of English, a redneck will usually have problems understanding English.

Names: Rednecks have little variation in names, which are often passed on from family members
Male Names: Jeff, Ron, Billy, Larry, Trevor, Lance, Vance, Coy, Jesse.
Female Names: Britney, Scout, Daisy, Jesse, Emery.

Adventures: A redneck adventurer may be motivated by such needs as getting a new gun, feeling hungry; travelling to the local McDonald’s to eat a super sized burger, killing a black person who has been accused of doing something “wrong”.

Redneck Racial Traits
• +2 Wisdom, -2 Intelligence, -2 Charisma: A Redneck doesn’t have much in way of personality or intelligence, but has great insight into “The world”.
• Medium: a redneck is the same size as a normal humanoid.
• A Redneck’s base land speed is 20 feet: this is due to their excessive size.
• +1 racial skill bonus on attack rolls with weapons with triggers, such as crossbows and guns.
• +2 racial bonus on Ride checks, Rednecks are commonly cowboys or Farmers, so are used to riding horses and fake mechanical bulls.
• +2 moral bonus on will saves on control spells, a Redneck is driven by belief in God.
• Automatic Language: Common, American. Bonus Languages: Eastern Carolina (Pronounced correctly) Redneck, Coastal Carolina (pronounced Cahlina) Redneck, Georgia (pronounced Joh-ja) redneck, Mississippi Redneck (pronounced Missippi), Alabama Redneck (Pronoucned Albama), You may select 1 bonus language for each +1 wisdom ability bonus.
• Favoured Class: Fighter, as most rednecks are trigger happy.
Galeigh

01-05-07, 08:32 PM
Courtesy :bump: the OP needs to update, he's a couple of pages behind, just thought I'd point that out :D and because the Op asked so nicely I'll add another race with this post, those its really a template :P comes with a new spell too.

Bone-Warped

The Bone-warped template is a template applied when and only when a creature is Revived via the Bone-Warp Ressurection spell.

Bone-Warped is an aquired template that can be added to any living corpreal creature.
A Bone-Warped Creature uses all the base statistic and special abilities except as noted here:

HD: All Current and future HD become D12
AC: Bone Plating covers Granting a Natural Armor of +10
Size and Type:The creatures type changes to undead. Do not recalculate base attack bonus, saves or skill points. Size is unchanged.
Abilities: +10 STR, +4 DEX, -4 INT, -6 CHA
Attack: A bone-warped creature retains all attacks of the base creature and also gains a number of claw attacks = to the number of arms it has, if the base creature already has claws use the better of the two(creatures with no arms gain no benefit from this ability). If the base creature could use weapons the bone-warped creature retains this ability. A creature with natural attacks retain those natural weapons.
Damage: Claws Small 1d4 - Medium 1d6 and so on
Damage Reduction: DR 10/magic bludgeoning weapons
Fast Healing: Bone-warped Creatures have Fast Healing 5, this increases to Fast Healing 10 in the presence of Negative Energy.
Speed: Same as base creature. Creature gains fly speed = twice thier land speed with poor manueverability.
Special Traits:
Bone Javelin(su): A bone-warped creature has the ability to manipulate its own skeletal structure allowing it to transform any of its bones into a spear and launch it out of its body as a projectile, the bone javelin does 1d10 dmg and has a range of 100ft. This can be done 3 times a day before the Bone-warped creature must regenerate the lost bones which takes 4 hours per bone lost.
Bone Spikes(ex): A bone-warped creature has the ability to manipulate its own skeletal structure allowing it to add spikes to its bone-plating than function like spiked armor.
Turn Resistance +4
Resistant 10 vs fire/cold/electricy/acid
Change Shape(su): Once per day a Bone-warped creature may change its shape, this effect last until the Bone-warped creature decides to end it.

The spell:

Bone-Warped Ressurection
Necromancy[Evil]
Level: Cleric 9, Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 hour
Range: Touch
Target: One Corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No

Despite its name this spell does not ressurect the creature, instead it warps thier body into a mesh of bone and flesh that vaugely resembles the creature it once was. This spell causes the creature to take on the Bone-Warped template and become completely loyal to its creator, a spellcaster have as many Bone-warped Serveants as he/she wants as long as thier total HD does not exceed the Caster's own HD
component: 5000 exp
RoCkEtInToXiCaTe

01-10-07, 04:25 PM
I need a race idea. So someone PM me ideas, and I'll convert this plea for mental stimulation into a more constructive and on topic thread (I'll post the race I make, lol).
RoCkEtInToXiCaTe

01-14-07, 12:34 AM
Gee, how funny. That looks horribly similar to mine. Infact, almost, almost nearly, exactly the same. =/

The Brute

The Brutes are a race of humans who live isolated on a lone island. Although, at first glance, one would not think they are the same race as the humans. Years of hunting and fishing has made the Brutes a very athletic and muscular race. The Brutes make a living by fishing near the coasts of their tropical island, and thus have developed over years of ancestry very good fighting techniques against aquatic creatures such as Sahaguin. They also harvest coconut, bananas, and other fruits of that sort. They live in tribes on their large island. The Brutes would be considered "primitive" by standard humans, as they do not really use weapons except for when they go fishing, and then they usually use spears for stabbing the fish in the water, and nets for catching them.

The Brutes are everything you'd expect a melee fighter to be. They're very large, strong and tough, but slow and dull-witted. They often look similar to humans, with anything from blonde/Red/black/white/grey/brown hair and blue/green/hazel/grey/black/brown eyes. They believe actions ARE louder than words, and will break things/people now, and maybe ask questions later. They're very resilient, and they preferre to knock foes around with their shear weight and size. They'd rather preform this tactic in combat than use weapons, and only use weapons when neccessary. This is another reason they are so intimidating. Once a foe has been knocked around a bit by the Brute, it's presense is very well known to his foe.

The Brutes love to cause fear in the opponents, and love to use brute force and intimidation to defeat their foes.

Many Brutes go on adventures to be body guards, test their abilities as warriors, or simply to bully others out of their hard earned treasure (Bully + Your Milk Money in elementary school).

They worship any deity who values strength and brute force.

Brutes vary in alignment as much as humans, but stray toward the chaotic spectrum. Good Brutes will use their physical gifts to intimidate evil and fight crime in cities or slay dragons that may have an evil reign over a region (Like how Batman utilizes fear to stop criminals). Evil Brutes tend to lead bandit gangs of all sorts (Barbarians, Rogues and Rangers), or simply to be evil warlords or random thugs to try and get as much physical punishment on foes as possible, and also to gather as much treasure as possible.

Brutes tend towards the classes of Barbarian, Fighter, or Ranger for the Core classes.

