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| A_Villainous_Sidekick04-18-07, 11:48 AM | I am trying to round out roughly 10 races for my upcoming campaign - here is what I have for sure: 1. Humans 2. Dwarves 3. Sun Elves (+2 dex, +2 Cha, -2 Str, -2 con) 4. Moon Elves (+2 dex, +2 Wis, -2 Str, - 2 con) 5. Warforged (servants of human race) 6. Goliaths (working on level adjusting them to a +0 - help appreciated with this :D ) 7. An undead race, like Necropolitans, they will serve as enemies of the first campaign, but then be open to PC's subsequently. I still need 3 more races. I want them diverse and to cover a niche. However, I want to avoid the little guys gnomes (to much like dwarves) and halflings (too much like little humans). Also want to avoid orcs, goblins, and shifters (as they are barbaric horde like baddies for now) . . .any help is always appreciated. Thanks in advance. |
| Kezarim04-18-07, 12:26 PM | Catfolk (Races of the Wild) Lun'rak'Tar (see my signature) Remade (one of the latest DR, this is actually a template, but a damn nice one.) |
| YabaTheWhat04-18-07, 12:48 PM | Changelings. They can be justified pretty easily, and offer a nice contrast with the races already listed. A feline race would probably be good. You could use catfolk, or snag one of the many thousands of homebrew races. Click on "cats" in my signature for one example. Do you want to avoid all small races, or just the ones mentioned? |
| A_Villainous_Sidekick04-18-07, 12:55 PM | Thanks for the quick responses guys. Catfolk - This is one that I have definitely considered, however I do not as of yet own Races of the Wild. Do you have any superficial info on them? Lun'rak'Tar - Cool homebrew race. I do not think it will fit my campaign flavor however. I am using shifters and werewolves as an early enemy, and I think there might be too much overlap Remade - I have this issue of DR, but was not as a big a fan, especially considering that I am already using Warforged ---- Changelings - These guys were another one I was considering; I was a little worried in regards to culture -- Humans are somewhat new to the area we are playing in, and most of the races already have a culture -- any ideas as to what Changelings culture could be like outside of Eberron?? Thanks for the ideas . . .any others? |
| A_Villainous_Sidekick04-18-07, 12:57 PM | Do you want to avoid all small races, or just the ones mentioned? Really just the ones listed. Gnomes have never been a favorite of my players, and neither have hobb . . .I mean halflings. I was thinking Kobolds, but I am not sure, are there other nice small races out there (besides goblins) |
| YabaTheWhat04-18-07, 12:59 PM | Changelings - These guys were another one I was considering; I was a little worried in regards to culture -- Humans are somewhat new to the area we are playing in, and most of the races already have a culture -- any ideas as to what Changelings culture could be like outside of Eberron?? Changelings usually blend into other cultures. They pretend to be members of whichever race dominates the lands they inhabit. They could have arrived with humans, or already been living in the area in the guise of elves and dwarves. (How long do changelings live? I only have the MM3 reference. Well, it doesn't matter, you can change their lifespans as needed to fit the campaign.) Check the races in my signature. You'd need to change the flavor for daysprites (fey/elf cross?) since you're avoiding halflings. Raptorans (http://www.wizards.com/default.asp?x=dnd/iw/20050106b&page=1) (RotW) might also fit your campaign, if you're looking for some variety. |
| Krusk04-18-07, 01:03 PM | gnolls might fit in as a good big brutal race. I like minotaur from dragonlance maybe half ogre from races of destiny? you seem to be lacking in the "bigger" races, but youve got a good ammount of "smaller" ones. 2 variations of elves, and undead which are all usually spellcasters. And only goliath as a big brute race. |
| Tolby04-18-07, 01:03 PM | Goatfolk--Professional Soldier race |
| Disciple_of_Juiblex04-18-07, 01:08 PM | So you dont want small races (though halflings are nothing like humans and dwarfs and gnomes are very diffrent) or "savage" ones. it also sounds like you want half/races (elves, orcs, delkar) So a few suggestions 1. Hellbred (FC:2) a dark race, but still good peaple {generally} 2. Darfellan (stormwrack) A strength race. also a good aquatic race. 3. Asherati (sandstorm): earthy, sneaky, and they are their own lanterns :P 4. Jungle Gnome (Unearthed U.) now they arnt anything likw dwarfs. (though PH book are still far removed IMO) 5 .Krynn Minotaur (dragonlance) might be used as slave labor, seen as animals. but a few npc could be trying to change others minds |
