| Post/Author/DateTime | Post |
|---|---|
| Nat_2005-27-07, 04:30 PM | im making a Sorcerer for a campaign and need a cool race to do with it, if anyone wants me to try a custom race I'm more than willing to give it an in game test, any ideas???? |
| calronmoonflower05-27-07, 05:57 PM | Well. i have a couple of templates that could work. Aasimar, Planetouched The Monster Manual describes an aasimar as a human with a trace of outsider blood. This optional template allows you to create aasimars as other races or other types of humans and still retain the core identity of both. CREATING AN AASIMAR “Aasimar” is an inherited template that can be added to any living, corporal creature (referred to hereafter as the base creature) except an outsider. An aasimar has all the base creature’s statistics and special abilities except as noted here Size and Type: Neither changes unless the base creature is an animal. In they case it becomes a magical beast. Special Attacks: Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of their hit die, whichever is higher. Special Qualities: Resistance: to acid 5, cold 5, and electricity 5. Darkvision: Aasimars can see in the dark up to 60 feet. Outsider Blood: For all effects related to race an aasimar is considered to be the same type and subtype as the base creature as well and an outsider with the native subtype. Abilities: Increase from the base creature as follows: +2 Wis and +2 Cha. Int changes to a minimum of 3. Skills: An aasimar has a +2 racial bonus on all spot and listen checks. Favorer Class: Paladin and same as base creature Alignment: Usually good (any) Challenge Rating: Same as base creature +1 Level Adjustment: Same as base creature +1 Fey’ri, Planetouched The Races of Faerun described a fey’ri as descendents of sun elves and succubi. Thos optional template allows you to combine the fey’ri traits to other creatures while retaining its core identity. CREATING A FEY’RI “Fey’ri” is an inherited template that can be added to any living, corporal creature (referred to hereafter as the base creature) except an outsider. A fey’ri has all the base creature’s statistics and special abilities except as noted here Size and Type: Neither changes unless the base creature is an animal. In they case it becomes a magical beast. Special Qualities: Alter self (Sp): a fey’ri can use alter self at will, with the cater level equal to its hit dice, to assume a form that’s type matched the base creature’s type, and can remain in this form indefinitely. Darkvision: Fey’ri can see in the dark up to 60 feet. Outsider Blood: For all effects related to race a tiefling is considered to be the same type and subtype as the base creature as well and an outsider with the native subtype. In addition a fey’ri has four special abilities drawn from the following list: charm person (Sp) 1/day, clairaudience/clairvoyance (SP) 1/day, damage reduction: 10/magic*, darkness (Sp) 1/day, detect thoughts (Sp) 1/day, dimension door* (Sp) 1/day, enervation* (Sp) 1/day, fire resistance 10, suggestion (Sp) 1/day, +2 racial bonuses on saves against electricity, or +2 racial bonuses on saves against poison. Fey’ri spell-like abilities use the fey’ri’s hit dice for their caster level. The DC is charisma based. A fey’ri can only have one ability from the list that is marked with an asterisk (*), and any fey’ri one of these three abilities has a higher level adjustment than a fey’ri without one. Abilities: Increase from the base creature as follows: +2 Int and +2 cha. Int changes to a minimum of 3. Skills: A tiefling has a +2 racial bonus on all bluff and hide checks. Favored Class: Beguiler and same as base creature, if not using the Players Handbook II use sorcerer instead. Alignment: Usually chaotic evil Challenge Rating: Same as base creature +1, or +2 Level Adjustment: Same as base creature +1, or +2 FEY’FI WINGS Unlike some fey’ri you where born with retractable bat-like wings. Prerequisites: fey’ri, first level only Benefits: You have wings that aid your jumps, granting a +10 bonus on jump checks. In addition, you can use your wings to glide, negating damage from a fall from a height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if you maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and power ligaments stiffen them. You descend in a tight corkscrew and only take 1d6 points of damage, no matter the actual distance you fall. Special: Unlike most feats you must take this feat at 1st level, during character creation. Note: If you are under the effect of your alter self spell-like ability, you lose the benefits of this feat unless your chosen form has wings as well. IMPROVED FEY’RI WINGS Your fey’ri wings have grown strong enough to fly. Prerequisites: fey’ri, fey’ri wings, 6 HD Benefits: You can fly at a speed of 30 feet (average maneuverability). You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can fly for a number of rounds equal to your constitution modifier (minimum 1 round). You can exert yourself to fly up to twice as long, but then you’re fatigued at the end of the flight. You are likewise fatigued after spending more than 10 minutes per day flying. Because you can glide before, after, and between rounds at actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued. When you reach 12 HD, you have enough stamina and prowess of fly for long periods to fly for longer periods, you can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack, a dive attack works like a charge, but you must fly a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You van use the run action while flying, provided you fly in a strait line. KET’AN The ket’an are a lose group of magically altered humanoids. They are much like their normal counter parts, but have a few cat like characteristics. Often this includes only cat-like ears, a tail, and claws. CREATING A KET’AN Ket’an is an acquired or inherited template that can be added to any