They are most commonly encountered as intimidators, though. The Intimidator Class (concept for now) (http://boards1.wizards.com/showthread.php?t=770749)

Racial Statistics (Crunch)

Humanoid

+4 Str, -4 Dex, +2 Con, -2 Int

Medium Size: As Medium creatures, brutes have no special bonuses or penalties due to their size..

Base Land Speed: 30 feet.

Natural Armor: +1

Natural Attacks: 1 slam 1d6

Darkvision: Brutes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stability: A Brute gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Powerful Build: The physical stature of Brutes lets them function in many ways as if they were one size category larger.
Whenever a Brute is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Brute is treated as one size larger if doing so is advantageous to him.
A Brute is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Brute can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Massive Bulk: As a standard action, the Brute may choose to subtract 4 from its melee attack roll and deliver an awesome blow with its slam attack. If the Brute hits a corporeal opponent of equal size or smaller than itself with its slam attack, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking Brute’s choice and fall prone. The attacking Brute can only push the opponent in a straight line, and the opponent can’t move closer to the attacking Brute than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

+4 on all intimidate checks.

+4 on all saves made against an intimidate check.

+2 on all attacks made against creatures with an aquatic nature or (water) sub-type.

Weapon Proficiency: Brutes are proficient with the longspear.

Bonus Feat: Track

Languages: Common, Giant.

Bonus Languages: Any.

Favored Class: Intimidator

Level Adjustment: +2

Brute Age
Adult 20 years
Middle Age 62 years
Old Age 93 years
Venerable 125 years
maximum age +3d20 years

Brute Weights and Heights:
Brute, male
Base Height: 5´ 10˝
Height Modifier: +2d12
Base Weight: 205 lb.
Weight Modifier: × (2d6) lb.

Brute, female
Base Height: 5´ 2˝
Height Modifier: +2d12
Base Weight: 130 lb.
Weight Modifier: × (2d6) lb.
Exooki

01-16-07, 11:40 AM
Ok everyone has been telling me about how old this is getting, this comment serves as a bump as well as telling everone that i am now in the process of updating the first post.

each race will be under a spoiler. at the end of the race it will say who it is by, it will not say what post it is anymore.

i would ask that to help shorten everything once you see your race added to a spoikler in the first post you edit your post containing that race to

" added to OP" ( op is first post)"this not only shortens our page number but makes it easier for me to find things i have missed.

thank you
Exooki
RoCkEtInToXiCaTe

01-21-07, 03:28 PM
I was just wondering when's the next PDF file of this coming out? =)
canman13

01-26-07, 03:41 PM
this thread needs a :bump:
poetria

02-02-07, 08:54 AM
I was just wondering when's the next PDF file of this coming out? =)

Waiting on the winners list. :weep:
Sylvaroth

02-03-07, 08:42 AM
:bounce: :bounce: :bounce: :bounce:
In honour of my 1,000th post on the boards
I'd like to announce the start of
the Races Compendium II.
:bounce: :bounce: :bounce: :bounce:


Pheeeeeew! That really was a lot of work, but still, there are many races not yet 'Compendiumnated' :D
MagnaSecuris

02-04-07, 04:19 PM
A template for humanoids. Hopefully an easy way for a player to play with undead flavor without actually being, you know, undead.

Living Mummy
Naturally Psionic: Living mummies 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.
Repletion (Su): A living mummy can sustain his body without need of food or water. If he spends 1 power point, he does not need to eat or drink for 24 hours.
Immunity to poison, sleep effects, and disease (except mummy rot, see below).
Frightful Visage (Su): Enemies who see the living mummy for the first time must make a will save (DC= 10+1/2 HD) or be shaken for 1d4 minutes. Whether they make the save or not, they cannot be affected by it again for 1d4 hours.

No longer ages.
Becomes vulnerable to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
LA +0

The living mummy is a template for somebody who, through sheer force of will, has been able to sustain himself forever. However, his body has become dry and long ago took on the appearance of an undead mummy. Despite all appearances, his flesh retains its strength and agility, but it is now inflammable and hideous. Indeed, living mummies are known to surprise people with their speed and vise-like grips even though they appear emaciated and frail. Though they do not sleep, living mummies need to breath, and do not have the usual undead immunities, only those noted above.

Once every 48 hours, the living mummy must make a fort save (DC10) or become afflicted with mummy rot. For every 5 he exceeds this by, he delays making the next save for 48 hours. For example Granhul has a +3 to his fort saves, and rolls a 14, meaning he passes by 7. He then does not have to make another save against mummy rot for 96 hours (4 days).
Izodor_Shadowcaster

02-08-07, 11:11 AM
And so we are dead.....:weep:

I have send a private message to Exooki and I think the judges could make a choice. I do not understand why he waits so long with posting it. We were so close....

Here ends the 1001 races workshop.... but if you still want to post it, please do, maybe he comes back. I hope.

Izodor,
Exooki

02-12-07, 09:49 PM
i am deeply sorry for thos ewho have worked hard in this thread, when i first started this i had much mroe time available, now i have very little, to answer your question izodor i dotn check this site very often...

poetria and izodor in future if you dont get a response you can post the winners you dont need to wait for me, also all those who have been here long enough ( 3 winner rules waived) that are interested in being judges pm me and i will check you out

i am picking 2 more judges to make a total of 5.

this project is still important to me but it is a little difficult to maintain, but i will be doing my best, i will now work as much as i can to get the op up to date.

THIS THREAD IS NOT DEAD

and i will not let it die, although the afct that it isnt very active does impair us......

i blame myself for its failure so far but i will do all i cna to fix this.....

as izodor knows ( hes a member of my other new project ) i have very little time. i have set aside time for this thread every week now, so i hope improvement does show.

i have a couple new things to add

first i want to congratulate all those who have stuck with us, thank you

and second to add to how you set up your race

i would very much appreciate it starting now you could also make a 1 line summary of your race for use in the op.

thank you and i hope to see some improvement here,

oh yeah and the winners.....
third place is Rothe By warin!!!!!
second place is Fursheik, by Electricall

AND FINALLY

FIRST PLACE is the Expugnablin, by sniper_jawa

CONGRATULATIONS TO ALL

all of you who have won here, in the past, or have jsut contributed a lot, are all welcome to apply for judges, please pm me with a simple statement of why you want to be a judge, if you have won/ if more then once, or how much you have contributed

those i find worthy will get a reply with a couple questions if i have any, i would like to thank in advance all who take the time to do this as this thread needs more thne sjut me, izodor and poeatria managing it now....

OUR GOAL OF 1001 RACES IS NOT IMPOSSIBLE WE CAN GET THERE I KNOW WE CAN SO HELP US OUT
RoCkEtInToXiCaTe

02-13-07, 09:58 AM
Fluff:

The Orcs, who once cultivated a quiet Shamanistic society upon the world of Draenor, were corrupted by the chaos magics of the Burning Legion and formed into a voracious, unstoppable Horde. Lured to the world of Azeroth through a dimensional gateway, the Horde was manipulated into waging war against the human nations of Azeroth and Lordaeron. Hoping that the Horde would conquer the mortal armies of Azeroth, the Burning Legion made ready for its final invasion of the unsuspecting world.