| RobbyPants04-18-07, 01:55 PM | Do hobgoblins count as "horde" type barbarians? They have a more structured, militaristic organization compared to orcs and goblins. There are the nezumi (ratlings) from Oriental Adventures if you want to go that route. In addition to the elves listed, something like wood elves or wild elves could be useful. Just a few that come to mind... |
| j3st3r04-18-07, 02:08 PM | How about basic lizardfolk (http://www.wizards.com/dnd/images/mm_gallery/LizardMan.jpg) or Lizardfolk, Blackscale (http://www.wizards.com/dnd/images/mmiii_gallery/83018.jpg) or Lizardfolk, Poison Dusk (http://www.wizards.com/dnd/images/mmiii_gallery/83019.jpg)? Catfolk can also be found from Miniature Handbook. |
| A_Villainous_Sidekick04-18-07, 02:18 PM | Once again thank you everyone for the suggestions. Let me clarify a few things -- I did not mean that haflings are just like humans (only shorter) nor the same with Gnomes being similar to Dwarves. I just meant that in my campaign they are often used in similar fashions, Halflings usually live amongst humans and Gnomes are mining, technical experts which is somewhat similar to the way I use Dwarves . . .also they just do not get a lot of love from my Players. On to the suggestions -- Changelings - I will give them a hard look again. Let you know if it works for me. Raptorans -- I really like this idea. I have one concern though -- flight. Has anyone had a problem with this or found it to be unbalancing or does it come late enough in a Raptoran's life that it is not a big deal?? Gnolls/Ibixians (Goatfolk)/Minotaurs/Ogres/Hobgoblin -- To be honest I will probably not have a race of Hobgoblins in my campaign. I love what they are in Eberron, but do not think they will work in my campaign -- besides I am using varaint goblins (forestkith, norkers, Dekanter) and just do not feel that strict militant hobgoblins fit in as well as an offshoot, but I will reconsider them. Ogres and Minotaurs will be baddies in my campaign for sure, I like them as barbarous monsters. Now Gnolls and Ibixians are the two front runners for a monstrous race to be included. Does anyone want to weigh in with preference? Also does anyone have suggestions on making the LA +0 -- i could do it myself and probably will, but am always open to others interpretations. Hellbred - I got me my Undead race as the dark ones . . .and I think I would have a hard time making a culture out of them, which is something I want from my races -- they have civilization that is self-sufficient but open to integrating with the other races. Darfellan - I do like these guys, but am not sure if my players would really care for an aqautic type. So far the ones I am giving most consideration to our Gnolls, Ibixians, Hobgoblins (despite what I wrote just minutes ago), Darfellan, Changelings, and Raptorans -- feel free to persuade me one way or the other or offer other suggestions and thank you again for help with this question. |
| Barloch04-18-07, 02:21 PM | Illumians are a favorite race of mine, even if humans are relatively new to your campaign world illumains could be long time denizens of the plane of shadow and recently discovered (or made) a portal to your world to colonize it. Their cabals make for intriguing and interesting roelplay opportunity. Thri-kreen are another race I like and add a nomadic race to your list (of which there really isn't one) that replaces halflings as the nomadic peoples that interact with lots of cultures, even with their -4 cha they could be nomadic fur traders or big game hunters. You could always add another dwarven race (gold dwarves, I like them) to balance out the elves. Personally I'd stear clear of catfolk, but thats just me. |
| A_Villainous_Sidekick04-18-07, 02:49 PM | Thri-Kreen and Lizardfolk (probably Poison Dusk) added to the list of races to thoroughly research. Thanks. Correct me if I am wrong, Illumians are the human-like race with sigils on that swirl around??? If so they are out. :P I suppose I could adjust the flavor, but to be honest I know little about them. |
