| Post/Author/DateTime | Post |
|---|---|
| Windbit04-18-07, 09:06 PM | Woodwalkers - A mysterious race of deer people rumored to be the descendants of ancient druids. Woodwalkers are rare and live in temperate forests. Because of their rumored origin, many woodwalkers are met with scorn by religious peoples who shun nature-worship and the belief in animism. Woodwalkers are perhaps the race most affected by The Brume: most refuse to leave their forest homes, and their woodland communities suffer from The Brume's effects. Because generations of woodwalkers have been born in The Brume's negative energy, newer generations of woodwalkers are often born as fiendish woodwalkers. The existence of fiendish woodwalkers isn't yet common knowledge for the other races. • +1 Dexterity, +1 Wisdom, -1 Strength, -1 Constitution • Medium: As Medium creatures, woodwalkers have no special bonuses or penalties due to their size. • Woodwalker base land speed is 30 feet. • Low-Light Vision: A woodwalker 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: Woodwalkers receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. • +1 racial bonus on Handle Animal, Jump, Listen, Search, Spot, and Survival checks. Stonedelvers - This race of short star-nosed mole people inhabits the caves and mountains of the world. Because of the fact that their ancestors mined most of the magic ore before The Brume appeared, several mutations have occurred due to exposure to magical energy. Stonedelvers suffer not from the perils caused by The Brume, but from the lack of trade since its occurrence. • +1 Strength, +1 Constitution, -1 Dexterity, -1 Charisma • Small: As Small creatures, stonedelvers gain a +1 bonus to Armor Class, a +1 bonus on attack +1 rolls, and a +4 bonus on Hide checks. • Stonedelver base land speed is 20 feet. However, stonedelvers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Stonedelvers also have a burrowing speed of • Darkvision: Stonedelvers 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. • Stonecunning: This ability grants a stonedelver 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 stonedelver who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a stonedelver can use the Search skill to find stonework traps as a rogue can. A stonedelver can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. • Weapon Familiarity: Stonedelvers may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. • Stability: A stonedelver 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). • +2 racial bonus on saving throws against spells and spell-like effects. • +2 racial bonus on Appraise checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. Deeprunners - A race of anthropomorphic eels, the deeprunners live chiefly near underwater thermal events on the ocean floor. Though incredibly agile underwater, their long, gangly bodies are clumsy on land. Deeprunner merchants swim together in groups from port to port, transporting their wares in waterproof cases. In some areas deeprunners are the only ones providing trade. Because they live underwater, they are largely unaffected by The Brume. • +1 Constitution , +1 Intelligence , -2 Dexterity. • Medium: As Medium creatures, deeprunners have no special bonuses or penalties due to their size. • Deeprunner base land speed is 20 feet. Deeprunners also have a swim speed of 40 feet. • Waterbreathing: When underwater, deeprunners breathe using their gills. • Electrolocation: When underwater, deeprunners can project a weak electric field that gives them Blindsense out to 20 feet. • Weapon Proficiency: Deeprunners receive the Martial Weapon Proficiency feats for the trident as a bonus feat. • +2 racial bonus on Appraise and Diplomacy checks • +8 racial bonus to Swim checks Skyclimbers - Skyclimbers are a race feathered humanoids with wings on their back. Like the woodwalkers, they are thought to be descended from normal humans who were somehow transformed. They age at the same rate as humans, and most skyclimbers can only fly until they reach puberty, at which point their wings are insufficient to allow flight. Skyclimber magic users created magic items to aid flight, but ever since The Brume appeared most of these items have been lost. Skyclimbers in possession of a flight-providing item are often employed as messengers for areas forced into isolation by The Brume. • +1 Dexterity, +1 Charisma , -2 Constitution • Medium: As Medium creatures, skyclimbers have no special bonuses or penalties due to their size. • Skyclimber base land speed is 30 feet. • Gliding (Ex): A skyclimber can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Skyclimbers glide at a speed of 40 feet (average maneuverability). A skyclimber can't glide while carrying a medium or heavy load. • Flight (Ex): A skyclimber has a flight speed of 40 feet. However, a skyclimber cannot fly for two or more consecutive rounds; she must rest for two rounds before flying again. A skyclimber may fly, glide for two rounds, and resume flight. A skyclimber becomes fatigued after spending 5 + her constitution modifier rounds flying in a single day. A skyclimber can't fly while carrying a medium or heavy load. • +1 racial bonus towards Gather Information checks and Search checks. |
