Races of En'Gha (4 new races for a homebrew campaign setting) (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Crimson_Concerto

02-20-07, 01:08 AM
Hello all, and welcome to "Races of En'Gha!" En'Gha is a more technologically and magically advanced world than typical D&D and is similar to Eberron in many ways except for intended style of play.

The Races of En'Gha include:
An LA+0 Catfolk race just because everybody has their own version, so I might as well.
The descendants of the Genies who transformed En'Gha from a barren wasteland to the lively place it is today.
A race new to En'Gha, the product of recent necromantic arcane pollution in the nation of Santek.
And a race that only recently returned to En'Gha after having left for the moon long ago.

I hope you like what you see, and I look foreward to any constructive criticism about race balance. I would also, of course, love to tell you more about certain aspects of each race if you're interested.

In case you happen to care at all, the next enstallment will be "Classes of En'Gha." It will take place on the Classes board and feature the Sublime Marksman as well as a couple of Prestige Classes.

Oh, and I'm going to try to get some art to post, but I can't promise anything soon, unfortunately. You'll just have to use your imagination until then.

Anyways, here they are, the races of En'Gha.

CAT-FOLK
In the northern plains and jungles or En’Gha exist a peoples who have yet to embrace En’Gha’s technological and magical advancement. These cat-like people lead primitive lives, but nobody in En’Gha has a more remarkable sense of community. Everything they do, they do for each other, and nobody fit’s the concept of the benevolent barbarian better.
Personality: The greatest common factor between cat-folk are their generally kind-hearted and care-free attitudes. They generally try to sport a positive and optimistic outlook, which helps them make quick friends. Many identify Cat-Folk as being naïve and childish, and indeed while they are curious, they can be slow on the uptake, but a great mistake many make is to believe Cat-Folk have poor work ethic. In reality, Cat-Folk just tend to be impatient and have short attention spans for jobs that require boring and tedious work.
Physical Description: Cat-folk, true to their name, appear to be humanoids, standing anywhere from 4 to 8 feet tall, with distinctly feline aspects. They sport fur coats of varying thicknesses, colors, and patterns, mostly depending on genetics and geographic location. Feline facial characteristics include triangular noses with slit nostrils, whiskers of varying lengths, wide eyes with a slit-like iris, sharper teeth that other races would expect, and a tail averaging 3 feet in length . Cat-Folk also have large, triangular ears which include muscles not present in the ears of other races that allow them to easily practice directional hearing. Cat-folk fingers and toes are thicker than should seem appropriate and include retractable claws, which some Cat-Folk prefer to trim down. Cat-folk are not very big on clothing, as their fur provides all of the warmth they usually need. However, they do usually wear at least a loin cloth or other simple clothing for simple modesty. They do, however, enjoy wearing colorful beads and stones as necklaces, bracelets, or piercing. Cat-Folk mature to adulthood at age 15, but few live past the age of 75.
Relations: Cat-folk are generally unfamiliar with Dwarves, and Gnomes, because of the vast distances between the places they typically choose as their homelands. However, they have trouble understanding the longer-lived and more intelligent elves who share their grassland or jungle homelands. Cat-Folk tribes usually end up having the closest relations with Halflings, who are similarly free-spirited and nomadic in nature, despite the more neutral tendencies of Halflings. Cat-Folk homelands are only rarely visited by Jinn, Stranger, and Stillborn, who tend to keep to more technologically advanced locales.
Alignment: Cat-Folk traditions and teachings of encouraging good value, especially generosity and helping others, naturally produces a race that is overwhelmingly good in nature, but the manner in which a Cat-Folk expresses his good nature can vary greatly on the axis of law and chaos.
Cat-Folk Lands: Cat-Folk usually live in tribes located in warmer climates, either plains or jungles. These tribes can contain anywhere from 20 to 100 Cat-Folk, and have between 1 and 5 tribal elders. While their hut-like dwellings do not usually take up very much space, the tribe’s territory can extend for miles to claim the local game. This territory is usually negotiated over instead of fought over and in the end usually depends on the number of Cat-Folk in the tribe and the local abundance of game. When tribes feel the need to merge, all tribal elders share equal power for a time until the assimilation is complete.
Cat-Folk encountered in human lands usually serve as herbalists, hunters of local game, or even bounty hunters.
Religion: Cat-folk are very spiritual creatures, and their beliefs always include a reverence for nature. In fact, most tribal elders are either Druids or Spirit Shamans. They have no chief deity other than nature itself but also commonly revere certain aspects of nature; most often including the 4 elements (earth, fire, wind, and water).
Language: Cat-folk speak a Feline language that seems to be comparable to an odd mix of Elven and animalistic purring or roaring. There is little notable Feline writing, and that which exists uses the Elven script. Existing works are usually historical records of seasonal conditions or animal migration used to predict game abundance.
Names: Because Cat-Folk are not raised solely by their parents but by the tribe as a whole, their name is given to them by the tribal elders. For the same reason, they do not have last names, but when introducing themselves to outsiders, they may use their tribe name in place of this with the connector “of the.” Some of them may also carry a title given to them by their tribe, and there are more often than not just words that seem to fit the Cat-Folk’s personality or talents. For example, a the tribe’s most skilled and revered hunter may simply be called “Hunter.”
Male Names: Arve, Brevwin, Callo, Hrove, Kayle, Pyre, Rauve, Swint, Tigrus, Vrawe.
Female Names: Alrra, Calli, Herra, Pree, Liaire, Melae, Nuati, Ryn, Shaline, Taine.
Tribe Names: Bisonsouls, Earthlights, Flamedancers, Hawkbringers, Moonprowlers, Plainsrunner, Rainmovers, Riverblades, Sungazers, Windsingers
Adventurers: Cat-Folk are most likely to adventure out of simple curiosity of the world outside of their tribe. However, some end up adventuring under more unfortunate circumstances, such as to find medicine or food for their tribe members in need. Those who want to become tribal elders adventure to see the world as a rite of passage to gain knowledge and wisdom of how it works. In either case, a Cat-Folk’s parting from his tribe is often preceded by at least some small celebration, so that the Cat-Folk’s and his tribe’s final memories of each other are happy ones should they never meet again.