| YabaTheWhat04-18-07, 03:24 PM | You'll have to deal with flight sooner or later anyway. Arcane casters get Alter Self at level 3-4, and most creature types other than humanoid have some kind of flying creature. I even made an Alter Self chart once, using the best races from core rules (MM1 v3.5 only), when I was trying to pick a creature type for a homebrew race. >> Monstrous humanoid: Gargoyle (fly 60 ft average) >> Magical Beast: Pegasus (120 ft average) >> Fey: Pixie (60 ft good) >> Animal: Eagle (80 ft average) If you include the right supplements, even elves can fly. (The table includes best natural attacks, natural armor, land speed, burrow speed, fly speed, climb speed, and swim speed. Types listed are humanoid, monstrous humanoid, animal, magical beast, fey, and aberration. Not all types have entries for all categories.) |
| Argo04-18-07, 03:26 PM | Whisper Gnomes are fun. They're different enough from dwarves that you wouldn't use them in the same way. This is a subrace that aren't technical geniuses, but rather are decptive little sneaks. Everyone distrusts them, but they're too valuable as spies, informants, and thieves to be kicked out altogether. They have useful spell-like abilities, like silence, mage hand, message, and ghost sound, plus a racial bonus to Hide and Move Silently that makes them uber-Rogues. I currently am playing a Whisper Gnome Rogue, whose focus is killing casters. That silence is golden. |
| A_Villainous_Sidekick04-18-07, 04:18 PM | You'll have to deal with flight sooner or later anyway. Arcane casters get Alter Self at level 3-4, and most creature types other than humanoid have some kind of flying creature. I even made an Alter Self chart once, using the best races from core rules (MM1 v3.5 only), when I was trying to pick a creature type for a homebrew race. >> Monstrous humanoid: Gargoyle (fly 60 ft average) >> Magical Beast: Pegasus (120 ft average) >> Fey: Pixie (60 ft good) >> Animal: Eagle (80 ft average) If you include the right supplements, even elves can fly. (The table includes best natural attacks, natural armor, land speed, burrow speed, fly speed, climb speed, and swim speed. Types listed are humanoid, monstrous humanoid, animal, magical beast, fey, and aberration. Not all types have entries for all categories.) Good points all around, I have to admit I am leaning heavily towards the Raptoran. Anyone have thoughts on which monstrous race is better to add - Gnolls or Goatfolk? |
| Zylo_Drizzt04-18-07, 04:24 PM | Lun'rak'Tar - Cool homebrew race. I do not think it will fit my campaign flavor however. I am using shifters and werewolves as an early enemy, and I think there might be too much overlap wait so you are using shifters and werewolves as ealy enemies? that means you forgot to mention at the begining about shifters as a race. |
| Barloch04-18-07, 04:43 PM | Good points all around, I have to admit I am leaning heavily towards the Raptoran. Anyone have thoughts on which monstrous race is better to add - Gnolls or Goatfolk? Well thri-kreen are a monstrous race, but betweent hose two I'd go with gnolls,they're more fleshed out in the D&D books, and they even have their own little race section in races of the wild and subrace (flinds, MM3). Illumians are in races of destiny, and yes you have the right general idea, still if I were designing (or helping a friend, much more likely) a campaign setting I'd definatly reccomend them. |
| j3st3r04-18-07, 05:36 PM | Anyone have thoughts on which monstrous race is better to add - Gnolls or Goatfolk? I'd personally choose ibixians rather than gnolls, since they could easily be of any alignment rather than gnolls that are usually chaotic evil. Barloch had a good point about gnolls and if you're thinking of choosing a race as an enemy against the players, then gnolls would definitely be a good candidate. |
| Argo04-18-07, 06:12 PM | I'd pick Ibixians over Gnolls, not only for the reason that Gnolls are usually Chaotic Evil, but also because Gnolls are more commonly used. Your players would see the Ibixians and think "Hey!" |
| CryoSilver04-18-07, 06:14 PM | Are we including homebrew races here? Because I have a homebrew race you might like that would fit in the "mysterious nomad" niche quite well. Rakkatak, the Sand People The rakkatak, or, as they are more commonly known, the sand people, are a mysterious race of desert-dwelling nomads. Outsider races know virtually nothing of their culture or ways, other than that they sometimes come to the oasis cities to trade treasures dredged up from the depths of the dunes, and sometimes resort to vicious raids for food and water. Personality: Most rakkatak are gruff and short. They tend to be defensive and clannish, as well as highly religious. To outsiders, sand people can be downright hostile when not engaged in trade. Thrift, intelligence, piety and confidence are virtues to be aspired to in rakkatak culture. Physical Description: Rakkatak look somewhat human, but there are many