Now, under the visionary leadership of Thrall, the Orcs have stripped themselves of their demonic influences and stand ready to combat the vile Legion with courage and honor. Using the ancient, Shamanistic magics of their rediscovered culture, the powerful warriors of the Horde will stop at nothing to ensure that they're never used as pawns again.

Orcs are aggresive humanoids that raid, pillage, and battle other creatures. They have a hatred of Elves and Dwarves that began generations ago, and often kill such creatures on sight.

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are Barbarians.

CRUNCH:

ORCS
Medium Humanoids

Orc Traits (Ex): Orcs possess the following racial traits.

Racial Statistic Modifiers: +4 Strength, –2 Intelligence, –2 Wisdom.

Base Land Speed: An orc’s base land speed is 30 feet.

Darkvision: The Orc has Darkvision out to 60 feet.

Racial Hatred: +2 bonus on attack and damage rolls made against Elves and Dwarves.

Skills: +2 bonus on Survival and Intimidate checks.

+2 bonus on saves: made against fear effects.

Weapon Proficiencies: The Orc is proficient with the Orcish Double Axe and Greataxes.

Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Favored Class: Barbarian.

Sub-Races:

Shaman Orc

Medium Humanoids

Orc Traits (Ex): Orcs possess the following racial traits.

Racial Statistic Modifiers: +2 Strength, -2 Constitution, +2 Wisdom, -2 Intelligence, –2 Charisma.

Base Land Speed: An Shaman orc’s base land speed is 30 feet.

Darkvision: The Shaman Orc has Darkvision out to 60 feet.

Racial Hatred: +2 bonus on attack and damage rolls made against Elves and Dwarves.

Skills: +2 bonus on Survival and Handle Animal checks.

+2 bonus on saves: made against fear effects.

Weapon Proficiencies: The Shaman Orc is proficient with the Clubs.

Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Favored Class: Druid.

Plague-Speaker
Medium Outsider

Orc plague speakers are the accursed represenatives of Yurtrus, the orc god of pestilence. Plague speakers do not choose their path but are born unto it. Legend holds that once each year, on the winter solstace, Yurtrus reaches out and touches an infant orc in the womb. This orc is born with whitish skin, pink eyes, and a slender, weak frame. Other orcs dare not slay this abomination, for these traits mark the child of Yurtrus's chosen speaker.

A plague speaker is a hallowed figure who strikes terror into the rest of the tribe. Yurtrus is said to visit plagues upon orcs who stray from Gruumsh's directives. Orc tribes that go too long without raiding their neighbors, slaying dwarves or elves, and despoiling their land court the destruction at the hand of Yurtrus's hands.

A plague speaker is an emissary of Yurtrus, but he is an outcast. Althought he rest of the Orc tribe respect his position, they also fear him, his blasphemous origins, and his vile god. He is given a secure place to sleep (well away from the rest of the tribe), ample food and drink, and a share of the treasure from any raids. The speaker spends his days tending a small shrine to Yurtrus, caring for the sick and the dead, and ensuring that the cheiftan does nothing to rouse the ire of Yurtrus. A plague speaker's only companion is usually his mother, who idolizes him and might herself be a potent spellcaster.

Orc Traits (Ex): Orcs possess the following racial traits.

Racial Statistic Modifiers: +4 Strength, +2 Dexterity, +4 Intelligence, +2 Wisdom, +2 Charisma

Base Land Speed: A Plague-Speaker orc’s base land speed is 30 feet.

Darkvision: The Plague-Speaker Orc has Darkvision out to 60 feet.

Racial Hatred: +2 bonus on attack and damage rolls made against Elves and Dwarves.

Skills: +2 bonus on Concentration and Spellcraft checks.

Immunities: Mind-affecting spells and abilities, poison.

Resistances: Acid 5, Cold 5, Fire 5

Special Attacks: Unholy Strike

Special Qualities: Damage Reduction 5/good or magic, Spell Resistance 15, Fast Healing 4

Weapon Proficiencies: The Plague-Speaker Orc is proficient with the Heavymace.

Automatic Languages: Common, Orc, Infernal, Abyssal. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Favored Class: Cleric.

Level Adjustment: +3

Unholy Strike (SU): A plague speaker's natural and armed melee attacks are considered evil-aligned for the purpose of overcoming damage reduction, and they deal and extra 2d6 points of damage against good-aligned creatures.


RACIAL FEAAAATTTT!!:

Berserker Strength [General]
Prerequisites: Orc Race, 16 Str, 16 Con, Level 6 or above, and the Diehard Feat.

Benefit: Orcs who take the Berserker Strength Feat gain a +2 to their Strength a +2 to their Consitution Scores, and their attack bonus and damage bonus vs. Elves and Dwarves raises to +4. The increase in Constitution only affects Hit Points gained after the feat is gained, none before the feat is gained.

Normal: Orcs have less Strength and HP and their attack bonus vs Dwarves and Elves is smaller.
________________________________________ ____________

This is based off the Warcraft III Orc.
RoCkEtInToXiCaTe

02-13-07, 10:00 AM
Forest Elves are much less refined than their High Elvish cousins. They live in large cities made primarily of wood and rope built high above the forest floors in which they live.

They preferre to hunt from a distance, but when threatened use their claws to slash foes to death, and often like to use tactics like leaping from trees onto their opponents for surprise and then taking them out as efficiently as possible.

They're a hard and tough race wise in the ways of nature, and the woods, and love combat. Legend has it that Elves used magic to transform some of their brethren into a formidable fighting force to keep the savage Orcs at bay.

They are often green with wild reddish or darker green hair and red eyes or blue or green eyes, often very natural looking. They are slim and tall with long pointed ears, and have the predatory grace and presence like that of a large hunting cat. Though with all their physical beauty they are harsh, rude, and simply uneducated. They don't even speak common naturally, and speak only Elven, so encountering them in their own parts of the world without an Elven translator may be the last thing that you do.

Forest Elf Traits (Ex): Forest Elves possess the following racial traits.

Racial Ability Modifiers: +4 Strength, +2 Dexterity, –2 Intelligence, -2 Charisma

Size: Medium size.

Base Land Speed: A Forest Elf ’s base land speed is 40 feet.

Special Attacks:

Natural Attacks: The Forest Elves have two claw attacks that each deal 1d4 damage, and critical x2, and a secondary bite attack that deals 1d6 damage and critical on x2 also. The claws are similar to a cats in that they can be unsheathed at will, as a free action during combat, and can be resheathed at will, also as a free action. Having the claws out does no impede the use of weapon handling, and when making a full attack via weapon they will often attack with a one handed weapon then claw as a secondary attack. When fighting with all natural weapons they will claw first, and bite as a secondary attack.

Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.

Special Qualities:

Racial Hatred: Forest Elves gain a +2 bonus on attack and damage rolls made against Orcs.

Immunities: Immunity to sleep spells and effects. +2 morale bonus on saves made against fear spells and effects.

Treewalking (Su): A Forest Elf can tread on tree canopies as though on solid ground. The ability functions continuously but can be negated or resumed at will. To negate the Treewalking ability, a Forest Elf would simply leap down from the tree, or ascend to a lower level of the tree, and then resume striding on perhaps secondary branches beneath the treetop canopy.

Woodland Stride (Ex): A Forest Elf may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Low-light vision.

Weapon Proficiency: Forest Elves are automatically proficient with the slings, longspears, and shortbows.

+1 racial bonus on attack rolls with thrown weapons and slings.

Skills: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a trap designed for outdoor use can immediatly find, and attempt to disable it.

Automatic Languages: Elven. Bonus Languages: Common, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.

Favored Class: Barbarian.

Level Adjustment: +1
Angel Black

03-03-07, 05:28 PM
http://i8.tinypic.com/2ngha2b.jpg

Venusian Worms

Physical Description
Really smart little worms with uncanny mental powers.

Lands and society
They used to live in a far planet and they seem to have sent secret agents everywere for ages with not so clear reasons.Some say it is to conquer the universe, some others think they are trying to save us.

Racial Traits

• +2 Int +2 Cha -2 Str
• Vermin,Tiny
• 20 ft speed (10 ft climb speed)
• No darkvision, in fact they are near-sighted(-1 melee attack)
• Int Score makes them vulnerable to mind affecting spells.
• Born as worms with no hands, they are unable to wield any weapon.
• Can wear special armor only.
• Racial Bonus +4 to Hide,Jump and Tumble.
• gain 2 bonus power points at 1st level.
• Venusian Resistance:As an immediate action, a venusian worm can spend 1 power point to avoid dead by any fatal amount of non fire energy attack.Instead of dying the worm turns into a suspended animation state.
• As Psions can learn an extra 1st level Psion Power.
• Automatic Languages: Venusian and Common
• Bonus Languages: any
• Favored class: Psion

Venusian Agent Kit
Most agents use a green Venusian Great Armor and some kind of device that amplifies their voices.The armor seems to give them at least a Damage Resistance 5.

Biology
Their lifespans are so long that nobody has seen one of them fully evolved.
benstundze

03-03-07, 06:05 PM
nice pic...
Izodor_Shadowcaster

03-04-07, 08:50 AM
This thread needs a :bump: so here comes a new race.

The Tengu from Japanese folklore.

http://modulo9.rendered.hyves.org/50700001-50750000/50726701-50726800/50726716_5_YVUe.jpeg

Spirits of the mountains, lords of trickery and ambush. They are the protectors of ninja's and their god is the Chaotic Neutral Yoshitoshi. For more information about Tengu please visit Wikipedia.;)

Tengu Traits

*Dexterity +2, Constitution -2,
*Medium Humanoid (Tengu)
*Speed 30ft
*Bravery: +4 racial bonus on saving throws against fear. They are a very brave.
*Trickery: +2 on Bluff checks
*Weapon use: Tengu may treat a Wakizashi as a Simple weapon and not as an Martial weapon.
*Languages: Common, Tengu,
*Bonus Languages: Elven, Gnome, Thri-Kreen, Dwarven, Githyanki, Gythzerai, Draconic
*Favored Class: Roque
*Lv.ad: +0
Sylvaroth

03-04-07, 11:08 AM
Tengu are from OA, and there are also the Kenku from MM3.
Seems you got me some more work for the RCII here :D
Izodor_Shadowcaster

03-04-07, 11:18 AM
Tengu are from OA, and there are also the Kenku from MM3.
Seems you got me some more work for the RCII here :D

Wow, I will have to look in those books then, I knew it was somewhere. When I remember corectly none of those was a La +0 race, so this is still a bit usefull, I hope.
But thnx. ;)

Izodor,
caster of shadows
Sylvaroth

03-04-07, 11:49 AM
Kenkus are LA +0 (both the standard and the sneak kenku). I think they are the 3.5 version of the OA Tengu.

You can find the Kenku in Monster Manual III, on page 86.

- the just as annoying Sylvaroth
Izodor_Shadowcaster

03-04-07, 11:52 AM
Kenkus are LA +0 (both the standard and the sneak kenku). I think they are the 3.5 version of the OA Tengu.

You can find the Kenku in Monster Manual III, on page 86.

- the just as annoying Sylvaroth

Thank you, I will look at it. Might turn out good.


Izodor,
Angel Black

03-06-07, 07:33 PM
http://i15.tinypic.com/2yywpxx.jpg

Velox Muris

Physical Description
They look like mouses with hands, a thin long tail and big ears, most brave people usually wear a white light armor and a colorful red scarf.

Lands and society
They live in little towns, love dancing, singing and eating big amounts of cheese.

Racial Traits

• +2 Dex -2 Con
• Monstrous Humanoid,Tiny
• 30 ft. speed
• +2 racial bonus to listen
• Scent 10 ft
• At first level has extra four skill points.
• Automatic Languages: Mexican(a.k.a. Spanish).
• Bonus Languages: any.
• Favored class: Rogue
Dracomortis

03-06-07, 07:52 PM
Might as well share these guys. I'm quite fond of them.

Gelume
Gelume, 1st-Level Warrior
Medium Monstrous Humanoid
Hit Dice: 1d8+5 (9 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 10 (–1 Dex, +1 padded armor), touch 9, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1) or short sword +2 melee (1d6+1)
Full Attack: 2 slams +2 melee (1d6+1) or short sword +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf
Special Qualities: Darkvision 60 ft., gelatinous cube form, low-light vision, transparent body, water dependency
Saves: Fort +4, Ref –1, Will –1
Abilities: Str 13, Dex 9, Con 14, Int 10, Wis 9, Cha 8
Skills: Climb +3, Hide +7, Listen +1
Feats: Toughness
Environment: Any land and underground
Organization: Solitary, pair, gel (3–4), slime (4–8), or mass (12–18)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful neutral
Advancement: By character class
Level Adjustment: +0

This strange, see-through creature is vaguely humanoid in shape but seems to be made of some sort of liquid-like substance.

Gelumes are alien creatures in the extreme. Their bodies, although roughly humanoid in size and shape, are covered in a tough, transparent blue membrane covered in a thick slime that lingers on anything they happen to come into contact with. This slime helps to insulate their bodies from the outside temperature and prevent moisture from leaving their skin. Inside this translucent flesh, bizarre organs and tissues of deep violet and crimson can be seen slowly floating in the gel that makes up their innards.