Cat-Folk Racial Traits:
- +2 DEX, -2 INT: Cat-Folk are swift and poised but a bit slow on the uptake and naïve.
- Medium: As medium creatures, Cat-Folk have no special bonuses or penalties due to their size.
- Cat-Folk base land speed is 30 feet.
- Low-Light Vision: A Cat-Folk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
- Claws: A Cat-Folk gains Improved Unarmed Strike as a bonus feat and can choose to have its unarmed strike deal slashing and piercing damage instead of bludgeoning damage. This counts as a natural attack for purposes of qualifying for and benefiting from the Improved Natural Attack feat.
- Cat-Fall: Thanks to a flexible spine, a Cat-Folk falling (or otherwise flying through space) for at least 5 feet and carrying no more than its max load, can reflexively twist and contort its body as to always land on its feet, unless the damage dealt by the fall is enough to knock it unconscious. The Cat-Folk takes damage as though this fall were 10 feet shorter. A Cat-Folk cannot use this ability while helpless.
- Feline Features: Cat-Folk have a +2 racial bonus to all Balance, Listen, and Move Silently checks. Cat-Folk ears, tails, and other feline features make them swift and effective hunters and tracker.
- Automatic Languages: Common and Feline. Bonus Languages: Elven, Halfling, and Sylvan.
- Favored Class: Scout