subtle differences. Most are between 6 and 7 feet tall, tending toward taller, but generally do not weigh much more than the average human; the desert favors the slim and tall with cool breezes. Rakkatak are well adapted to traveling in the desert; they have a second set of transparent eyelids, like a snake, as well as slitted pupils, often orange or amber. Hair is almost uniformly coarse and black; rakkatak men are mostly clean shaven. Rakkatak clothing is flowing and concealing. Most sand people wear three or more robes, as well as loose, baggy shirts and pants. Head wraps cover the entire face except the eyes, and are decorated according to the individual’s status and rank. Relations: Sand people get along poorly with most races and keep to themselves. The one exception to this is the thri-kreen, with whom they do much trading and interaction. No one is quite sure why. Alignment: The regimented and close-knit nature of rakkatak culture gives them a strong leaning toward law over chaos. As many sand people are good as evil, with the bulk of the race in between. Lands: Rakkatak are nomadic, and the entire desert is their territory, but for the most part, they are content to share. Religion: Rakkatak are extremely religious, and their priests hold high status in the tribe. Their religion is mostly concerned with the battle between light and darkness, and the two representative domains (religion functions differently in my campaign world). The rakkatak creation myth is presented below. Language: Rakkatak speak their own language, which sounds harsh and guttural to outsiders; however, it travels very well over the dunes. In fact, Listen checks to hear rakkatak suffers only half normal distance penalties. Most rakkatak also speak thri-kreen and Common. Names: Rakkatak names sound gentler than the rest of their language. The reason for this is that most rakkatak are named after heroes and legends. Sample male names: Chamuel, Azrael, Gabriel. Sample female names: Lillith, Eth. Adventures: Rakkatak adventure very little; their culture frowns on those shirking their tribe. Therefore, most rakkatak adventurers are outcasts, or the sole survivor of tribal wars. Rakkatak Racial Traits • +2 Con, +2 Wis; Rakkatak are tough and perceptive • Medium size • Speed: 30 feet • Darkvision 60 feet • Low Light Vision; rakkatak are supremely adapted to living at night in the desert • +4 bonus on saves vs weather-based effects; the harsh desert has toughened the rakkatak • +2 racial bonus on Listen and Spot checks; rakkatak are perceptive • +2 bonus on saves vs divine magic; a rakkatak’s faith is so strong it protects him from the magic of foreign gods • Weapon Familiarity: rakkatak treat glass claws and longblades as martial weapons • Rakkatak require only one fifth as much and water a normal medium-sized creature; constant hunger has reduced the need of the rakkatak. • Divine Gift: Rakkatak are incredibly pious, and their faith allows even common sand people to use divine magic. A rakkatak may use a level 1 or 2 cleric spell once per day with a caster level equal to his character level. This spell is chosen at character creation and may not be changed afterward. Rakkatak may not normally choose spells that involve light, chaos, fire or air; these are all considered taboo in rakkatak culture. If a rakkatak chooses such a spell, he loses his bonus on saves against divine magic, and will most likely be exiled. • Favored class: cleric • LA +1 The Rakkatak Myth of Creation “Gather around, young ones, and I will tell you of how this all came to be; all that you see around you; the air, the sand, you, me, everything… In the very beginning, there was nothing; nothing at all. It was emptier than the sky, and so dark you could not have even seen the darkness. The nothingness was all encompassing: it was everything. Yet it came to pass that the nothingness came to know of itself. And in knowing itself, it became Something. This something caused a disturbance in the infinite void of nothing. This was the first light; the absence of Nothingness and darkness. The light was cruel and unforgiving, it burned and destroyed the quiet nothing wherever the two touched, and soon, the Void realized that it must contain the light before it destroyed nothingness. So it created a seal around the light, and called it the Sun. The sun shone down on the barren battleground it had destroyed as uncontrolled light. This was our world. The light looked down with greed and anger; it scorched and it burned, thus, the desert was formed. The darkness looked down with pity and tried to