Although not true oozes, gelumes share many of their unusual traits and can even assume the form of a gelatinous cube. It is thought that this serves as a defense mechanism, as it has been gathered from various sources that gelume cities, in whatever strange world they exist in, are constantly threatened by the creatures. Although the mucous covering their bodies feels unpleasant to most other creatures, it is not acidic like that of true oozes and is actually quite nutritious if ingested, albeit a little hard to stomach. Their organs, while different looking from those of more common races, serve a very similar function and are found in more or less the same locations as those of a human, with one exception: their central nervous system is a large purple nucleus about six inches in diameter that rests within their chest, rather than their head, which is reserved solely for the gelume’s highly developed sensory organs.

Gelume society remains an enigma to outsiders. Although most gelumes are sociable enough creatures, they rarely talk about their pasts and never reveal anything about what they are or where they come from. Because gelumes seem impervious to negative emotions like greed, despair, anger, or jealousy, some scholars speculate that the gelumes live in utopian societies far more advanced than those of the so-called “civilized” races like humans or elves. While gelumes do seem to have a noticeably better understanding of emotions than other races, it is difficult to gauge the full extent of their knowledge, as they offer it only when needed and rarely allow others to know their own feelings.

Combat
Gelumes don’t relish combat, but neither do they shy away from it. They prefer manufactured weapons in their humanoid form, but usually shift to their cube form and use their engulf ability if faced with small creatures or if they are outnumbered.

Engulf (Ex): While in cube form, a gelume can engulf Small or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelume merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the gelume, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 11 Reflex save or be engulfed; on a successful save, they are pushed back or aside (opponent’s choice) as the gelume moves forward. Engulfed creatures are considered to be grappled and trapped within its body. The save DC is Strength-based.

Gelatinous Cube Form (Ex): As a full-round action, a gelume can reform its body into a perfect 5-foot cube, resembling nothing so much as a Medium gelatinous cube. While in cube form, a gelume loses its ability to wield weapons or wear armor, which are dropped during the transformation, but gains the use of an engulf attack (see above). It can remain in this form indefinitely, returning to its standard form at any time as a full-round action.

Transparent Body (Ex): Gelumes are slightly transparent and hard to see even under ideal conditions, granting them a +4 racial bonus on Hide checks. In addition, a gelume always treats Hide as a class skill.

Water Dependency (Ex): A gelume’s body requires a great deal of water to ensure that it continues to function properly. A gelume must consume twice as much water as a human (at least two gallons each day), or four times that amount in any warm environment. Additionally, if a gelume takes nonlethal damage from thirst, it is exhausted rather than fatigued.

Gelumes as Characters
Most gelumes are monks. Calm, collected, and disciplined, gelumes make perfect candidates for the rigorous training necessary to become a master of the martial arts. Fighters are also fairly common. Gelumes of any other class are virtually unheard of, although there is the occasional wizard, rogue, or sorcerer among them. Gelume religion, if it exists, is extremely obscure and has no known deity, leaving little need for clerics. Druids, rangers, bards, and paladins are likewise foreign concepts to the gelumes, and although the barbarian possesses great strength, gelumes are far too reserved to lose themselves to mindless rage.
Gelume characters possess the following racial traits.
— –2 Dex, +2 Con. A gelume’s morphic body grants it superior endurance, but slightly hinders its movements and reduces its flexibility.
—Medium size.
—A gelume’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Special Attacks (see above): Engulf.
—Special Qualities (see above): Gelatinous cube form, transparent body, water dependency.
—Automatic Languages: Common. Bonus Languages: Any.
—Favored Class: Monk.
—Level Adjustment: +0.

The gelume warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Gelume Paste
The mucous that covers a gelume’s outer membrane is rich in vitamins and other life-sustaining nutrients. Ordinarily, this mucous helps regulate the gelume’s body temperate and maintain hydration, particularly in warm, arid climates where the gelume uses up water very rapidly. However, other living creatures can also consume this mucous, known as gelume paste, to supplement or replace more traditional sustenance. Because the gelume’s body was not meant to support other creatures, only a small amount of paste can be collected from a single gelume without harming it. Typically, a gelume can lose an ounce of its mucous (enough to sustain a single Medium creature for one day) in a single day without any lingering effect. Each additional ounce of paste removed from its body deals 1 point of Constitution damage, so a gelume typically only allows other creatures to use this paste when they risk starvation or dehydration.

Gelume paste is a favorite among nobles, who use it to “flavor” many delicacies, particularly seafood. It is also quite popular among caravans and others who must travel through the desert, as it keeps for months after being removed from a gelume’s body and provides the equivalent of both food and water. A single ounce of gelume paste typically sells for 1 gold piece, although in some locals it can sell as high as 10 gold pieces an ounce and may be accessible only to the upper class.
Angel Black

03-13-07, 05:03 PM
http://i11.tinypic.com/4h0qiib.jpg

Kindergartners

Physical Description
They seem little normal human children but they have an almost savage behavior and a really bad attitude.

Lands and society
They patrol the jungles that some people call Primal Garden, attack anybody that enters there without obtaining permission first.Nasty little warriors they like candy and good stories, so bards and cooks are almost always welcome.

Racial Traits
• +2 to Con, -2 to Str
• Humanoid,small
• 20 ft speed
• -2 to any wisdom roll
• +2 to one saving throw.Must choose which one at first carachter level
• 2 extra skill points to spend at the beginning.
• Weapon Finesse or Power Attack as bonus feat.
• Once a day can apply charisma bonus to a sneak attack.
• Automatic Languages: Common
• Bonus Languages: any.
• Favored class: Barbarian
Edo_555

03-14-07, 10:20 AM
Another races compedium. Then I'll pu a link.
ANTECS: ccg based insectmen, native to marshes (http://boards1.wizards.com/showthread.php?t=770881)

quick idea about Quicklings: very fast humanoid race (http://boards1.wizards.com/showthread.php?t=803436)
DragonStrife

03-30-07, 02:35 PM
Animal Changeling
History
A normal humanoid at birth, they are stolen away by dragon and raised as best they can by the dragon. They are taught some of the most complex conjugating and transmuting spells know to the dragon. They always have beautiful singing voices, nimble fingers and quick eyes. They often live with the dragon in it's lair. Once the humanoid is fully grown the dragon gives them the option to leave. If the humanoid chooses to go, the dragon spends two months of intense training in combat, a which point they can pick armor and two weapons from the dragons stash.
General

Animal Changelings are always the same alignment as the dragon who raised them.
They are also VERY polite
They share dragons' sense of humor that normal not a lot of people get
ACs' are always sort of shy away from the over all populist, though are will to make friends
ACs' first and sometimes only language is Draconic
Low-Light Vision no matter what stock they are is always 20 ft.
+2 on dex, ACs are very quick and have a perfect sense of balance, so they also get +5 on balance and tumble checks
+2 on wis and int, living with a dragon rubs of on ACs, so the tend to be wiser and smarter
-2 on str, they haven't had massive physical training, though after lvl 3 is reach this turns to only -1 and a lvl 6 it is no longer there, as long as they are not taking a sole wizarding role.
+2 cha, the dragons only pick the prettiest ones
ACs need no prep. for they spells they have been taught by the dragon because they are second nature to them, also each one of those spells only take up 1/2 of a lvl 0 spell slot
+3 on all spot and preform checks many ACs are taught to sing in a very melodious voice, the few that can't play pipes masterfully, all have extremely good sight so not much can hide from them
ACs' are not easily intimidated so get their lvl check plus 2 when being intimidated at.