JINN
Millennia ago, En’Gha was a barren wasteland of nothingness. Then came the Great Wish. Little is known of the wisher, but the Noble Genie in charge of fulfilling the wish was unable to grant it with his limited power. However, so important and grand was the wish that entire cities of Genie joined together to travel to help in fulfilling the wisher’s dreams of a verdant and lively world. The Genies fulfilled this wish, one never surpassed in grandeur throughout the cosmos, but there was a price. The hundreds of thousands of Genies involved were drained of their power. They became permanent residents of the home they had created, and eventually evolved into the Jinn.
Personality: Jinn attitudes and personalities and seem to be almost as varied and unique as those of humans. Indeed, individuality is a big part of Jinn society, and individuals are encouraged to have their own styles and interests. Consequently, Jinn are also the most accepting of almost any race of new ideas and views, and they love spending time finding out about others interests. On the flip side, when it comes to serious matters such as politics or war, Jinn hold efficiency and reason above all else.
Physical Description: Jinn height puts them about equal Elves in stature, but beyond that, body structure is variable. Due to mixing of various outsider bloodlines, Jinn vary even more in appearance than humans do, and it is near impossible to predict the appearance of a Jinn child, even if the parents have similar characteristics. The skin of a Jinn can vary color from typical human tones to deep blues to bright reds to aquatic greens to flamboyant purples, and their hair is no simpler a matter, sometimes being of colors that don’t seem to match their skin at all or being streak or striped in multiple colors. As if Jinn weren’t individual enough, no two Jinn dress alike, and their wardrobe varies so greatly that it would be impossible to list any typical style. Jinn reach adulthood at age 20 and may live to be as old as 150.
Relations: Jinn build their cities alongside those of humans and have wonderful relations with them. Because of their magical talent, Jinn also tend to find common ground with Elves and Gnomes, especially the latter who share more similar abilities. Jinn also praise Halfling wanderers who bring their cities unique goods, fabrics, and jewels. Jinn have little like for dwarves or Strangers, who they feel are too uptight and boring and conformist, but they do usually try to find some common ground. Jinn cities are accepting of Stillborn, as they understand inborn magic is not something they chose for themselves. Jinn have little relations with Cat-Folk but do enjoy their company when it is available, if only because their personalities seem to compliment each other so well.
Alignment: Jinn culture’s focus on individuality produces a predominantly chaotic race. Jinn lead more towards good than evil, but not overwhelmingly so.
Jinn Lands: Most Jinn cities can be found anywhere a human settlement might be found, but they are much more highly inclines to build cities of unimaginable splendor and odd constructions. A city may be entirely built on an enormous spiral staircase extending up into the clouds, on a net hanging over an immense waterfall or lake, or suspended in the air between cliffs, anchored to each side. Two things all Jinn cities share in common is their layered structure, allowing for lots of space, and a inclination towards using magic to pull it all off. Each city is usually led by a sheik or sultan and his court.
Jinn living with humans are usually teachers of magical talent or linguistics experts, interpreting planar languages.
Religion: Jinn have their own pantheon of great and powerful Genies, the leaders of which are the twin Supreme Nobles; Ferisand and Trevayiah. However, Jinn do not as often worship this Supreme Court rather than revere its power and authority over the elemental planes.
Language: Jinn do not have their own language per se, and they usually speak common, but there are few who do not know at least one or two other planar languages. Usually, a Jinn’s parents will teach him Common and the planar language of their most prominent genie ancestor, and Jinn often decide to learn more, as they’re usually surrounded with other Jinn speaking other languages.
Names: Jinn naming, like human naming, is completely parent-dependant. Each parent chooses one of their two last names and both are given to the child to be used in no particular order. Parents try to pick unique names for their children, normally blending different sounds and syllables from the planar languages they know. Unless the Jinn has serious protest to their name as they grow up, their names sticks with them until they die or are given a nickname by their friends.
Male Names: Allorasani, Cliffrast, Flindrey, Jalerian, Malatorstin, Strendae, Tharvre, Vindiaz, Xavil, Zalanimare.
Female Names: Brivellia, Dalorine, Ivrichille, Jiliniah, Lorivine, Namore, Rauvaux, Sweverae, Tralline, Yallifori.
Adventurers: Jinn are most likely to adventure in search of purpose, glory, wealth, and fame. They are quick to seize opportunities to try and make their mark on the world, and love the very concept of the adventuring party. They crave a meaningful and unique life, and there are no shortage of Jinn who want to explore the world.

Jinn Racial Traits:
- Medium: As medium creatures, Jinn have no special bonuses or penalties due to their size.
- Jinn base land speed is 30 feet.
- Wish Granter: Conjuration and Transmutation spells or effects cast by Jinn (except for its racial spell-like abilities) are done so at +1 Caster Level. This adjustment stacks with those from similar effects. Jinn are still more proficient than other races at the very magic which created what En’Gha is today.
- Spell-Like Abilities: Jinn with a CHA score of at least 11 have the following spell-like abilities: 1/day - Dancing Lights, Mending, Prestidigitation. Jinn with a CHA score of at least 13 also have the following spell-like ability: 1/day - Resize. Caster Level 1st; save DC 10 + Jinn’s CHA mod + spell level.
- Wind Boost: Jinn have a +2 racial bonus on Jump checks, are not limited by their height when jumping, and may make standing long jumps and high jumps as though they were running long jumps and high jumps. The elemental plains have gifted the Jinn with supernatural movement capabilities remnant of flight.
- Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran.
- Favored Class: Sorcerer

Resize
Transmutation
Level: Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 min./level
This spell mimics a spell-like ability that some Jinn on En’Gha possess as a remnant of their ancestors’ phenomenal cosmic powers. This spell duplicates the effects of either Enlarge Person or Reduce Person, chosen at the time of casting,
Material Component: A pinch of powdered iron.