| Thomar_of_Uointer04-18-07, 09:39 PM | Woodwalkers - A mysterious race of deer people rumored to be the descendants of ancient druids. Woodwalkers are rare and live in temperate forests. Because of their rumored origin, many woodwalkers are met with scorn by religious peoples who shun nature-worship and the belief in animism. Woodwalkers are perhaps the race most affected by The Brume: most refuse to leave their forest homes, and their woodland communities suffer from The Brume's effects. Because generations of woodwalkers have been born in The Brume's negative energy, newer generations of woodwalkers are often born as fiendish woodwalkers. The existence of fiendish woodwalkers isn't yet common knowledge for the other races. +1 Dexterity, +1 Wisdom, -1 Strength, -1 Constitution Medium: As Medium creatures, woodwalkers have no special bonuses or penalties due to their size. Woodwalker base land speed is 30 feet. Low-Light Vision: A woodwalker 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: Woodwalkers receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. +1 racial bonus on Handle Animal, Jump, Listen, Search, Spot, and Survival checks. Stonedelvers - This race of short star-nosed mole people inhabits the caves and mountains of the world. Because of the fact that their ancestors mined most of the magic ore before The Brume appeared, several mutations have occurred due to exposure to magical energy. Stonedelvers suffer not from the perils caused by The Brume, but from the lack of trade since its occurrence. +1 Strength, +1 Constitution, -1 Dexterity, -1 Charisma Small: As Small creatures, stonedelvers gain a +1 bonus to Armor Class, a +1 bonus on attack +1 rolls, and a +4 bonus on Hide checks. Stonedelver base land speed is 20 feet. However, stonedelvers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Stonedelvers also have a burrowing speed of Darkvision: Stonedelvers 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. Stonecunning: This ability grants a stonedelver 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 isnt stone but that is disguised as stone also counts as unusual stonework. A stonedelver who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a stonedelver can use the Search skill to find stonework traps as a rogue can. A stonedelver can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Weapon Familiarity: Stonedelvers may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: A stonedelver 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). +2 racial bonus on saving throws against spells and spell-like effects. +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Deeprunners - A race of anthropomorphic eels, the deeprunners live chiefly near underwater thermal events on the ocean floor. Though incredibly agile underwater, their long, gangly bodies are clumsy on land. Deeprunner merchants swim together in groups from port to port, transporting their wares in waterproof cases. In some areas deeprunners are the only ones providing trade. Because they live underwater, they are largely unaffected by The Brume. +1 Constitution , +1 Intelligence , -2 Dexterity. Medium: As Medium creatures, deeprunners have no special bonuses or penalties due to their size. Deeprunner base land speed is 20 feet. Deeprunners also have a swim speed of 40 feet. Waterbreathing: When underwater, deeprunners breathe using their gills. Electrolocation: When underwater, deeprunners can project a weak electric field that gives them Blindsense out to 20 feet. Weapon Proficiency: Deeprunners receive the Martial Weapon Proficiency feats for the trident as a bonus feat. +2 racial bonus on Appraise and Diplomacy checks +8 racial bonus to Swim checks Skyclimbers - Skyclimbers are a race feathered humanoids with wings on their back. Like the woodwalkers, they are thought to be descended from normal humans who were somehow transformed. They age at the same rate as humans, and most skyclimbers can only fly until they reach puberty, at which point their wings are insufficient to allow flight. Skyclimber magic users created magic items to aid flight, but ever since The Brume appeared most of these items have been lost. Skyclimbers in possession of a flight-providing item are often employed as messengers for areas forced into isolation by The Brume. +1 Dexterity, +1 Charisma , -2 Constitution Medium: As Medium creatures, skyclimbers have no special bonuses or penalties due to their size. Skyclimber base land speed is 30 feet. Gliding (Ex): A skyclimber can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Skyclimbers glide at a speed of 40 feet (average maneuverability). A skyclimber can't glide while carrying a medium or heavy load. Flight (Ex): A skyclimber has a flight speed of 40 feet. However, a skyclimber cannot fly for two or more consecutive rounds; she must rest for two rounds before flying again. A skyclimber may fly, glide for two rounds, and resume flight. A skyclimber becomes fatigued after spending 5 + her constitution modifier rounds flying in a single day. A skyclimber can't fly while carrying a medium or heavy load. +1 racial bonus towards Gather Information checks and Search checks. Nice job with the formatting. Okay, odd-numbered ability scores are a big no-no. They do almost nothing half the time. Secondly, bonuses to mental ability scores in LA +0 races are also frowned upon, they tend to make races that are more desireable than humans. Humans are the baseline LA +0 race, any race that outshines a human simply cannot be LA +0. |
| Windbit04-18-07, 09:41 PM | What changes do you suggest? |
| Thomar_of_Uointer04-19-07, 01:16 AM | What changes do you suggest? Don't give them odd ability score adjustments. And don't give them mental ability score bonuses unless you intend to give them level adjustment. |
| NerdNumber104-19-07, 11:21 AM | The first two sound like elves and dwarves. Check the unearthed arcane for environmental racial varients. |
| Windbit04-19-07, 04:08 PM | Statiscally, Woodwalkers and Stonedelvers are slightly altered Elves and Dwarves. I may decide to change them further, though. My campaign setting doesn't have any of the core races, so I made new counterparts for them. |
| YabaTheWhat04-19-07, 04:16 PM | There's one big problem with the skyclimbers. In a single round of flight (at 40ft/average), they can take a Run action and climb 80 ft. If they subsequently take only 20 ft of glide movement per round (dropping 5 ft), they can remain aloft for 15 rounds (touching ground on round 16). Should this prove not to be enough time, they can climb another 80 ft for another 16 rounds airborne. While this won't pose a problem at higher levels, it's a major advantage for a low-level archer. Anything without a ranged attack or wings of its own ceases to be a threat. |