Their favored class is wizard, druid or bard, however, if more then two of these is multi classed the -20% exp. rule will apply.
Their hair is always a light reddish brown, eyes are every color and their skin is tanned lightly.
Land speed is 20ft
They have a strong connection to dragon kind and will refuse to attack one, but instead (if the alignment is similar) talk to the dragon it fluent Draconic.

Hope you like it!
Watsyurname529

06-07-07, 05:38 PM
I am a big fan of Final Fantasy and I want to use a moogle for my campaign. So here is my attempt, I'll work on the flavor text later. Also, most of my info on moogles comes from FF1 through FF5 and FF Tactics Adv. I want to know if its balanced and any other suggestions would be okay, im trying to keep it to a LA 0, but I might have it LA +1 if it works for me.

Moogle

http://www.gamedepiction.com/media/ffta-moogle.jpg

Moogles are clever folk who are able to handle any tool with ease. Their curiosity is only matched by their mischieviosness. Moogles delight in surprising humans, and their jobs highlight their special talents. Their dexterity makes them the perfect candidates for jobs requiring delicate work.
Physical Description: Their body is covered with short white fur with small bat-like wings, the also have an antenna with a pom-pom at the end of it. They are about 3-4ft tall and weigh around 35-40 lbs.
Personality: Moogles are delightful creatures and friendly. They enjoy building and creating stuff as well as selling them. Moogles are natural merchants. They are very curious and sometimes mischevious creatures as well.
Alignment: Moogles tend to be neutral or good, they sometimes are lawful or chaotic. Moogles are almost never evil.
Language: Moogles speak a language called Moogle and it uses the common script. Almost all Moogles learn Common and sometimes Dwarven or Gnome for their books on crafting. The Moogle language constists of hand gestures, etc. as well as the word Kupo. All Moogles when speaking will say Kupo, usually at the end of sentences.

Moogle Racial Traits


-2 Str, -2 Con, +2 Dex, +2 Int, +2 Cha: Moogles are nimble, very smart, and incredibly cute but not as hardy as other races
Small: As a small creature they gave +1 AC, +1 Attack Rolls and a +4 Hide, but they use smaller weapons and can only carry 3/4 of what a medium charcter could.
Base Land Speed: 20ft
Low Light Vision: Moogles can see twice as far as a human in low light
+2 Racial bonus on Preform, Craft, and Appraise: Moogles are natural preformers as well as master craftsmen.
+2 on saves vs. Spells and Spell-like abilities
Spell-like Abilities: 1/day - Dancing lights, Mage Hand, Prestidigitation CL 1st Moogles have a knack for magic and mischief
Tool Master: A moogle is so good with tools that it can use improvised tools at no penalty, and regular tools provide a +1 bonus, while Masterwork is still +2 bonus.
Wings: The Moogle's wings are too weak to fly, but it can use them to slow down a fall. A Moogle is always under that of a Feather Fall-like effect, which isnt magical. It is treated as Feather Fall, Caster Level = Moogle Lvl.
Weapon Proficiency: Moogles treat a Mog Sword (and any another Mog weapon) as a Martial Weapon rather than exotic.
Automatic Languages: Common and Moogle. Bonus Languages: Elven, Dwarven, Gnome, Halfling, Draconic. Moogles learn the language of their customers.
Favored Class: Bard (or maybe Wizard)



Strong Mog Wings
Prereqs: Con 13, Moogle Wings
Bonus: This gives the Moogle a +2 bonus to Jump checks. It also allows the Moogle to hover for 1 round + Con modifier.

Black Mage*
Prereqs: Int 13, Moogle
Bonus: This allows the moogle to pick one of the following Spell-like abilities for 1/day: Fire, Ice, or Lightning. CL = Moogle Lvl
Fire: Fire deals 1d6 Fire Damage every 4 Levels to one creature
Ice: Ice deals 1d6 Cold Damage every 4 Levels to one creature
Lightning: Lightning deals 1d6 Electricity Damage every 4 Levels to one creature

White Mage*
Prereqs: Wis 13, Moogle
Bonus: This allows the moogle to pick one of the following Spell-Like abilities for 1/day: Cure, Shell, Protect. CL = Moogle Lvl
Cure: Cures 1d6 Damage every 4 levels
Shell: Provides a +1 bonus on saves vs. Spells and Spell-like abilities for 1min, this increases +1 every 4 levels
Protect: Provides +1 AC for 1min, this increases +1 every 4 levels

*This feat can be taken multipul times, each time applying to a different spell


Mog Sword

Exotic Light Weapon
Cost: 30gp
Weight: 3 lbs
Damage: 1d6 Slashing
Critical: 18-20/x2
Range: --
Description: This is a finely crafted sword that is as deadly as it is elagant

This sword has a very sharp edge and therefor has a greater critical threat range. This is a Finessable Weapon.

So is this balanced? Or are there any suggestions?
Angel Black

08-02-07, 09:43 PM
Wonk
A strange race devoted to the knowledge itself.They seem to be human but in fact they are not.

Lands and society
You can find them in any place were there is some kind of knowledge.

Racial Traits

• +2 Int, -2 Con

• Humanoid, Medium

• Base land speed is 30 feet.

• +2 on will saving throws

• Favored Lore:
+2 bonus on all checks of any one Knowledge skill of his choice, from now on that Knowledge becomes his Favored Lore. At character's levels 7th and 14th he gain additional +2 bonus to his Favored Lore (knowledge skill he choose first).

• +2 to one skill of his choice.Skill must not be his Favored Lore.

• Half his Favored Lore bonus is given as morale bonus to an action.Action allowed can be one of this: dodge bonus to AC,attack bonus with one type of weapon, or reflex save.Once he choose an action he can't change it.He can´t choose more than one action.