STILLBORN
As the noble and virtuous Atmun reclaims his throne as the rightful leader of the Santek nation, the desert nation is stirred up in controversy over the true nature of necromancy. If the Necropolitan Atmun is good, why can other undead not be? This question has led to new life in the art of necromancy, and the resulting arcane pollution has caused some inhabitants of Santek’s cities to give birth to children touched by death. When the phenomenon first arose, most of these “stillborn” babies were killed and deemed abominations, but those who have survived are still hunted down by those who fear their natural inclination towards practicing necromancy.
Personality: Stillborn often have a bleak and dismal outlook on life, and why shouldn’t they with all of the negative emotion and treatment they have had to endure from other races who assume their natural necromantic heritage makes them automatic tools of evil? Many even adopt a vengeful or self-hating attitude and may be emotionally unstable as a result. This has led many to discriminate against those who have against them, but many others find themselves instead exemplifying the attitudes they believe other should have towards the unknown.
Physical Appearance: Stillborn most often look like the race they would have been if the arcane pollution had not interfered in their fetal development, with some subtle differences. For one, their skin is almost often much paler than that of a typical member of their would-be race, and some portions of their skin may actually simply rot away after a period, leaving clear indication of the Stillborn’s nature. A common area for this to occur is around the cheeks, lips, nose, or eyes, unfortunately the areas Stillborn have the most trouble concealing. Stillborn prefer to wear more inconspicuous clothing so that they bled in easily, and earth tones are most common. Jewelry and accessories are right out, of course, as they may draw unwanted attention. Stillborn reach adulthood at the same time a member of their would-be race would, but none who have been born so far have died of old age. The currently accepted theory is that a Stillborn’s body will naturally decompose after a certain amount of time, depending on the individual, but no more can currently be concluded.
Relations: Stillborn are hated by most human and Dwarven societies simply for being what they are, and even the normally good-natured Elves and Halflings turn them away from their cities. However, Stillborn can almost always find refuge in a Gnomish or Jinn city, as they are the most experienced folk when it comes to understanding inborn magical talent. Strangers are usually cold to them, treating them as more a curiosity than as people, and their personalities and lifestyle clashes too much with that of Cat-folk for any lasting bond of friendship to form.
Alignment: While Stillborn do in face tend to swing more towards evil than towards good and more towards chaos than to law, this is more a product of the discrimination against them than the cause.
Stillborn Lands: Stillborn have no lands to call their own. They try as best they can to live beside members of their would-be race without arousing suspicion but are otherwise socially nonexistent. Many lead a wanderer’s life, moving from place to place, just struggling to stay alive. Many find refuge from a time in Gnomish or Jinn cities but feel uncomfortable around such races and soon leave once again.
Stillborn who are caught in human lands are often hunted down and executed, and so they must be very careful not to be found out when traveling through these lands.
Religion: Stillborn religion is quite variable. Depending on their alignment, they may end up worshipping almost any God, from Pelor, God of the sun, to Nerull, God of death. Vecna and Wee Jas are also common choices among the evil and vengeful Stillborn, while St. Cuthbert and Farlanghn are perfect for the wandering Stillborn wishing for safety and retribution.
Language: Stillborn, being what they are, usually only learn common so that they have the ability to communicate just enough to get a place to stay for the night. However, some do also learn the languages of their parents, if their parents were not humans.
Names: Stillborn are rarely given names unless they are lucky and were born into a family which accepts their nature, in which case they use the naming conventions of their family’s culture. Most Stillborn must choose their own names if they survive long enough to realize they need one. These names are most often short, simple, and reflect the way a Stillborn feel about himself.
Names: Agony, Cloak, Despair, Ebony, Grave, Hell, Justice, Maelstrom, Pain, Testament, Vengeance, Void.
Adventurers: Few Stillborn adventure because they like it. Stillborn adventure by necessity rather than by choice. Very few stay in one place very long unless they find a place that truly accepts them. However, because they have the least to lose, they are also some of the most likely to risk everything for the sake of their beliefs and ideals.

Stillborn Racial Traits:
- Medium: -2 DEX, +2 CON: Stillborn are sturdy but developmental conflicts in the larger ones cause a loss in proper limb maneuverability.
- Small: -2 STR, +2 CON: Small Stillborn are just as sturdy but and do not suffer from the same developmental conflicts, but their stature makes them weaker than other humanoids.
- Medium: As medium creatures, Stillborn have no special bonuses or penalties due to their size.
- Small: As small creatures, Small Stillborn gain a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a medium character.
- Stillborn base land speed is 30 feet.
- Small Stillborn base land speed is 20 feet.
- Darkvision: Stillborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Stillborn can function just fine with no light at all.
- Undead Resilience: Stillborn have a +2 racial bonus on saving throws against mind-effecting effects and necromancy effects. These bonuses stack whenever both are applicable. Stillborn are naturally more resilient to effects which true undead would normally be immune.
- Negative Energy Affinity: Any time a Stillborn is exposed to a negative energy effect that would heal undead creatures, it may choose to be treated as undead by the effect, but the benefit is halved. For example, a Stillborn targeted with an Inflict Light Wounds spell may choose to heal half damage instead of take damage. While positive energy is still their preferred method of healing, their partially undead bodies can still make use of negative energy, though to a lesser extent.
- Light Fortification: When a critical hit or sneak attack is scored on a Stillborn, there is a 25% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. Because portions of their body have more undead qualities than others, those striking these spots will find they didn’t exactly do as much harm as they intended.
- Automatic Languages: Common. Bonus Languages: Dwarven, Elven, Gnome, Halfling, Orc, Undercommon.
- Favored Class: Cleric

Note: The racial statistics here assume that the Stillborn's parents are of a Small or Medium Humanoid race presented in the PHB. While there are are Stillborn derived from other races, they will not be dealt with here but on the Monsters board some times in the future as a racial template.