protect as best it could, but it could only protect half of creation at once. Thus was born night and day. This conflict continued for thousands of years, and in time, the light grew more dangerous and unpredictable in its actions. Thusly, Chaos was born. The darkness never changed, and in its constancy, coalesced. Thusly, Law was born. This filled the light with rage; a terrible ugly rage, and thusly, Evil was born. The benevolence of the darkness, still protecting half the world saw this and despaired; the sadness of the void became Good. The tears of the void became Water, the bellowing rage of the light became Air, the encompassing arms of darkness became Earth, and the destruction of the light became Fire. After years and years of fighting, the Light and Darkness grew weary, and stopped warring for a time. In this time, the first plants and animals rose from the soil; they had been sealed inside before, protecting themselves from the mighty cosmic war. The first creatures to rise to the surface were the rakkatak; they dug out of the dark side of the world and rejoiced; it was cool, it was safe. But the world turned, and the light soon burned down on them, so they ran back to the darkness. That children, is why we revel in the night, and hate the day, and that is how it all came to be.” The sand people have developed several new pieces of equipment to cope with their environment, as well as accommodate their cultural needs. Weapons Glass Arrows: rakkatak who use bows in warfare often employ these special arrows. The entire arrow is made of a variant of the glass used in glass claws. When a glass arrow strikes a creature, it shatters and buries fragments of itself in the target. Heal checks to treat glass arrow wounds are made at +2 DC, and poison on a glass arrow gains a +2 circumstance bonus on its save DC to resist, because it is driven so deeply into the wound. Glass arrows are ammunition and do not require additional proficiency to use. Cost: 2 gp Glass Claws: These 4 inch long claws are linked together by woven steel wires and fit over a rakkatak's vestigial claws. They are made of a special kind of glass produced from certain rare kinds of sand and are naturally razor sharp. Stats: light exotic, 1d4 18-20/x2. 1/2 lb, 35 gp. A rakkatak wearing glass claws gains a +4 bonus to avoid being disarmed of them. Longblade: This sword is longer than a bastard sword, but thinner; it is designed to maximize the height advantage most rakkatak have over other humanoid enemies. Most rakkatak warriors wield longblades, and the inscriptions carved into the blade signify various achievements and honors that warrior has garnered. Stealing a longblade is an offense as severe as impiety in rakkatak culture. Stats: one-handed exotic, 1d8 19-20/x2. 4 lb, 50 gp. When wielded against an opponent of the same size or smaller as the wielder, a longblade grants a +1 circumstance bonus on attack rolls, and a +1 additional dodge bonus when the wielder fights defensively or on full defense. A longblade may be used with Weapon Finesse. Other Equipment Kemptar: These are the traditional head-wraps worn by all rakkatak. They provide protection from the heat and lock in moisture. A kemptar grants a +1 equipment bonus on saves against desert climate effects. Cost: 1 gp Kemptar, masterwork: In addition to granting a total of a +2 bonus on saves against desert climate, a rakkatak wearing a masterwork kemptar gains a +1 bonus on Charisma-based checks against other rakkatak. Cost: 50 gp Rakkatak Poison: While the rakkatak possess a weak poison in their teeth, it is not generally dangerous to anything larger than a rat. However, it can be distilled into a more potent form by certain rakkatak chemists. It possesses the following traits: DC 16, 1d4/1d4 Str. Cost: 20 gp Sandbomb: This unique rakkatak item charges sand with static electricity and creates an opaque and gritty cloud. It is often used during raids to disorient the enemy. When thrown as a greande-like weapon, it creates a 10 foot radius cloud of suspended sand. This sand provides concealment to all those within, but blinds them for 1d3 rounds if they fail a DC 12 fortitude save. Rakkatak are immune to this blinding, due to their second eyelid. Cost: 10 gp Sand Cape: This rough canvas cape is worn over other clothing by hunters and stalkers. It has been specially treated with desert resins and rolled in sand, to aid in camouflage. The wearer gains a +2 equipment bonus to Hide checks made in sandy environments. Cost: 20 gp |
| blowfish04-18-07, 08:55 PM | A level adjusted +0 version of the Yuan-ti race would be awesome. And not necessarily evil or savage, just snake-like. |
| A_Villainous_Sidekick04-18-07, 09:42 PM | Wow, thanks for all the replies . .. let me delve into my thinking a bit more -- A level adjusted +0 version of the Yuan-ti race would be awesome. And not necessarily evil or savage, just snake-like. Agreed completely, but then again there is something to having a race of evil snakepeople be enemies in the campaign Are we including homebrew races here? Because I have a homebrew race you might like that would fit in the "mysterious nomad" niche quite well. Most definitely. And I definitely like the work you have done here, very thorough. However, I will be honest my group will want pictures . . . I'd pick Ibixians over Gnolls, not only for the reason that Gnolls are usually Chaotic Evil, but also because Gnolls are more commonly used. Your players would see the Ibixians and think "Hey!" Normal alignment means nothing to me, as I take a very liberal interpretation of what alignment should be . . . and I rarely designate a race based on alignment. That being said I am leaning towards Ibixians for a race, I like their look, and think my players would too. wait so you are using shifters and werewolves as ealy enemies? that means you forgot to mention at the begining about shifters as a race. I meant player races. Shifters are really going to be guardians of a certain lycanthrope site I have designed . . . no more no less probably. With all of the above considered and some more thought on my own, I am strongly considering adding Ibixians (at LA +0) and Raptorans as races 8 and 9. That gives me a mix of big races (Goliaths, Ibixians, and to some degree Warforged), magical oriented races (2 elves, undead), industrial races (dwarves, and humans), wilderness races (raptorans, elves, goliaths, ibixians) that leaves one spot open, probably something more civilized . . .maybe even Gnomes (i know I change my mind a lot) or Illumians (can someone give me some flavor text on them?) |
| A_Villainous_Sidekick04-19-07, 09:29 PM | Ok, I am going with Raptorans and Ibixians as races 8 and 9. Thanks for all the suggestions and ideas. It helped much. As for race number 10, I am leaning towards something more 'civilized' (hope that is not too vague) . . . looking at races that likely have capability to live in and maintain large cities etc (of course flavor can be adjusted to match this) . . . Gnomes (some variety of them), Hobgoblins, Illumians are the first to jump off the page . . . any good ones I am missing? |
| gordjohnson04-19-07, 10:04 PM | Really just the ones listed. Gnomes have never been a favorite of my players, and neither have hobb . . .I mean halflings. I was thinking Kobolds, but I am not sure, are there other nice small races out there (besides goblins) i acctualy use hobbits... their not sickly skinny theiving people like the halflings, but healthy stout godly poeple -2 str +2 wiz |
| j3st3r04-19-07, 10:08 PM | How about aazimar or sharakim from Races of Destiny? |
| A_Villainous_Sidekick04-19-07, 10:33 PM | How about aazimar or sharakim from Races of Destiny? Can I get a little surface info on them . .. |
| JLaurHughes04-19-07, 10:55 PM | Thanks for the quick responses guys. Catfolk - This is one that I have definitely considered, however I do not as of yet own Races of the Wild. Do you have any superficial info on them? If you have Miniatures handbook you can find the WotC Catfolk in this book as well as the Races of the Wild. Aside from that, there are more than a dozen different catfolk races posted on this board. If you want a diverse version of catfolk, try in Legends and Lairs: Mythic Races. There are some catfolk like races there called Artathi. |
| j3st3r04-20-07, 03:28 AM | Aasimar are descended from devas, angels and other creatures of pure good alignment; although their celestial ancestor may be many generations removed, their presence still lingers. Aasimar are predisposed to Good alignments, but they are by no means always good. In Faerun they are the descendants of the good deities who walked among the mortals there. You can find more of it from the MM. Sharakim (http://www.wizards.com/dnd/images/rod_gallery/86340.jpg) were once human, but were cursed because they committed an evil act against their deity. Therefore as a punishment they were transformed into hideous looking creatures. They are good natured loners, that learn from early childhood that they were created from sin. Therefore they are sullen when alone, but eager to please others and prove them wrong of being anything like orcs that they resemble. |