• Lore Power:
The chosen knowledge as Favored Lore grants an ability:

* Arcana : one level 1 or 0 arcane spell as spell-like ability
* Architecture and engineering : +2 damage on sunder attacks.
* Dungeoneering : +2 weapon damage against oozes or aberrations.
* Geography : Endurance.
* History : Weapon Focus
* Local : +2 bonus to two Charisma based skills
* Nature : one level 1 or 0 druid spell as spell-like ability
* Nobility and royalty : Martial Weapon or Exotic weapon proficiency.
* Religion : one level 1 or 0 cleric spell as spell-like ability
* The planes : a level 1 spell from the Earth,Air,Fire,Wind,Good,Evil,Order and Chaos domain as supernatural ability.

Spell like or supernatural abilities are cast with a caster level equals to half his favored knowledge skill rank minus 3, minimum caster level is 1, maximum caster level is 20.Once a day at first level, twice a day at 7th level, and thrice a day at 14th level.

Bonus to damage increases to +3 at 7th level and to +4 at 14th level.

• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

• Favored Class: Wizard or Librarian.Must choose before taking first class level.

About Librarian Class:
Is like fighter, but gives only simple weapon, light armor and shield proficiencies, good saves are will and fortitude.

Instead of fighter's bonus feats you get: Skill Focus or any feat that gives you skill bonuses.
Exooki

09-12-07, 08:52 PM
hmm this thread looks interesting so i will contribute a race of my own...

The Communicists( i know im really bad with names)

This race is a very odd but usually unoticed kind. Almost identical to a human with a couple exceptions. Their original name is long forgotten and thye arent telling anyone. When they are born they have dreams aspirations like us all.... and a craving for talking to eachother and others. It is actually uncommon to see one of them without a magical device that allows communicatino wo at leats 1 other communicist.
Blending in perfrectly with normal humans many dont even know that they arent human, they jsut know they liek to talk and are really good at it.

Religion-any

Alignment- Any, many lean towards good or neutral, the ones that turn to evil usually do so for something such as immortality. It is not uncommon however for them to become annoyed easily by brutes and those of low inteeligence or the illiterate in speaking. More thne one occasion a orc or ill speaking human has been mugged or even killed by a furiated communicist. For to them speaking itself is sacred and they fidn those with bad grammar etc to be defiliers.

stats- as human except whne toherwise noted.

+2 to charisma they are very good at talking an dgetting their point across
-2 to strength as they see very little point in pysical manipulation whne they can use their tongue to get others to do it for them.

+2 diplomacy checks for they are very good at manipulating their words
-2 intimidate chekcs as they are usually not very agressive and furthermroe arent very good at making people think they are.




many of you may notice i am the Op of this thread, i have updated the first post and am in the workds of creating 1001 races volume 3.

so please contineu to give us your races and contribute to the workshop. someday we may still reach 1001!
Angel Black

05-21-08, 09:03 PM
Wutt

http://img84.imageshack.us/img84/4785/2029035844d5ebc0f39oje1.th.jpg (http://img84.imageshack.us/my.php?image=2029035844d5ebc0f39oje1.jpg )

A Wutt is a human like being of green skin with thorns and leaves on his face that gave him a fearful appearance.They hunt alone but band together when feel their lands are in danger.An old legend says this creature is a Fey descendant.

Personality
They are the strong,fiery side of Nature, people of easy anger and wild behaviour.When they feel they need something they have to get it even by force.


Racial Traits

• +2 Con -2 Wis
• Medium Size
• 30’ Movement
• Low-light Vision
• Fire weakness: takes double damage from all fire-based attacks.
• Tree Shape(Su): As the Druid's spell, caster level 3rd.Usable HD/3 times/day.
• Thorn Claw(Ex): at will he can add 1d4 points of bonus piercing damage to his unarmed attacks as a swift action.
• Wood weapon(Ex): As an standard action can turn one of his arms into a wood made light or one handed simple weapon he is proficient with.If weapon is broken arm regenerates itself after one round.
• Bonus Feat:Improved Unarmed attack.
• Favored class: Barbarian
• Automatic Language: Sylvan and Common. Bonus Languages: any regional language.
Chaucer

06-13-08, 12:08 AM
Hlortuun-Chajjyk (pronounced hill-lore-tune cah-shih-eek and hereby referred to as Chajjyk) are a medium sized reptilian humanoid, usually fairing in some form of melee or bow combat. They are a highly civilized and religious race. There is a High Chajjyk race, which is a very holy and powerful race in all aspects. The Hlortuun are a lost subrace of the High Chajjyk, lost in their own world, unknowing of their more intellectual counterparts.

Personality: Like Humans, Chajjyk vary in many personalities. The personalities are usually directly related to their alignment. The Hlortuun are one of many Chajjyk subraces. This variant of the High Chajjyk is a calmer more valiant race. They usually will fight to the death in a party. Most of the time, they are compassionate, too. They love most others and bear little hate. They also can be fierce fighters. Chajjyk revenge their fallen comrades and take heart in losses.

Physical Description: Hlortuun-Chajjyk are scaly and have, compared to their High Chajjyk counterparts, boney faces, longer arms, stronger legs, smaller wings, a broad tail end, and the gem inside their tail is less revealed. They look vaguely human in the body, yet their face is that of lizard, and their hands and feet are clawed. Two special noteworthy things about the Chajjyk are the gem within the tail and the soft, fleshy spike on the back of their head, called a cortien (pronounced core-shen). This spike on the back of their head works much like a person's hair. It can be cut and it regrows like hair does. Chajjyk usually have a single, a double or triple cortien. Yet many other styles to this cortien exist. The gem at the tip of their tail is as hard as steel. It is essentially an outer life force to the Chajjyk: this proves a constant weakness to them. Should this gem be shattered, the Chajjyk instantly die. They cannot be resurrected when this happens. If it remains intact, they can be though.

Relations: Hlortuun-Chajjyk get along with most civilized races. Due to their more outcast villages though, they tend to make many relations with less civilized races. In most cases, Chajjyk can serve as a middle man in many trading deals.

Alignment: This subrace to the High Chajjyk is generally a Lawful Good alignment, save for those who are rogues, who tend to be Chaotic Good. Their religion can be strict when it comes to crimes.

Lands: Hlortuun-Chajjyk live practically everywhere and anywhere. They disregard cold places due to their cold blooded nature, yet don't mind a warm or hot climate. They like jungles and cities. Usually depending on the leader of a population of Chajjyk, they will be either closer, or further away from civilization.

Religion: Hlortuun-Chajjyk worship the religion of Sagicity, much like their High Chajjyk counterparts. This is one of few things that remains constant in the two races. The religion worships Arkun (God in Chajjyk). They believe that Arkun created their entire universe. On a side note, the other primary part of their faith is that Arkun commanded Sage's, Demigod-like beings who are immortal and all powerful, to create their world of Zeton. When the fourteen of them did this, there was one evil one, named Turrat, who created its absolute and total evil counterpart, Notez. He named it to mock the others'. Following this was the Great Sage War, where Turrat was killed, yet his planet remained. Sages live forever, until they choose to die to ascend to their faith's Heaven and join Arkun. Many a times, Chajjyk are lead by a subrace of Chajjyk known as Descendant Chajjyk. These are Chajjyk who have been embodied by the Sages to perform great deeds for their people. Through extensive religious practices, these Descendants literally become Sages themselves. This part of the faith is highly odd and usually cannot be taken in by many. Many more details could be revealed. They worship him to no end and fight wars usually in his name. The religion is deeply respected by the Chajjyk, and those who insult usually find themselves threatened to be attacked. They do not take kindly to another races religious matters, but do not mind the company of other races. Clerics and peoples of this religion range from Chaotic Evil to Lawful Good. Due to the many subraces, worshipers of all alignments find refuge and comfort in it. The religion is generally Chajjyk only and you find few races who follow it otherwise. The domains of the religion vary on the Cleric's alignment. Generally, Healing is mixed in the domain list and is one of the most commonly taken domains.

Language: Hlortuun-Chajjyk speak common and chajjyk. Due to their many trade associations, they like to keep in touch with main stream civilization, but do not follow it. Chajjyk is the traditional and honorable language of the race and is what their religion is spoken in. They do not bother learning other languages. The Chajjyk language is only taught to others of the Sagicity faith.

Names: Names are usually taken from a combination of the mother and father's name. If the Father's name was Noriyun and the Mother's was Freqywta, the child may be named Noriwta. Names vary and usually have little meaning. Male names are usually a stronger stressed name, while the female names tend to take a softer note. There are no common names amongst Chajjyk, almost every name is different and thus highly regarded. Chajjyk take their name seriously, even though it has no real definitive meaning. Dishonoring their name affects them mentally usually quite strongly. People often notice strange things in names. The patron king of the High Chajjyk, and of the New Sages, is Hepo Horkrat Hespher. He reached Sagedom at the age of 325. People often refer to him as the Sage of Hope. Not only a play on his name as a reordering of the E and the O within his name, but because everytime that he comes to their aid, a new sense of hope is brought to them.

Racials: The racials of a Hlortuun-Chajjyk are quite odd at times. A Hlortuun-Chajjyk first and foremost selects 1 of 4 classes: either Cleric, Fighter, Ranger, or Rogue. This selection is permanent, they never multiclass otherwise. They take this profession very seriously and is usually selected at the age of 15, 5 years before adulthood. This selection affects their ability bonus. If the Chajjyk chooses a Cleric, he gains a +2 Wisdom bonus, +2 Cha, -2 Str, -2 Dex. If he chooses a Fighter, he gains a +2 Str, -2 Dex . If he chooses Ranger or Rogue, he gains a +2 Dex bonus, -2 Str. The main difference in the choice of Ranger or Rogue, is that they take Ranger if they focus on ranged aspects of combat, and Rogue is they like subtlety aspects. If they The second thing, is that, no matter what, no matter what their class is, the Chajjyk uses a d8 HD for every level. Chajjyk move at a base land speed of 30ft. Chajjyk grow wings at the age of 35. The wings take a full year to grow, completing at age 36. By the time they reach this age, a Chajjyk is usually roughly level 15 in their chosen class. They fly at a 60ft Flight Speed with average maneuverability. They receive a +2 AC bonus due to their hardened skin and scales, but they receive a -2 Penalty to will saves. Chajjyk gain skill points at a set and permanent increase of (2+int modifier)x4. They x4 is only received for first level. In addition to their class's normal class skills, they gain the following: Knowledge (Lore and History), Knowledge (Nobility), Knowledge (Religion), Knowledge (Sagicity Secrets), Sagacity (Religion), Sagacity (War). The Knowledge (Sagacity Secrets) skill is all but useful. Even Chajjyk secrets are lost except to a Sage. The last two are racial skills. These grant them their right to being a follower of Arkun and someone who fights for him. These skills class ranks must always be at least with 2 ranks of their class level. They are affected by no ability score. They also have a bite attack(1d6) and 2 claw attacks(1d4 each); they are non-proficient with these, preferring melee weapons or bows.

Vital Statistics: Age: Adulthood at 20, Middle aged at 200, Old at 250, and Venerable at 325. Chajjyks usually die within the 325 year of life. They weigh usually about that of a light human of the corresponding gender, and are about 2 inches or 3 inches shorter than that of the corresponding human gender.


To some all of the racial information up:
Forced 1d8 HD; Racial Class dependent bonuses and penalties; +2 AC; -2 to will Saves; 30ft Base land speed; Flight at level 16; A forced skill point per level amount of (2+int)x4; 6 Racial Class skills; A required skill point total into 2 Skills, Sagacity (Religion) and Sagacity (War); A non-proficient Bite attack (1d6) and two non-proficient claw attacks (1d4 each).
Angel Black

10-01-08, 11:01 PM
Little Cleptos
http://img264.imageshack.us/img264/4671/walwm3.th.jpg (http://img264.imageshack.us/my.php?image=walwm3.jpg)
Centuries ago the spirit of the Thievery had children and some of them became Little Cleptos who are keeping the customs of their father.

Personality
They behave as little rascals most of the time.Is really,really hard to see one of them angry or sad, because they took everything as if it was some sort of game to amuse them.

Physical description
They seem childlike versions of a humanoid race.Is really hard to spot one of them among real humanoid childs of the race they resemble.

Relationships and Lands
They mimic every custom of the race they look like, so a Clepto that looks like an elf could pretend to hate dwarfs, while deep inside him he thinks how naif is people to believe him.

Racial Traits
• +2 Dex -2 Wis -2 Con
• Small Size
• 20’ Movement
• Low-light Vision
• Clepto rage: Once a day for a number of rounds equal to his dexterety modifier the Clepto can attack as if he has 4 arms, and the feat multiattack.In a rage all the attacks of the Clepto have a –2 penalty to Strength , and a 10% chance to miss.At the end of the rage the Clepto looses one health point per each two HD he has.
• Clepto luck: For each bonus feat granted for his HD he gets one use a day of a +1 luck bonus that he can apply to any saving roll.Different rolls each time.
• Clepto Charm:can pick one wisdom or intelligency based skill and turn it into a Charisma based skill.This way you can make knowledge checks using your charisma modifier.
• Clepto Dexterity:can pick one constitution or strength based skill and turn it into a dexterety based skill.This way you can make constitution checks using your dexterety modifier.
• Sinergy Bonus: Choose two skills based on the same ability in the rogue skill list,from now on 5 ranks on one gives you +2 in the other, it doesn't stack with previous sinergy of the skill.So you can't link Tumble to Escape Artist, but you can establish sinergy between Hide and Move Silently
• Favored class: Rogue
• Automatic Language: any. Bonus Languages:any


Vital Statistics:
As halfling :)