STRANGERS
Centuries ago, a race of fey, tired of the trivial wars of En’Gha developed the technology to leave in ships which flew up towards the heavens. Nobody ever heard from them again until the recent destruction of En’Gha’s moon. Amidst the asteroids flying towards En’Gha’s atmosphere were ships, thousands of them, filled with the Strangers who escaped before the immense explosion destroyed their homes on the dark side of the moon, where En’Gha would never have seen them. They now return to what they believe is a naïve En’Gha, filled with those who believing what they have is really peace. They know war is not too far off the horizon. They know of everything.
Personality: Even most Elves describe Strangers as arrogant, egotistical, and elitist know-it-alls. Indeed, Stranger society and longevity makes their natural intelligence stretch far beyond that of most races, and even your average Stranger will feel superior to the most learned Elven scholars when he informs the scholar of a bit of information he must have missed in his extensive studies. However, Strangers to also have their redeeming factors. They are always eager to put their intellectual talents to good use and assist in any way they can, and nobody can accuse a Stranger of ever being unfair, irrational, or impatient in dealing with others.
Physical Description: Strangers have thin frames but stand around 6 to 8 feet tall, putting their typical weigh around that of a human’s. Their skin is typically a shade of grey, sometimes with a slight green or blue tint, and their hair is always black, turning grey and then white with age. Their ears are small, their chins are always well-rounded, their mouths are small and their lips are almost non-existent, giving their mouths the appearance of nothing more than a horizontal slit, and their noses are so flattened that they may appear as nothing more than two vertical slits above. However, the most striking and fascinating features of the Stranger face are the enormous, almond-shaped eyes, easily triple what one would think could fit in their skulls; eyes that are completely black and never blink (in fact, Strangers do not possess eyelids). Stranger dress most often stays true to their apparent theme of black, white, and grey, but is otherwise most similar to Elven wear in simple elegance. Although biological maturity is reached at around 30 years of age, Strangers do not consider themselves adults until their 100th year. Their lifespan is so similar to that of elves, that there is debate as to which truly lives the longest.
Relations: Strangers have their best relations with Dwarves, who share their homelands and outlooks, and have in the past even offered to assist nearby Dwarves in their crusades. Strangers often find themselves in competition with Elves, but therein, many members of these races find a common ground easy to establish, despite all of their differences. Strangers share the Gnome interest in technology and machinery, but feel rather neutrally towards Halflings and Humans. Strangers view Cat-Folk as cute but beneath them, Jinn as too liberal and disorderly, and Stillborn as interesting topics of study but otherwise not anybody they particularly want to get to know.
Alignment: Strangers tend towards Neutrality, with a slight pull towards Lawfulness. However, only Chaotic Good or Evil characters find it difficult to fit in with Stranger Society.
Stranger Lands: Strangers prefer to set their technologically-advanced cities in places where they can enjoy their solitude and not be disturbed by the trivial wars of other races. This may be anywhere from a bio-dome in the middle of an arctic wasteland to a vertical city built the side of a mountain cliff. While they do prefer their solitude, Strangers do usually also like to see the sun and stars, so their dwelling are exposed. However, visitors may be surprised to find that Stranger cities almost never include any sort of artificial lighting for their convenience.
Strangers living in human lands usually serve as advisors, artisans, or teachers of mundane or mystical knowledge.
Religion: Strangers are mostly either agnostic or just atheist, but regardless, those who do worship have formed their own pseudo-pantheon based on their concepts of what controls the world. Their names are simply words which translate into exactly what each deity represents: Order, Chaos, Justice, Light, Darkness, Magic, and Knowledge. The head of this pantheon is “Balance,” and she is responsible for making sure none get too powerful.
Language: Strangers speak their own language with their own script. Unknown, as other races have decided to call it, is a language of deep, guttural sounds and sharp consonant shifts. In fact, when they attempts to write their words or names in common script, apostrophes dominate the page, and vowels are very uncommon.
Names: Strangers have family names but give them little importance, and their legal names rarely include little more than their first names, which is not chosen by the parents but rather by the Stranger itself when it becomes an adult. Until then, the Stranger bears only their family name. After they have named themselves, it is considered great disrespect to address Strangers by their old family names. The Unknown language and dialect gives them so much flexibility in sound that it’s almost impossible to find two Strangers with the same name unless it was intentional. Strangers do not expect other races to correctly pronounce their names, but vary in whether they will repeatedly correct others or simply accept a name with more vowels to fill in the apostrophes.
Male Names: Alyrvr’nd, Br’vyn, C’rt, Dr’vryk, Fr’lp, Hrr’ss, Mr’ph’lyre, N’kly, Pol’r, Z’phyr’s.
Female Names: Ellyndr’x, Gl’ss‘n, Lyvr’xynd, M’ntr’mi, ‘Ndr, Q’’rini, S’rn, T’lzscha, Vh’rnya, Xarv‘ylla.
Adventurers: Some strangers feel such a curiosity about the world outside their city walls they cannot help but see it for themselves. It’s one thing to know of things, but it’s another entirely to see them and experience them. Some Strangers do get bored of their sheltered lives and feel the need to explore and expand their knowledge in more exciting and meaningful ways.