humanoid (referred to hereafter as the base creature). Size and Type: Same as the base creature except it gains the Ket’an subtype. Ability Scores: +4 Dex and +2 Cha. Ket’an are extremely agile and have strong personalities. Alignment: Usually Chaotic. Most ket’an have an unusually fierce independent streak. SPECIAL QUALITIES Claws (Ex): A ket’an has a set of retractable claws. As a result a ket’an has a set of claw attacks that deal 1d3 points of damage for a medium character. All Fours Movement (Ex): When a ket’an has both hands free they may choose to move on all fours to increase their land speed by 10 feet. Low-Light Vision (Ex): A ket’an can see twice as far as normal in starlight, moonlight, torchlight, and other similar conditions of shadowy illumination. They also retain the ability to distinguish color and detail under these conditions. Scent (Ex): A ket’an has the scent ability as described on page 314 of the Monster Manual. Challenge Rating: +1 Level Adjustment: +1 and two more not generally meant for players, but useable. DREAM BOUND The dream bound are those that have undergone a special ritual that summons up their dream self and binds it to themselves. Those that have undergone the process seem to have an unnaturally intense presence and a gift for psionics. Wilders, favored souls, warlocks, and sorcerers are most likely to undergo the process, but any class can benefit from the traits of the dream bound. CREATING A DREAM BOUND “Dream Bound” is an acquired template that can be added to any creature that is able to dream. A dream bound has all the base creature’s statistics and special abilities except as noted here Size and Type: Neither of these changes, at first but when the dram bound gains a hit die they gain the psionic subtype. Special Qualities: Naturally Psionic (Ex): Whenever a dream bound gains a hit die they gain a power point. This is not retroactively applied. Dreamless (Ex): A dream bound no longer dreams; therefore they are no longer affected by dream and nightmare or any other effect that depends on the ability to dream. Split Mind (Ex): A dream bound’s mind is partially split, gaining them a +4 bonus on all mind effecting effects. Dream Bound (Ex): For all effects that affect type a dream bound reacts as if they had the dream subtype. Deflection Bonus (Su): A dream bound gains a deflection bonus to their armor class equal to their charisma bonus. Mental Vulnerability (Ex): If a dream bounds charisma score is reduced to 0 they lose the split mind, dream bound, and deflection bonus traits and take a 6 point penalty to their charisma score for 1d4 +1 weeks. Abilities: Cha +4 Challenge Rating: +1 Level Adjustment: +1 BECOMING A DREAM BOUND To become a dream bound you must under go a special ritual that takes one week to prepare, taking breaks only to eat and sleep. It costs 2,000 gp and you must pay the XP equal to your level times 1,000 and you gain a +1 level adjustment on top of that. So you must be ready to gain a level to under go this ritual. Once you are ready you must spend 8 hours under going the ritual taking no breaks. If interrupted you do not lose any XP, but you lose the invested gold and must start all over it you wish to under go the ritual again. LIVING DREAM It is said that within the Realm of Dreams every creature that can dream has an alter ego. Sometimes when a creature dies its dream self continues on. In the Realm of Dreams a living dream seems much like its alter ego, but is more powerful. In the physical world a living dream seems half real, as if was just a dream. CREATING A LIVING DREAM “Living dream” is an inherited template that can be added to any creature (referred to hereafter as the base creature) that cam dream and has a charisma score of at least 14. Size and Type: Same as the base creature except it gains the dream and psionic subtype. It usually has the incorporeal subtype as well. Special Attacks: Dream Traits Special Qualities: Naturally Psionic (Ex): a living dream gains 1 bonus power point per hit die. Mental Vulnerability (Ex): If a living dreams charisma score is reduced to 0 it dies. Dream Traits Abilities: Cha +4. Challenge Rating: +1 Level Adjustment: +1 Dream Traits: The traits of a creature with the dream subtype depend on which plane it is on. When not within the Realm of Dreams it has the following traits Incorporeal Subtype: When not in the Realm of Dreams a living creature with the dream subtype has no substance. Incorporeal Touch Attack: This attack does damage based on its size. Up to tiny 1, small 1d2, medium 1d3, large 1d4, huge 1d6, gargantuan 1d8, colossal 1d10. Extraordinary Movement (Ex): Even though a creature with the dream subtype doesn’t gain any new movement types its lack of substance makes movement much easier for it. As a result it is always under the effects of a spider climb and a feather fall spell, but as an extraordinary property. When within the Realm of Dreams a creature with the dream subtype has different traits. Corporeal: Even if a creature would normally have the incorporeal subtype without the dream subtype, within the Realm of Dreams it is solid, losing the incorporeal subtype. If it has no strength score, use its charisma score in its place. Natural Armor Bonus: Within the Realm of Dreams a creature with the dream subtype gains a enhancement bonus to its natural armor equal to its charisma score. |
| Seldriss05-27-07, 06:38 PM | Here is a tip : Don't ever build a character from a list of abilities or powers. Develop first a concept, a vision of an individual, with strengths and weaknesses (the latter are often more interesting to roleplay than the first), imagine a cultural setting, a background. Then pick the appropriate race and class. You can start asking yourself what you plan to develop in your character's background : Do you want him to be a native of his world ? Or do you want him to be a child of the planes ? |