Some race writeups

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Lokathor
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Some race writeups

Post by Lokathor »

Getting back to doing work on some Tome stuff. This thread is for Races specifically. Latest version is on the site at the link, but a copy of provided here for folks to read more easily.

All races have complete mechanical writeups, but many are missing descriptions, and some of the ones with descriptions are kinda lacking and would do well to be filled out more. Feel free to post description blobs if you feel inspired. More races is alright, but I'd really rather get better description stuff on the races already here. Some of it is obvious sorts of things that can be written or taken from places like Races of War. Some of it is harder for me to write because I just don't get that excited about Gnomes or Halflings or whatever. Here is a sheet outlining

Aasimar
"My grandparents were prettier than you can possibly imagine."

Aasimar are people with Outsider heritage somewhere in their family tree. Usually not the immediately previous generation, that usually makes a half-whatever individual, but somewhere farther back. Despite their mixed heritage in the past, aasimar are a true-breeding race of their own. Two aasimar will have aasimar children, while aasimar and Humanoid parents will have children that are of either parent's race.

The common trait among aasimar is that their Outsider ancestors were always the prettiest forms of whatever outsider sub-group they belonged to, and the children have appearances to match. They are generally astute, though often with a desire to take action quickly in a situation. Most fall within the normal humanoid ranges of height and weight, with all sorts of skin and hair colors (including the weird ones that usually only elves have). Aasimar can probably live to be 300 years or more, but most people don't know for sure, because most aasimar die of something other than old age. Fate might just have it out for them.

Size: Medium
Type: Outsider (Native, Human)
Movement: 30ft
Vision: Darkvision
Ability Modifiers: +2 Charisma, +2 Wisdom.
Light Bringer (Sp): Aasimar with a Charisma of at least 10 may cast Light as a spell-like ability at will.
Keen Senses (Ex): +2 racial bonus to Spot, and Listen checks.
Automatic Languages: Common and either Celestial or Infernal
Suggested Bonus Language: Abyssal, Aquan, Auran, Celestial, Formian, Giant Frog, Ignan, Infernal, Sylvan, Terran
Drow
"Time to die for the Spider Queen."

The Drow are a type of elf that long ago turned away from the rest of elven society and moved deep underground. They've since adapted to underground life, and developed a rather different culture from that of the elven norm. The drow are an extremely stratified and matriarchal society, with priestesses of the spider goddess at the top, then the rest of the drow population, and then below that there's usually a large number of non-drow slaves.

Drow are slightly taller and slightly lighter than humans tend to be. Their skin can be any sort of colors, as long as it's some shade of black. Unlike most "black" humans which are actually a very dark brown, drow have skin that is actually black; "black as the night, black as coal", as some say. Drow hair is generally white, gray, or a very pale shade of some other color. Drow can live for centuries, and those with any sort of power have more to fear from assassination than they do from old age.

Size: Medium
Type: Humanoid (Elf)
Movement: 30ft
Vision: Darkvision (120ft)
Ability Modifiers: +2 Dexterity, -2 Constitution.
Extreme Daylight Sensitivity (Ex): Drow are Dazzled in bright sunlight or within the radius of a Daylight spell, but with twice the normal effect (-2 to Attacks/Search/Spot, instead of -1).
Underdark Magic (Sp): Drow with a Charisma of at least 10 may cast Deeper Darkness (duration 4 hours), and Faerie Fire as spell-like abilities, once per day each.
Spider's Blessing (Su): +2 bonus to saving throws against spells and spell-like abilities.
Keen Senses (Ex): +2 bonus to Spot, and Listen checks.
Elvish Metabolism (Ex): Drow never sleep and are immune to Sleep effects. Drow must still perform a 4 hour daily trance to stay coherent and rested, but they take no Listen check penalty while resting in this way.
Drazit Durden (Ex): Drow live an exceedingly interesting life, and every drow has proficiency with one melee and one ranged weapon of their choice.
Automatic Languages: Common and Elvish
Suggested Bonus Language: Abyssal, Beholder, Common, Draconic, Drow Sign Language, Dwarvish, Gnome, Kuo-Toa, Terran, Undercommon
Dwarf
"Strike the earth!"