Stranger Racial Traits:
- -2 CON, +2 INT: Strangers are an intelligent and mentally flexible race, but the genetic engineering done to prepare them for their new lives in En’Gha combined with their sheltered lives have made them rather frail.
- Medium: As medium creatures, Strangers have no special bonuses or penalties due to their size.
- Stranger base land speed is 30 feet.
- Low-Light Vision: A Stranger can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
- Dark-Vision: Stillborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Stranger can function just fine with no light at all.
- Insight: Strangers may treat all Knowledge skills as class skills and can make Knowledge checks untrained. Strangers are naturally capable of retaining various pieces of information, and because of their longevity, most Strangers know a little bit of everything even without every particularly studying the matter.
- Uncanny Vision: Strangers have a +2 bonus to Spot and Search checks and are immune to being dazzled. In addition, they have a +2 bonus on saving throws made to avoid being blinded. Stranger eyes are anatomical wonder, and they have evolved to function in all natural conditions necessary.
- Automatic Languages: Common and Unknown. Bonus Languages: Any. Except for secret languages.
- Favored Class: Wizard
Thomar_of_Uointer

02-20-07, 03:12 AM
Shave the fuzz off your peaches please. I hate that meme.

Cat-Folk Racial Traits:
+2 DEX, -2 INT: Cat-Folk are swift and poised but a bit slow on the uptake and naïve.
Medium: As medium creatures, Cat-Folk have no special bonuses or penalties due to their size.
Cat-Folk base land speed is 30 feet.
Low-Light Vision: A Cat-Folk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
Claws: A Cat-Folk gains Improved Unarmed Strike as a bonus feat and can choose to have its unarmed strike deal slashing and piercing damage instead of bludgeoning damage. This counts as a natural attack for purposes of qualifying for and benefiting from the Improved Natural Attack feat.
Cat-Fall: Thanks to a flexible spine, a Cat-Folk falling (or otherwise flying through space) for at least 5 feet and carrying no more than its max load, can reflexively twist and contort its body as to always land on its feet, unless the damage dealt by the fall is enough to knock it unconscious. The Cat-Folk takes damage as though this fall were 10 feet shorter, to a minimum of 0 feet. A Cat-Folk cannot use this ability if it is helpless or otherwise has an effective DEX of 0. This ability does not take an action to use and can be activated regardless of initiative order, but it does not change the Cat-Folk’s initiative count.
Feline Features: Cat-Folk have a +2 racial bonus to all Balance, Listen, and Move Silently checks. Cat-Folk ears, tails, and other feline features make them swift and effective hunters and tracker.
Automatic Languages: Common and Feline. Bonus Languages: Elven, Halfling, and Sylvan.
Favored Class: Scout

Unarmed strikes already qualify for Improved Natural Attack. This has been addressed in the D&D FAQ.
You can simplify the falling-on-feet thing to just helpless, a character with a Dexterity reduced to 0 or lower is already helpless. Don't even bother calling it an action, you can just say they treat all falls as 10' less while not helpless.
Overall, they're a min-maxxed rogue. Give them a penalty to Wisdom or else I'm calling it LA +1. :P

Jinn Racial Traits:
Medium: As medium creatures, Jinn have no special bonuses or penalties due to their size.
Jinn base land speed is 30 feet.
Wish Granter: Conjuration and Transmutation spells or effects cast by Jinn (except for its racial spell-like abilities) are done so at +1 Caster Level. This adjustment stacks with those from similar effects. Jinn are still more proficient than other races at the very magic which created what En’Gha is today.
Spell-Like Abilities: Jinn with a CHA score of at least 11 have the following spell-like abilities: 1/day - Dancing Lights, Mending, Prestidigitation. Jinn with a CHA score of at least 13 also have the following spell-like ability: 1/day - Resize. Caster Level 1st; save DC 10 + Jinn’s CHA mod + spell level.
Wind Boost: Jinn have a +2 racial bonus on Jump checks, are not limited by their height when jumping, and may make standing long jumps and high jumps as though they were running long jumps and high jumps. The elemental plains have gifted the Jinn with supernatural movement capabilities remnant of flight.
Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran.
Favored Class: Sorcerer

Nice! A decent LA +0 caster race! I think conjuration and transmutation are not gamebreaking schools to have bonuses in (if you're using core spells, at least).

Stillborn Racial Traits:
Medium: -2 DEX, +2 CON.
Small: -2 STR, +2 CON
Medium: As medium creatures, Stillborn have no special bonuses or penalties due to their size.
Small: As small creatures, Small Stillborn gain a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a medium character.
Stillborn base land speed is 30 feet.
Small Stillborn base land speed is 20 feet.
Darkvision: Stillborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Stillborn can function just fine with no light at all.
Undead Resilience: Stillborn have a +2 racial bonus on saving throws against mind-effecting effects and necromancy effects. These bonuses stack whenever both are applicable. Stillborn are naturally more resilient to effects which true undead would normally be immune.
Negative Energy Affinity: Any time a Stillborn is exposed to a negative energy effect that would heal undead creatures, it may choose to be treated as undead by the effect, but the benefit is halved. For example, a Stillborn targeted with an Inflict Light Wounds spell may choose to heal half damage instead of take damage. While positive energy is still their preferred method of healing, their partially undead bodies can still make use of negative energy, though to a lesser extent.
Light Fortification: When a critical hit or sneak attack is scored on a Stillborn, there is a 25% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. Because portions of their body have more undead qualities than others, those striking these spots will find they didn’t exactly do as much harm as they intended.
Automatic Languages: Common. Bonus Languages: Dwarven, Elven, Gnome, Halfling, Orc, Undercommon.
Favored Class: Cleric

Looks good. It makes warforged look powerful, so I'll say it's LA +0. I think the Small version is underpowered, but that can't be helped.

-2 CON, +2 INT
Medium: As medium creatures, Strangers have no special bonuses or penalties due to their size.
Stranger base land speed is 30 feet.
Low-Light Vision: A Stranger can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
Dark-Vision: Stillborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Stranger can function just fine with no light at all.
Insight: Strangers may treat all Knowledge skills as class skills and can make Knowledge checks untrained. Strangers are naturally capable of retaining various pieces of information, and because of their longevity, most Strangers know a little bit of everything even without every particularly studying the matter.
Uncanny Vision: Strangers have a +2 bonus to Spot and Search checks and are immune to being dazzled. In addition, they have a +2 bonus on saving throws made to avoid being blinded. Stranger eyes are anatomical wonder, and they have evolved to function in all natural conditions necessary.
Automatic Languages: Common and Unknown. Bonus Languages: Any. Except for secret languages.
Favored Class: Wizard

Heck no. The Intelligence bonus is equivalent to the human's extra skill points and eight bonus feats, one for each spell school (though they don't stack very well, I think it's about as powerful as three). Make it a Dexterity bonus for being graceful extraterrestrials or something.
Crimson_Concerto

02-20-07, 03:28 AM
Shave the fuzz off your peaches please. I hate that meme.I have no idea what that's supposed to mean. :confused:

Unarmed strikes already qualify for Improved Natural Attack. This has been addressed in the D&D FAQ.Really? I was unaware. Fair enough.
You can simplify the falling-on-feet thing to just helpless, a character with a Dexterity reduced to 0 or lower is already helpless. Don't even bother calling it an action, you can just say they treat all falls as 10' less while not helpless.Thanks. Will do.
Overall, they're a min-maxxed rogue. Give them a penalty to Wisdom or else I'm calling it LA +1. :PReally? I mean, Low-Light Vision, +2 bonus to 3 skills, a bonus feat, and the ability to treat falls as a coupe feet shorter (like that'll come up often :rolleyes: ) don't seem LA +1 to me, especially not when comparing them to, say, a Halfling, and especially when the INT penalty translates into -1 skill point sper level, which is a pretty big penalty for rogue types who make their living off of skills. However, I do appreciate your opinion, and I'll take a look at it.

Nice! A decent LA +0 caster race! I think conjuration and transmutation are not gamebreaking schools to have bonuses in (if you're using core spells, at least).Thank you very much! :D
I was concerned their spell-like abilities would be too much.