The dwarves are a long lived people with a knack for stone and metal, and a love of history. Dwarven society is very concerned with clans and countries and the history thereof. The great Dwarven Ledgers are records carved into stone and passed down through the ages. Dwarves themselves have rather long lives as well. All of this gives the dwarves a strange view of the world. All dwarves grow up knowing that they'll inevitably end up at war with someone (probably orcs or goblins), and then a short 50 years later the kids of whoever they fought will have totally forgotten about it and will want to trade. And this cycle will happen several times in a single dwarf's lifetime. The dwarves tend to win these wars, because most other societies don't even know that they should be training for war so far ahead of time.

Dwarves tend to be about 4 ft tall, but very stocky compared to other humanoids of that height. Dwarves usually have bronze or brown skin, and brown or black hair. Most dwarves take exceptional care of their hair, and the men their beards, often with elaborate braiding patterns and jewelry. A dwarf is considered an adult within society at age 40, and dwarven elders regularly live to be 350 years or older.

Size: Medium
Type: Humanoid (Dwarf)
Movement: 20ft
Vision: Darkvision
Ability Modifiers: +2 Constitution, -2 Charisma.
Slow but Steady (Ex): A dwarf's movement speed is only 20ft, but it is not further reduced by armor or encumbrance.
Master Miners (Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework. Something that isn't stone but that is disguised as stone will also be noticed as such. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can notice traps with a DC of 20 or more when dealing with stonework (without needing the Trapfinding ability). A dwarf can also intuit depth, sensing his approximate depth underground (within 10ft) as naturally as a human can sense which way is up.
Stability (Ex): A dwarf 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 already standing firmly on the ground).
Weapon Familiarity (Ex): Dwarves treat any weapon with "dwarven" in the name as being martial weapons instead of exotic. Including, but not limited to, the dwarven waraxe and the dwarven urgosh.
Sturdy Blood (Ex): +2 racial bonus on saving throws against poisons, spells, and spell-like effects
Eternal Warriors (Ex): +1 racial bonus on attack rolls against orcs and goblinoids. They also get a +4 to AC against Giant type creatures.
Skill Bonuses, Why Not? (Ex): Dwarves get a +2 racial bonus on Appraise and Craft checks related to stone or metal items. Knowledge (History) always counts as a class skill for a dwarf.
Automatic Languages: Common and Dwarven
Suggested Bonus Language: Draconic, Elvish, Giant, Gnome, Goblin, Orc, Terran, and Undercommon
Elf
"There are only two kinds of people in the world: The elves, and those who wish they were."

Elves used to be a single race, created by an elven goddess near the beginning of time, but they were long ago bio-engineered by a group of wizards that took the "base" elven form and re-worked it into dozens of varieties. They ended up a little frail, and every wizard wanted something different, so they also ended up split into dozens of different variates. Those wizards are since long gone, but in modern times there are still more kinds of elf than most people care to keep track of. They usually live in relatively untouched natural settings, with homes and other buildings constructed among the still-living trees. Because of their long lives, most elves are very patient and averse to excessive dangers, to the point where it's considered entirely reasonable in elf society to retreat from confrontation and come back days or even years later, when circumstances can be more favorable. They don't let concepts like "permanent homes" or "pride" to get in the way of survival.

Elves are slightly taller and slightly lighter than humans tend to be. Elves don't get tanned when they get too much sun, but instead an elf's skin usually takes on the color of the local tree bark (somewhere from white to brown to grey). If an elf moves to a new region for long enough their skin will slowly shift over a period of several years until it matches the new local fauna. Elves generally have hair the color of local flowers and plants, which will shift color over time like their skin does when they move. Elven hair is usually styled longer than with other races, though adult elven men can't grow beards until much later in life, if ever. An elf is considered to be an adult when they turn 108 years old, but elves can rarely grow facial hair below the age of 500 or so (if they can at all). Elves, like dragons, never seem to die of old age.

Size: Medium
Type: Humanoid (Elf)
Movement: 30ft
Vision: Low-light Vision
Ability Modifiers: -2 Constitution, and +2 to any other stat. Elves are varied, but always a little frail.
Elvish Metabolism (Ex): Elves never sleep and are immune to Sleep effects. Elves must still perform a 4 hour daily trance to stay coherent and rested, but they take no Listen check penalty while resting in this way.
Faerie Brain (Ex): Elves get +2 on saves against Enchantment effects.
Grand Elven Traditions (Ex): Elves are always proficient with swords and bows.
Keen Senses (Ex): +2 racial bonus to Spot, and Listen checks. They are get +2 on Search checks, and they are entitled to a search check as if actively searching simply by passing within 5ft of a secret door.
Elfcraft (Ex): Elves get +2 on Craft checks with wooden items.
Automatic Languages: Common and Elven
Suggested Bonus Language: Draconic, Dwarven, Gnoll, Gnome, Goblin, Orc, and Sylvan
Feytouched
"All my life, I have never fit in. Not in town, not in the forest. In some integral fashion I am unlike those around me, and I believe it is my fate to live and die alone."

Feytouched are individuals born from a Humanoid and a Fey. Because of the chaotic nature of the fey, those that result from Humanoid/Fey pairings have a wild diversity among individuals. Imagine a human mixed randomly with some sort of nature element, or perhaps more than one. Some have skin like rocks, some have eight eyes like a spider, and some look like burn victims, spreading the smell of charred meat anywhere they go. Just about any sort of weird thing you could imagine crossed into a human is a potential form that a feytouched can take. Feytouched reach maturity around 15 to 20, and they don't seem to actually ever get old beyond that.

Now if you're one of the people who wonders why feytouched are immune to Compulsions when neither Fey nor Humanoids are, you aren't alone. That question comes up about as often as any other with regards to the feytouched. Of course, not all of them born are immune to mind affecting magic, as you might expect from a group so diverse that some have bug parts and others are simply beautiful humans. The powers that a feytouched are born with are extremely random. Unfortunately, these mulish offspring are also interesting both in the general sense and, much more to their detriment, to other fairies in particular. The unmitigated interest of the fey is hard on a small child, so feytouched who are not immune to compulsion effects are going to find themselves at the bottom of a pond or jumping out of a tall tree long before they reach adulthood. Indeed, feytouched immune to compulsion effects are the only ones that ever reach maturity; the well meaning but deadly interest of the fairy family members simply weeds out any other possible results.

Size: Medium
Type: Fey
Movement: 30ft
Vision: Low-light vision
Ability Modifiers: +2 Dexterity, +2 Charisma, -2 Constitution. Feytouched are graceful and those which are not beautiful are terrifying, but they are fragile, like flowers.
Darwin's Blessing (Ex): Immunity to [Compulsion] Effects.
Magic Affinity (Sp): Every feytouched is different, and marked by the signature magics of the fey in a different manner. They each have one spell that can be used once per day as a spell-like ability. This spell is chosen at 1st level and cannot be changed. Any 1st level Illusion or Enchantment spell from the Sorcerer/Wizard list is fair game, and the save DC (if any) is 10 + half level + Charisma Modifier.
Automatic Languages: Common and Sylvan
Suggested Bonus Language: Aquan, Auran, Elvish, Draconic, Dwarvish, Druidic, Goblin, Gnoll, Gnome
Gnome
TODO: Gnome info.

Size: Small
Type: Humanoid (Gnome)
Movement: 20ft
Vision: Low-light Vision
Ability Modifiers: +2 Constitution, -2 Strength.
Weapon Familiarity (Ex): Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Illusion Affinity (Ex): +2 racial bonus on saving throws against Illusions, and +1 to the DC of all Illusion spells cast by a Gnome.
Tunnel Warrior (Ex): +1 racial bonus on attack rolls against kobolds and goblinoids. +4 to AC against all Giant type creatures.
Gnomish Ears (Ex): +2 racial bonus on Listen checks.
Famous for Alchemy (Ex): +2 racial bonus on Craft checks involving Alchemy.
Gnomish Magics (Sp): All gnomes can cast Speak With Animals at will (burrowing mammals only). A gnome with a Charisma score of at least 10 can also cast the following spells, each once per day: Dancing Lights, Ghost Sound, Prestidigitation.
Automatic Languages: Common and Gnome
Suggested Bonus Language: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan
Goblin
"You weren't hired to think. You were hired because you have opposable thumbs."

Goblins are the weakest of the goblinoid races, and they tend to get a crap deal because of it. However, they are quite gifted mounted combatants. Why is this? Because they are the smallest and weakest of the goblinoids, the Worgs long ago enslaved the goblin people. That's right, the Worgs came in and imposed their dominion upon goblins, not the other way around. But time does funny things... Worgs are pretty stupid, and they don't have thumbs. So while they are individually powerful, eventually they were forced to have the Goblins do all the important stuff, like keep records and make decisions. So now, the Worgs have gone many generations doing pretty much whatever it is that their "servants" tell them to do. Which means that really the Goblins are totally in control. And because of this, Goblin children are practically born into the saddle. Those rich enough to afford a wolf to ride can be devastatingly effective lancers.

Goblins are usually about three feet tall, and of average build for their height. Their skin is usually various shades of light green and gray, but goblins are rather prone to mutations, and other colorations are common enough goblins don't think much of it. Goblin hair usually grows extremely short; light brown, blond, or ash gray being the most common. A goblin's eyes tend to be green, red, or some mixture of the two. Goblins become adults at age 13, and a goblin elder of 50 is considered very old.

Size: Small
Type: Humanoid (Goblin)
Movement: 20ft
Vision: Low-light Vision
Ability Modifiers: +2 Dexterity, -2 Strength, -2 Charisma.
Worg Pact (Ex): Goblins benefit from an ancient pact with the Worgs, and every Goblin receives a +2 racial bonus to any skill use in relation to a Wolf, Worg, or Riding Dog. Any goblin with a Leadership feat can always select a Worg of appropriate level as their cohort in place of their normal cohort type.
Saddle Born (Ex): All goblins get Mounted Combat as a bonus feat. Goblins get a +4 racial bonus on ride checks.
Goblinoid Step (Ex): +4 racial bonus on Move Silently checks.
Automatic Languages: Common, Goblin
Suggested Bonus Language: Draconic, Elvish, Dwarvish, Giant, Gnoll, Infernal, Orcish, Undercommon, and Worg
Half-elf
TODO: half-elf description.

Size: Medium
Type: Humanoid (Human, Elf)
Movement: 30ft
Vision: Low-light Vision
Ability Modifiers: +2 to any one stat other than Constitution.
Elven Heritage (Ex): Half-elves have to sleep, but they are immune to Sleep effects being imposed upon them. They also get a +2 racial bonus against Enchantments. And have a free weapon proficiency, sure.
Mildly Keen Senses (Ex): Half-elves get a +1 racial bonus on Listen, Search, and Spot.
Naturally Amicable (Ex): +2 racial bonus on Diplomacy and Gather Information.
Automatic Languages: Common and Elven.
Suggested Bonus Language: Any.
Halfling
TODO: halfling description.

Size: Small
Type: Humanoid (Halfling)
Movement: 20ft
Vision: Standard
Ability Modifiers: +2 Dexterity, -2 Strength.
Fate's Favor (Ex): +1 racial bonus on all saving throws.
Stalwart Heart (Ex): +2 morale bonus on saving throws against Fear effects.
Oddly Althetic (Ex): +2 racial bonus on Climb, Jump, and Move Silently checks.
Eavesdropping Ears (Ex): +2 racial bonus on Listen checks.
Automatic Languages: Common.
Suggested Bonus Language: Draconic, Dwarven, Elven, Gnome, Goblin, and Orc.
Half-orc
"I don't fit in anywhere, but you may be surprised to know that this dagger fits all kinds of places."

With all the wars that orcs and humans have, even periods of relative peace are rarely considered periods of friendship. So any time a Half-orc happens, both races tend to consider it an abomination. It doesn't matter that a Half-orc is a better leader than any of the other orcs. It doesn't matter that the Half-orc is tougher than any of the other Humans. He's hated simply for being. And that makes him perversely really good at finding out things he wants to know from people. He's dealt with prejudice all his life, and knows pretty much everything you'd want to know about working around it.

Physically, a half-orc combines about any combination of human and orc features that you can imagine. They're considered adults at 15, and can live to be 80 or more.

Size: Medium
Type: Humanoid (Human, Orc)
Movement: 30ft
Vision: Darkvision
Ability Modifiers: +2 Strength.
Unwitting Loner (Ex): +4 racial bonus on Intimidate, Gather Information, and Survival checks.
Automatic Languages: Common and Orc.
Suggested Bonus Language: Any.
Hobgoblin
"That's some tough talk from a man who wears a basket on his head."

Hobgoblins are a human-sized goblinoid. Generally 6 to 6.5 feet, and from 150 to 200 lbs. Being goblinoids, a naturally mutagenic sort of people, hobgoblins have a great diversity of skin and hair coloration, but shades of orange and gray are perhaps the most common. Hobgoblin hair is usually dark gray, brown, or black, and grows both on their heads in the usual amount for humanoids, but also in tufts on their tall, pointy ears. Most hobgoblins have a moderate amount of hair on the rest of their body as well, though some have radically more or radically less than the hobgoblin average.

Hobgoblins finish most of thier growth at 16, but they aren't legally adults until they're 20 years old. They can generally live to 120 or so, but aren't considered "old" at all until 70. More than actual age, a hobgoblin's place within society is often greatly affected by how long they've practiced their trade or craft. Hobgoblins are usually expected to focus on a single persuit during their life, learning every nuance and detail of the work. Innovation by the young is often frowned upon as inexperience, though sometimes grudgingly accepted anyway, when a clear superority can be demonstrated.

Hobgoblin religious life is even more polytheistic than normal. Hobgoblin priests concern themselves with all sorts of local spirits, not just with a few of the "big distant gods". Hobgoblin teachings as a whole attempt to place great emphasis on the virtues of humbleness and tranquility, in an attempt to curb the fact that younger hobgoblins (as with the young of all races) can become quite worked up over "defending their reputation" against any sort of real or imagined slight.

Hobgoblins will eagerly trade with outsiders, but don't often appreciate them staying for long. Non-goblinoids are considered to be far too loud to be good guests. Hobgoblin merchants are well known for their rice wine, high quality swords, and finely woven silks. Their wide, wicker hats can easily distingush a hobgoblin caravan from a great distance away.

Size: Medium
Type: Humanoid (Goblin)
Movement: 30ft
Vision: Darkvision
Ability Modifiers: +2 Dexterity, +2 Constitution.
Goblinoid Step (Ex): +4 racial bonus on Move Silently checks.
Keen Ears (Ex): +2 racial bonus on Listen checks.
Automatic Languages: Common and Goblin
Suggested Bonus Language: Draconic, Elvish, Dwarvish, Giant, Gnoll, Ignan, Infernal, Orc, Sylvan
Human
"There is no folly of the beasts of the earth which is not infinitely outdone by the madness of men."

Humans. What is there to say about humans? We're all human, so I think you know plenty about them. I'll do the whole race writeup thing anyway, just for kicks.

Adult humans are generally 5 to 6 feet tall, and usually weigh anywhere from 100 to 200 lbs. Their hair is black, brown, or blonde. Human skin ranges wildly from a very dark brown (almost black, but generally not the "actual black" of a drow), on through various lighter shades of brown and tan. Those with lighter skin are more likely to have lighter hair as well. Human skin color shifts into a darker color somewhat when they're out in the sun too often, much more readily than with other humanoids. They call this being "tanned". The process just as readily reverses itself if they're kept inside for long enough. Human eyes generally have a pigment in them making them brown, but some of the lighter skinned humans lack this pigment (giving them blue eyes), or only have a partial amount (giving them the appearance of being greyish or greenish). A rare kind of human has a red/orange hair coloring and very light skin, and if they're in the sun too long they develop tiny orange spots on their skin rather than becoming tanned.

Humans aren't really all the way grown until around 18 to 20, but most of the growth is done by 16, and various human societies consider individuals to be adults anywhere from 13 to 18. Humans are considered to be "old" at 50, and they rarely live past 90 even when kept in good care.

Of all the races, Humans are perhaps the most likely to get bored. They usually end up looking for new things when given the chance. Saying that they like to explore a lot would be charitable, but it's somewhat more accurate to say that they like to exploit, and you simply have to explore first to know what it is you're going to try and profit from. They often lack the long-term expertise in a field that individuals of other races have, but any individual human can usually cover more jobs that need doing, which keeps their population as a whole relatively adaptable. Outsiders usually find humans to be excessively brash, and sometimes downright foolhardy.

Size: Medium
Type: Humanoid (Human)
Movement: 30ft
Vision: Standard
Quick Learner (Ex): Humans get one extra feat at 1st level. They also get 4 extra skill points at 1st level, and 1 extra skill point at all other levels. If the human has an intelligence penalty, they get this skill point in addition to their minimum of 1 skill point per level.
Automatic Languages: Common
Suggested Bonus Language: Any
Ironling
TODO: ironling description.

Size: Medium
Type: Construct (Living)
Movement: 30ft
Vision: Standard
Ability Modifiers: +2 Constitution
Living Construct (Ex): As a living construct, an Ironling doesn't eat, breathe, or sleep. They technically age, but individual parts can be replaced over time, so they effectively do not. Positive energy heals an ironling and negative energy hurts an ironling.
No Blood (Ex): Ironlings aren't subject to poison, disease, or blood-related attacks, including both bleeding damage and constitution damage from blood loss. An Ironling reduced to negative hit points is rendered unconcious but automatically stabalizes. If an Ironling has the Ferocity ability they still take 1 damage per round of activity while at negative hit points.
Iron Fists (Ex): An ironling's unarmed attacks deal lethal damage, and they count as being armed at all times. Ironlings occasionally graft actual weaponry directly to their body as well. Treat this as a Locked Gauntlet type of effect (+10 vs Disarm attempts, full-round action that provokes to attatch or remove a weapon).
Iron Skin (Ex): An ironling's basic body plates give them a +2 Armor bonus (no max dex, no armor check penalty or armor stealth penalty). They can wear better suits of armor on top of this, or they can even replace their basic plates with better armor plates. Same effect either way, just flavor differences.
Automatic Languages: Common
Suggested Bonus Language: Any
Kappa
TODO: Kappa description.

Size: Small
Type: Humanoid (Kappa)
Movement: 20ft land, and also 20ft swim.
Vision: Low-light Vision
Ability Modifiers: +2 Wisdom, -2 Dexterity.
Hold Breath (Ex): A kappa can hold its breath for 4 rounds per point of Constitution before it risks drowning (normal creatures can only hold their breath for 2 rounds per point of Constitution).
Shelled Back (Ex): Attackers don't get a bonus to hit when flanking a kappa. Any other effects of flanking (such as being able to sneak attack) still apply.
Obsessed with Etiquette (Ex): +4 racial bonus on Knowledge (Nobility) checks.
River Rock Step (Ex): +2 racial bonus on Balance checks.
Automatic Languages: Common and Sylvan
Suggested Bonus Language: Aquan, Draconic, Elven, Giant, Goblin, Orc, and Terran
Kobold
TODO: kobold description.

Size: Small
Type: Humanoid (Kobold)
Movement: 30ft
Vision: Darkvision
Ability Modifiers: -4 Strength, +2 Dexterity, -2 Constitution.
Light Sensitivity (Ex): Kobolds are Dazzled in bright sunlight or within the radius of a Daylight spell.
Tiny Scales (Ex): Kobolds get a +1 Natural Armor bonus.
Tunnel Trappers (Ex): +4 racial bonus on Craft (Trapmaking), Profession (Miner), and Search checks.
Automatic Languages: Common, Draconic
Suggested Bonus Language: Dwarven, Formian, Gnome, Goblin, Infernal, Orc, Terran, and Undercommon
Lizardfolk
"Now, listen carefully, for what I am about to tell you really happened..."

Lizardfolk are reptilian humanoids, standing 6 to 7 ft in height, with a 3 to 4 ft tail. Adult lizardfolk are about 200 to 250 pounds. They've got scaly skin that can appear in just about any coloration pattern one might imagine. The actual colors involved vary wildly, and seem to be influenced by ancestry, climate, age, and diet. Being reptilian, lizardfolk lack body hair to style, and it's also difficult to tattoo the skin of a lizardfolk. However, painted on emblems and markers to signify rank, heritage, past victories, or even simply for style, are all quite popular. These are generally done using a special pigment developed by lizardfolk alchemists, that will last on a lizardfolk's scales for years at a time, even in the presence of regular swimming.

Lizardfolk are considered adults within their society at the age of 12, but they don't complete their growth until around 17. Lizardfolk live about as long as humans do. Instead of family units like many humanoids have, lizardfolk child rearing is deliberately made into a strongly community effort. Lizardfolk eggs are placed into community hatcheries, and once they hatch the care of the young is managed by the entire lounge. Parentage is sometimes still obvious by unusual coloration, or can be determined magically, but it's considered extremely impolite to bring up any sort of specific parent/child relation between two lizardfolk in public. All lizardfolk in a community are simply "of the lounge".

As a people, Lizardfolk have a deep love for stories, myths, legends, and the like. This can express itself in a number of ways, but evening meals with the community are sure to involve at least a few tales told. Traveling bards often do very well in lizardfolk villages. Lizardfolk like to reenact old battles, celebrate ancient anniversaries, and maintain other old sacred rites. Outsiders, particularly those of the longer lived races, often come to find all of this very strange, because over the decades it becomes apparent that these "deeply held ancient traditions" actually change sharply with each lizardfolk generation. Still, few want to actually bring up the subject with a six and a half foot tall lizardman. The Lizardfolk language is largely a slurred derivation of Draconic with a mostly simplified grammar. It has many words from Elven and Common mixed in, and every generation the lizardfolk tongue gets a little closer to simply being Common.

Lizardfolk like warm places, and they're very comfortable in the water. They end up living in swamps a lot simply because less people try to fight them for control of a swamp, and the lizardfolk don't mind swamps at all. They tend to use copper tools, rather than iron, because copper doesn't rust (it just turns greenish). Anything that has to hold an edge is still made of bronze of course. They usually don't mine and process the metal themselves, instead trading (or raiding) others for it. Lizardfolk communities generally deal in fish, woodcrafts, and honey. Lizardfolk taste buds have little appreciation for honey, but they're unexpectedly good beekeepers, and it always sells rather well with others.

Size: Medium
Type: Humanoid (Reptilian)
Movement: 30ft
Vision: Standard
Ability Modifiers: +2 Strength, +2 Constitution, -2 Intelligence.
Hold Breath (Ex): A lizardfolk can hold its breath for 4 rounds per point of Constitution before it risks drowning (normal creatures can only hold their breath for 2 rounds per point of Constitution).
Scaly Hide (Ex): Lizardfolk have +1 Natural Armor
Natural Weapons (Ex): A Lizardfolk can make a single claw or bite attack in a round (1d4 damage). As with other natural attacks, this can be made as either a primary attack, or as a secondary natural attack.
Lizard Tail (Ex): The tail of a Lizardfolk gives them a +4 racial bonus to Balance, Jump, and Swim.
Automatic Languages: Common and Lizardfolk
Suggested Bonus Language: Draconic, Elven, Giant, Goblin, Orc, Sylvan
Orc
TODO: Orc description.

Size: Medium
Type: Humanoid (Orc)
Movement: 30ft
Vision: Darkvision
Ability Modifiers: +4 Strength, -2 Intelligence, -2 Charisma, -2 Wisdom.
Daylight Sensitivity (Ex): Orcs are Dazzled in bright sunlight or within the radius of a Daylight spell.
Rough Living (Ex): +2 racial bonus to saving throws vs. Poison and Disease.
Eats Anything (Ex): Immunity to ingested poisons of all kinds. Orcs can also eat moldy and rotten items without fear, though it still tastes as bad as you'd imagine.
Highland Hunter (Ex): +2 to Jump and Survival checks.
Berserker's Stride (Ex): Orcs add 10ft to their maximum movement distance with a charge.
Automatic Languages: Common and Orc.
Suggested Bonus Language: Dwarvish, Elvish, Giant, Gnoll, Goblin, Sylvan, Undercommon.
Ratling
TODO: Ratling description.

Size: Medium
Type: Humanoid (Ratling)
Movement: 40ft
Vision: Low-light vision
Ability Modifiers: +2 Constitution, +2 Intelligence, -2 Charisma
Filth Adapted Blood (Ex): Ratlings are immune to disease and get +2 on saves against poison.
Little Fangs and Claws (Ex): Ratlings can make a single natural attack, either a bite or claw attack, for 1d4 damage. This can be as a primary attack (full attack, strength and a half to damage), or as a secondary attack (-5 to hit, half strength to damage, but can be combined with other attacks).
Stealthy (Ex): Ratlings get +2 on Hide and Move Silently checks.
Automatic Languages: Common and Ratling
Suggested Bonus Language: Abyssal, Aquan, Draconic, Gnome, Goblin, Kobold, Orc
Tengu
TODO: Tengu description.

Size: Medium
Type: Humanoid (Avian)
Movement: 30ft
Vision: Low-light Vision
Ability Modifiers: +2 Intelligence, -2 Strength.
Crow's Claw Technique (Ex): Tengu add their Dexterity modifier, rather than their Strength modifier, to damage with melee and trown weapon attacks. If another ability lets them do this, they get +2 to damage on such attacks.
War's Harbinger (Ex): Tengu have proficiency with two additional melee weapons of any sort.
Heart Reader (Su): Tengu have a mystic sense of the emotions within others, giving them +2 on Sense Motive checks.
Feathered Body (Ex): When a Tengu makes a successful Tumble check to reduce the effective height of a fall (DC 15), they can spread their arms and catch the wind, causing a Father Fall type effect. They fall up to 60ft per round when gliding down in this way, and can glide 5ft sideways in any direction for each 5ft down. Fighting in mid air as they fall doesn't disrupt this ability, because that's totally sweet.
Hollow Bones (Ex): Tengu can use their Dexterity bonus instead of their Strength bonus on Jump checks, and they add their Base Attack Bonus to Jump checks.
Automatic Languages: Common and Auran.
Suggested Bonus Language: Celestial, Draconic, Elvish, Giant, Ignan, Infernal, Orc, Sylvan, and Terran.
Tiefling
TODO: Tiefling description.

Size: Medium
Type: Outsider (Native, Human)
Movement: 30ft
Vision: Darkvision
Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Charisma.
Light Banisher (Sp): Tieflings with a Charisma of at least 10 may cast \linkspell{Darkness} as a spell-like ability once per day.
Shady Reputation (Ex): +2 racial bonus to Bluf, Hide, and Move Silently checks.
Fiendish Skin (Ex): Energy Resistance to two energy types of your choice equal to your level (minimum of 5).
Automatic Languages: Common and either Celestial or Infernal.
Suggested Bonus Language: Abyssal, Aquan, Auran, Celestial, Formian, Ignan, Infernal, Slaad, Sylvan, Terran.
Last edited by Lokathor on Sat Jan 30, 2016 3:25 am, edited 1 time in total.
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Kaelik
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Post by Kaelik »

Ratling seems hyper mega week. 40ft Movement speed isn't worthless, but it's coming at the expense of anything that adds to any of your other stats. I bet there exists a Tome pdf that gives abilities at least as good as Scent anyway, you should just give them Scent. I'd still expect to never see a non-Rogue Ratling, and still expect more Strongheart Halfling rogues than Ratlings.
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Post by JonSetanta »

Kaelik wrote:Ratling seems hyper mega week.
A week is still a long time.




Shouldn't Ratlings have +2 DEX? Real rats are damned quick.
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Post by Lokathor »

Could be, if +2 Dex is enough to get them in the right spot. I've been playing one as a Druid and haven't had much trouble, but most races don't have much trouble as a Druid so it's not the best calibration.

Well here is a spreadsheet with all the races and their stat mods listed out as I have them so far. Clearly there's a few options for Str, Dex, and Con bonuses. Not so much Int, Wis, and Cha. Ratlings have the same stat shift as a Dwarf, but are a faster and sneakier version of +Con and -Cha instead of the slow tanky sort of thing a dwarf often is. If I was going to give the ratling an extra stat effect I'm more inclined to hand out +Int or +Wis over +Dex, since there's already the Hobgoblin.

Some more races could be added to fill in the mental stat gaps. Kenku would be cool as a +Int race for example (maybe -Str). Turtlefolk might make for a fun +Wis -Dex type. Perhaps Half-elf could also get a +2 to one stat deal? They're sorta shitty and pointless otherwise.
Last edited by Lokathor on Fri Dec 18, 2015 7:26 am, edited 3 times in total.
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Post by JonSetanta »

Lokathor wrote: Some more races could be added to fill in the mental stat gaps. Kenku would be cool as a +Int race for example (maybe -Str). Turtlefolk might make for a fun +Wis -Dex type. Perhaps Half-elf could also get a +2 to one stat deal? They're sorta shitty and pointless otherwise.
I love the Pathfinder Half-orc and half-elf. That floating stat boost is awesome.
One of the few good things about Pathfinder.
I like to put it in CHA, an orc with 20 CHA at level 1 is impressive.
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Kaelik
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Post by Kaelik »

Lokathor wrote:Could be, if +2 Dex is enough to get them in the right spot. I've been playing one as a Druid and haven't had much trouble, but most races don't have much trouble as a Druid so it's not the best calibration.
A wildshaped Ratling is basically exactly identical to a wildshaped dwarf who doesn't know what stone looks like. That is a terrible balance method because Druids don't use their race for anything. Look at all the bonuses Dwarves get when they are not wildshaped, just give the Ratling Scent.
Last edited by Kaelik on Fri Dec 18, 2015 3:14 pm, edited 1 time in total.
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Post by Lokathor »

Never even used wildshape once, but I see your point.
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Post by Lokathor »

Updated the first post with a complete race set. Feel free to add blurbs for any of the "TODO" sections. I'll perhaps add the Genasi and Elemental-bodied from the Book of Elements, but otherwise I think I've covered all the main bases. Adding racial sub-types is also still a possibility, but that also feels like a low priority.
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