Looks good. It makes warforged look powerful, so I'll say it's LA +0. I think the Small version is underpowered, but that can't be helped.Yeah, as a reminder, they are still of the humanoid type. I'm okay with them being a tad underpowered so long as they're not the Half-Orc or Half-Elf. :P

Heck no. The Intelligence bonus is equivalent to the human's extra skill points and eight bonus feats, one for each spell school (though they don't stack very well, I think it's about as powerful as three). Make it a Dexterity bonus for being graceful extraterrestrials or something.Really now? I was a aware that the INT bonus gave them more skill points, and I took that into account, but Spell Focus feats are DRASTICALLY underpowered for what they do, and I don't believe +1 to the DC of spells is going to be game-breaking, especially since the best spells don't allow a save. Otherwise, all they get are Low-Light and Darkvision, which while useful aren't anything that can't be duplicated elsewhere, their abilities with Knowledge checks, which is nice but more flavor than anythign else, a bonus to spot and search, and immunity to a condition that never happens. I'm not saying that the race is underpowered. In fact, I do hope Strangers are right on the power curve, but I don't think +1 to the DC of spells is going to matter all that much in the grand scheme of things. However, either way, I do thank you for your opinion, and I'll think about it. :)

Oh, and as a side note, No, I do not feel like debating on whether or not La+0 races should have bonuses to mental stats. It has been debated many a time before, and every time, from what I have seen, it has been concluded that it is not unbalanced or gamebreaking in any way. This is not the thread to debate it in again, thank you in advance. :D
Crimson_Concerto

02-20-07, 08:27 PM
C'mon, guys. It's been over 18 hours, and 42 people have viewed the thread, but only 1 person has commented? I mean, I know it's a bit long, but you don't have to read it all if you don't want. Just pick just one of the races and comment on that if you prefer. Just give me something. :P
AMGriffin

02-20-07, 08:32 PM
...Isn't En'Gha the name of the city below the Roivas estate in Eternal Darkness?

That said they all seem pretty balanced. I'm a little iffy about the knowledge check thing the strangers have however. Rather let them choose two or so knowledge checks to treat as class skills.
Crimson_Concerto

02-20-07, 09:54 PM
...Isn't En'Gha the name of the city below the Roivas estate in Eternal Darkness?Yes, as a matter of fact it is. I'm a big fan of Lovecraft, so a lot of place names on En'Gha are derived from Lovecraft's works or other works inspired by his. In fact, many NPCs adopt Lovecraftian names as well.

That said they all seem pretty balanced. I'm a little iffy about the knowledge check thing the strangers have however. Rather let them choose two or so knowledge checks to treat as class skills.Oh? What specifically do you find iffy about it? What would you think if I still allowed them to use all knowledge checks untrained but did not give them any knowledge skills permanently as class skills?
Crimson_Concerto

02-21-07, 10:11 PM
:bump:
Crimson_Concerto

02-22-07, 09:15 PM
:waits:
:bump:
Crimson_Concerto

02-23-07, 10:43 PM
:rant:
:bump:
Valentin

02-24-07, 05:02 AM
you should put into consideration what a catfolk monk would be capable of. Choosing between three types of damage could turn out powerful, especially in an undead-heavy campaign.
Crimson_Concerto

02-24-07, 06:23 PM
you should put into consideration what a catfolk monk would be capable of. Choosing between three types of damage could turn out powerful, especially in an undead-heavy campaign.Yes, I did consider that, but in that case, the bonus feat of Improved Unarmed Strike that Catfolk get becomes completely useless. Then it's more like the race is giving Versatile Unarmed Strike instead, what the monk benifits from, yes, moreso than other classes benifit from it, but other classes still also at least somewhat benifit from Improved Unarmed Strike.

Also, Catfall, which is already not the most useful racial ability, becomes even more redundant if the chosen race is monk. Sure, the distance is practically permanantly increased by 10 feet, but still, it's not an overly large boost, and I think slow fall makes catfall redundant more so than catfall is a boon to slowfall.

In response to "in an undead heavy campaign," that's VERY specific, and any cleric will benifit more from being in an undead-only campaign than a monk capable of dealing damage other than bludgeoning. Seems too situational to me.

Again, I think it's good, but I don't think it's too powerful.

... You know, it's weird. I expected to get the most balance criticism to the Jinn because of resize and thought the Cat-Folk were the most well-balanced, and yet it's been the complete opposite. :P
Crimson_Concerto

02-27-07, 05:54 PM
:bigeyes:
:bump:
Crimson_Concerto

03-02-07, 11:29 PM
:raincloud
:bump: