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Post by Iron Bonny Shades on Oct 10, 2004 13:23:38 GMT -5
Just a list of the various races that I've converted to be playable to be playable. If there's any that you want to try, by all means request it. Feel Free to add you own creations/conversions. ************************************************************ Compiled Savage Species characters NOTE: Racial Feats are suggested feats, they are not received automatically, they must be taken as per normal. Alaghi These intelligent Sasquatch like creatures are semi-nomadic foragers who travel in small families. If the food is plentiful, they setup semi-permanent villages. Generally, they are peaceful, but will become extremely aggressive if cornered. Writers note: I nerfed both the hit dice, the attributes and the bonuses to lower the level accumulation to make it easier to get on with the character classes. Still debating to add another racial level to the mix for game balence. Regions (in Forgotten Realms): The high forest, and the Wealdath, and the occasional forest within the sword coast, and the north, Racial Feats: %Bullheaded, @close-Quarter fighting,, %Fleet of Foot, !Improved Scent, !Involuntary Rage, @primitive Caster, *Scent, !TreeFriend, !Uncanny Scent, !Winter's Child. Unmarked are in the Players Handbook * Monster Manual ! Savage Species # Draconomicon % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines Racial Traits Starting Ability Score Adjustments: +2 Str, -4 Int Speed: Land speed is 30 feet Size: Medium: No bonuses or penalties due to their size Automatic Language: Algathi, Common Favored Class:Algathi The best multiclass choices for an Algathi is barbarian and druid Class Skills The key skills (and the key ability for each skill) are Climb (str), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Surivor (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions. Level Hit Dice BAB Fort Ref Will Skill Points CR Special 1 1d8 +1 +0 +2 +0 (2+int mod)x4 1 +2 Natural Armor, Feat 2 2d8 +2 +0 +3 +0 - 1 Powerful Build 3 2d8 +2 +1 +3 +1 2+int mod 2 +2 con, Huge Fists 1d4 4 3d8 +3 +1 +3 +1 - 2 +2 str, Feat 5 3d8 +3 +1 +4 +1 2+int mod 3 +2 natural armor 6 4d8 +4 +2 +4 +2 - 3 +2 str, huge fists 1d6
Class Features Weapons and Armor: The Alaghi can use all simple weapons and the hand axe, but with no armor and shields. Feat: At levels 1 and 4, the Alaghi gets an additional feat. The Alaghi normally takes Power Attack and Great Fortitude. Powerful Build: The Physical stature of a Alaghi lets him function in many ways as if he were one size category larger. Whenever a Alaghi is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip ), the hornhead is treated as one size larger if doing so is advantageous to him. A Alaghi is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved improved grab or swallow whole) can affect him. A Alaghi can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. Huge fists: The Alaghi unarmed attacks are considered massive for it's size. Instead of 1d3, they do 1d4 damage at level 3, and 1d6 at level 6. Additionally, they can decide to do lethal damage with their punching attacks.
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Post by Iron Bonny Shades on Oct 10, 2004 13:23:57 GMT -5
BullyWug Region: The Sword Coast (Marshes of Chelimber), Halruraa (swamps); generally bullywugs live in swamps The BullyWug is a nasty, brustish, and wet frog headed amphibian. They are notorous for destroying their own hunting ground and ruining their ecosystems. These froggy barberians are often a serious threat to low level adventurers. A Bully wug adventurer is rare, but not impossible. They are often impressed by power and strength and easily goated into being cannon-fodder....er fellow adventurers. Relations: They have been totally outsmarted by the Siv, who have all but have outflanked them and now use them as minions. Otherwise, they are very territorial and refuse to make the acceptance of any new races. However, player characters eventually become more accepting...after being reminded of course. Alignment: Bullywugs are chaotic evil as a race. However, most adventuring Bullywugs usually stray far from this original alignment (although they usually keep a few chaotic tendencies). Relgion: In the forgotten realms, they worship a variation of Umberlee traditionally, but can worship any fairly brutish aquatic god. Bullywug Player characters have nosuch restrictions. Names: allaboutfrogs.org/info/nameit.htmlHeight: 4 to 7 feet tall Weight: 100 to 300 pounds. Racial Feats: @headlong Rush, *Improved Natural Armor, !Involuntary Rage, @might makes right, !Mighty Leaping, !Pain Mastery, @plague Resistant, @rapid Swimming, !Roll with it, !Swamp Stalker, %Thug Unmarked are in the Players Handbook * Monster Manual ! Savage Species % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines Bullywug Racial Traits -3 int, -3 wis, -3 cha, +6 con: Bullywugs are not smart by any means, but they can really take a whupping. Size: Medium: no changes: However, the gm allow the player to play a small Bullywug (+1 to AC and Att, +4 to hide, but 3/4 encumberance - no change in base speed). Marsh Move: Bullywugs suffer no movement penalties for moving in marshes or mud. Bullywug base speed: 20 feet , 30 feet when swimming. Natural Swimmer: +8 bonus to swim checks and can take 10, even if rushed or threatened when swimming. They can use the run action while simming, provided they swim in a straight line. When carrying a medium load, a BullyWug's speed drops to 20 feet, and at heavy encumbrance, a Bullywug can only tread water. Finally, a Bullywug wearing gloves or boots has his base swim speed reduced by half. +1 natural Armor Class +2 to all hide checks when in swamps. +4 to all jump checks If they are within 30 feet but at least 10 feet away and are armed with a short spear, longspear or trident) , they may do a hop attack. If a successful strike occurs, they will do double damage with the weapon in question. However, they have a -2 to their Armor class until the next turn. Attacks of Opportunity are determined after the attack. Favored Classes: Barberian Language: Common, Bullywug ECL: 0 - no level penalty for race.
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Post by Iron Bonny Shades on Oct 10, 2004 13:24:18 GMT -5
Dragonkin These humanoid creatures are believed to be the distant cousins of dragons. They are organized into tribes. While they usually keep to themselves, they are often drafted by other races using the "might makes right", a rule that the Dragonkin religiously follow. They are often used as muscle within an organization, combining strength with flight capabilities. They are often bribed with Magical items, as it is in their nature to aquire such items. In the Forgotten Realms, They're most likely patron is that of the Cult of the Dragon. In return for a rudamentary orders and structure for various schemes, they are awarded magical trinkets and receive additional training. A Dragonkin character would be convinced of the rule of the strong. Furthermore, he would have an urge to make every magical item his. However, most Dragonkin learn to work within a group. They quickly learn that the success of the party allows for more magical items to be retrieved then by stealing them from his fellow adventurers. Regions (in Forgotten Realms): The North (The Spine of the World), The Ride Racial Feats: *Hover, Improved Disarm, @improved Flight, #!Improved Multiattack, #@improved Natural Armor, #Improved Speed, #Large and in Charge, *Multiattack, #!Power Dive, @primitive Caster, *Wingover Unmarked are in the Players Handbook * Monster Manual ! Savage Species # Draconomicon % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines Racial Traits - Starting Ability Score Adjustments: +2 str, +2 Con - Speed: Land speed is 20 feet - Automatic Language: Draconic. Bonus Languages: common, Dwarf, Gnoll, Goblin, Orc -Favored Class: Dragonkin The best multiclass choices for a Dragonkin is Barberian and Sorceror Class Skills The key skills (and the key ability for each skill) are Intimidate (Cha), Listen (Wis), and Spot (Wis), See Chapter 4 skills in the Player's Handbook for skill descriptions. Level Hit Dice BAB Fort Ref Will Skill Points CR Special 1 1d8 +1 +0 +2 +2 (2+int mod)x4 1 Natural Attack 1d4, +2 natural Armor, Feat 2 2d8 +2 +0 +3 +3 - 1 Flight 30 feet/ave, detect magic 1/day 3 2d8 +2 +1 +3 +3 (2+int mod) 2 +2 str, +2 wis, Feat 4 3d8 +3 +1 +3 +3 - 3 Flight 40 feet/good, detect magic 2/day 5 4d8 +3 +2 +3 +3 (2+int mod) 4 +2 str, +2 dex 6 5d8 +4 +2 +3 +3 - 5 Natural Attack 1d6, +2 natural Armor 7 5d8 +4 +2 +4 +4 (2+int mod) 6 +2 str, Feat 8 6d8 +5 +2 +5 +5 - 6 +2 wis, Rake attacks , Detect Magic at will 9 7d8 +5 +2 +5 +5 (2+int mod) 7 Large Size, +2 natural Armor
Class Features Weapons and Armor: The stinger can use all simple weapons, but with no armor and shields. Darkvision 60 feet: Dragonkin can see in the dark up to 60 feet. Darkvision is black and white only, but is otherwise like normal sight. and Dragonkin can function just fine with no light at all. Natural Attack: The Dragonkin has natural claws and a bite that do 1d4 damage plus strength. If it uses either a claw or bite as a secondary weapon, then it akes the normal penalties for two weapon fighting. At 6th level, the natural damage increases to 1d6. Feats: The Dragonkin gets one feat at 1st level, and then one feat at levels 3 and 7. After 9th level, it gains feats normally according to its character level, as shown on Table 2-5: Experience and Level-Dependent Benefits. Usually, the Dragonkin takes Flyby attack, greate fortitude, and and Improved Initiative. Flight: The wings of the Dragonkin become strong enough to fly at 30 feet/average at level 2. They improve another step at level 4, when it is 40 feet/good. Detect Magic: At level 2 the Dragonkin gains the ability to innately cast detect magic once per day. The Caster level is based on the hit dice of the Dragonkin. At level 4 they get the ability to cast detect magic 2 times per day. At level 8, the dragonkin can cast detect magic at will. Rake: At level 8, if flying and making an airborne attack, the Dragonkin can make a two additional attacks with it's rear claws. If it uses either a rake as a secondary weapon, then it akes the normal penalties for two weapon fighting.
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Post by Iron Bonny Shades on Oct 10, 2004 13:24:40 GMT -5
Fremlin
An magical offshoot of the Gremlin race, these friendly gremlins are quite harmless. like their goblin kin, mischeiveous and a little
tempermental, but are generally more whiny, plump and lazy.
They look like small, slate colored gremlins, often with a pot belly. They can be irritating, but can be useful if fed and entertained. They
often shun clothing and ornamentation, believing their own bodies to be "beautiful". They generally avoid combat, due to fear, and lack of
experience, but there are occasionally exceptions. These are the adventurers of fremlinkind.
In the Forgotten Realms, they are rare, but friendly creatures. They often try to find some family to free load off of, in return for doing
some simple tasks. They are often used as spies ranging from such groups as the nobel Harpers to the sinister Zhentarim. Essentially, they
prefer to keep their nose out of trouble (save the occasional minor mischief), be occasionally entertained, and just drift through life.
Regions (in Forgotten Realms): Can be found in just about any inhabited area where people need lackys.
Relations: Fremlin are scared about just about everybody, given to bolting when things go bad. However, they are generally not evil, and if
shown a great deal of patience, they can be very close to their friends.
Alignment: Fremlins tend towards Chaotic Neutral, but often pick up the overall traits of the party they are currently hanging around with.
Relgion: Fremlin's are actually more agnostic then anything else, but may join a religion if they see a good oppertunity for a cushy job or
steady food and lodgings.
Names: Fremlin's are often have names of three and four digits that often end in i and r, and use a lot of k's z's and b's to give it an
exotic sound. They usually pick their name themselves, but may often pick a name from the culture they are in that they like.
Height: Fremlin's are roughly 1 to 2 Feet tall. Weight: from 12 to 24 pounds
Racial Feats: #Clever wrestling, #@close quarter Fighting, *Flyby Attack, @gift of Tongues, @improved Flight, #Improved Speed, @improved
Natural Armor, @plague Resistant, !Scramble, %Swift and Silent
Unmarked are in the Players Handbook * Monster Manual # Draconomicon ! Savage Species % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines
Racial Traits: Size: Tiny: gets a +2 size bonus to attacks and armor class, and a +8 to hide, but can only carry half that of a medium sized character.
They can only use weapons that are sized for a tiny creature. +2 dex, -4 str +2 Natural Armor Movement: 20 feet, but have Flight: 30 feet/good Damage Resistance: 5/magic Favored Class: Rogue Language: Common, Gremlin ECL: +1
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Post by Iron Bonny Shades on Oct 10, 2004 13:25:01 GMT -5
The Siv Regions (in Forgotten Realms): Cormyr (farsea marshes), The North, The Sword coast (marshes of Chelimber) These calculating Frog-headed hunaoids are reknown for the self assuredness and their elitism. They isolate themselves in communities that are best described as swampy monastaries where they practice their martial prowess. They believe themselves to be key players in the world, even though all evidence appears to be contrary to this world view. Still they are determined and surprisingly effective. They often appear to buildings that appear to be made of a glass like material, but are surprisingly strong and durable. A siv player character should be suffering from culture shock. One of the biggest challenges will be learning that the world doesn't revolve around himself and his people. Once this is broken, he will be very loyal to his companions, for fear of dealing with the outside world alone. For a rough idea of personality, think Rigel from farscape. Only instead of believing in the divine rights of nobility, think of a more meditative background and belief in the species. Relations: Generally, the Siv are Content to not give a care about the outside world. They used to have physical conflicts with the bullywugs, but now are content to manipulate them to do their dirty work for them. Alignment: While normally lawful evil, after a few hard lessons with the outside world, a Siv often abandons his evil nature to attempt to fit in better with the world in general. Losing their lawful nature is much more difficult, but possible. However, they often hold over what they consider the law to be which often causes conflict with the outside world in general. Relgion: In the forgotten realms, they worship a variation of the goddess Umberlee with a verement passion. In other fantasy worlds, they would worship gods of watery death and of amphibians. Rogue Siv can worship just about anybody. Names: They usually add a surname, not based on lineage, but on the name of the spawning pool that they hatched from. The number behind their name, is often misbelieved to be the number in descent, but usually refers to the pool they are from. For an idea of Siv names, click on the link below. allaboutfrogs.org/info/nameit.htmlHeight: 5-6 feet tall Weight: around 80-120 pounds Racial Feats: %Bullheaded, %Fleet of Foot, *Improved Natural Armor, %Mind over body, !Mighty Leaping, !Pain Mastery, @plague Resistant, @rapid Swimming, !Roll with it, !Swamp Stalker, Unmarked are in the Players Handbook * Monster Manual ! Savage Species % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines Racial Traits: +2 to dex, -2 cha +1 natural armor class Size: Medium: No bonuses or penalties due to their size Move: base 30 feet, swim 20 feet The Siv treats the weapon exotic (siangham) as a martial feat, rather then an exotic feat. Natural Swimmer: +4 bonus to swim checks and can take 10, even if rushed or threatened when swimming. They can use the run action while simming, provided they swim in a straight line. When carrying a medium load, a Sivs's speed drops to 10 feet, and at heavy encumbrance, a Siv can only tread water. Finally, a Siv wearing gloves or boots has his base swim speed reduced by half. Water Walking: The Siv can move accross the surface of water, bogs, marshes and other calm liquids as if they were moving on normal ground. A Siv who wishes to use this ability in combat, must succeed in a balence check (dc 10) on it's action. Failure indicates, the Siv has lost it's footing, bobbing on the surface of the water, but otherwise able to act normally that round. Returning to the water-walking state is a full round action. Siv who pass the balence check can even use the tumbling skill as if the water were a solid surface. In water that's troubled by small waves, the dc rises to 20, but splashing by people in the water usually isn't enough to count as true wave action. If waves are higher then 6 inches, sivs can't use their water walking ability, so they try to stick to marshes, dead lakes and other stagnant bodies of water. Resistant to cold: The Siv take half damage from cold attacks. Favored Class: Monk Language: Common, Siv ECL: 0
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Post by Iron Bonny Shades on Oct 10, 2004 13:26:30 GMT -5
The Stinger (Converted from Monsters of Faerun) These scorpian men from the lands of Maztica are a curious hybrid of religious mysticism and martial prowess. They are centauroid, with the lower bodies of scorpians. Their upper bodies are red-skinned, hairless and appear slim and pleasent to look at. Their culture.is extremely sophisticated, but ultimately drapaved and filled with ritual. They have recently invaded the underdark under the nation of Amn and are using it for their own uses. They have setup shop in the ancient ruins of the dwarvern kingdom of Xothaerin and started rebuilding it for their own uses. A Stinger is a strange character to play, but suitable for fighting and underground access. They are fairly good skirmishers until they get their tremorsense at 3rd level. At 4th level, they become able to hide fairly effectively, using their bolthold magic. They also give a touch of the mysterious that can be fun to play. Note that any Stinger would have to reject much of their own culture and evil to work well within a party. However, expect the stinger to be very ritualistic in it's day to day actions. Regions (in Forgotten Realms): Maztica, Amn Racial Feats: !Deadly Poison, !Desert Dweller, !Extended Reach (Scorpian Tail), *Improved Natural Armor, *MultiAttack, !Pain Mastery, !Prehensile Tail, !Poison Immunity, !Poison Resistance, @primitive Caster, !Virulent Poison Unmarked are in the Players Handbook * Monster Manual ! Savage Species # Draconomicon % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines Racial Traits: +2 strength Stingers are very strong even at birth Starting Ability Score Adjustments: Speed: Land speed is 30 feet Automatic Language, Stinger: Favored Class: Stinger The best multiclass choices for a Stinger is Clerics and fighters Class Skills The key skills (and the key ability for each skill) are Hide (Dex), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions. Level Hit Dice BAB Fort Ref Will Skill Points CR Special 1 1d8 +1 +0 +2 +0 (2+int mod)x4 1 Stinger 1d4, +2 natural Armor 2 1d8 +1 +0 +3 +0 2+int mod 1 Improved Initiative, +2 con 3 2d8 +2 +1 +3 +1 - 2 +2 Dex, Tremorsense 30 feet 4 2d8 +2 +1 +3 +1 2+int mod 2 +2 Str , Bolthole Magic 5 3d8 +3 +1 +4 +1 - 3 Stinger 1d6, +2 con 6 3d8 +3 +1 +4 +1 2+int mod 3 +2 Natural Armor, +2 Dex 7 4d8 +4 +2 +4 +2 - 4 +2 Cha, +2 Con, Tremorsense 60 feet 8 4d8 +4 +2 +4 +2 - 4 Large Size (face 10 feet), +2 str
Class Features Weapons and Armor: The stinger can use all simple weapons and the spiked chain, but with no armor and shields. Stingers count as non-humanoid creatures for the purposes of determining the cost of Armor (see chapter 7 of the players handbook). Stinger : The Stinger, has literally has a stinger that can used for additional attacks. It acts as an additional attack for multi weapons. It does 1d4 strength damage with a save of dc of 10 to negate. However, if it is used in conjunction with standard attacks, it is at a penalty of -5 to strike (-2 with multiweapon). At fifth level, the stinger has the stinger raised to 1d6 and the save becomes 14. Improved Initiative: Stingers get Improved Initative at 2nd level. Tremorsense: Stingers can automatically sense the location of anything between within 30 feet that is in contact with the ground. At 7th level, this increases to 60 feet. Bolthole Magic: A stinger can move 20 feet straight up or straight down, so long as it passes through at least a food of earth during it's movment. For every 5 feet the stinger moves through, it suffers 1d3 points of damage. If a stingers planned movement would place it inside a solid object it remains in place, but suffers the damage as if it had moved through the intervening earth. Stingers use their bolthole magic to move between previously prepared tunnels and the surface above, or sequences of tunnels, stacked one beneath the other. Use of this ability produces a flash of redlight and a small like that of burning insect skin (+4 to scent checks when detecting this).
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Post by Iron Bonny Shades on Oct 10, 2004 13:29:15 GMT -5
The Wemic (Converted from Monsters of Faerun and updated from Races from Faerun) These mighty lion centaurs that dweel primarily on the shining plains, but also are on the shaar, western heartlands and even the edge of the desert anauroch. They are a tribal people, dedicated to protecting their hunting grounds. However, when threatened by outsiders, they come together to wield force of arms against their enemies. Wemics are a fairly solid character to play, for they are reasonably stealthy, yet have great strength to harrow an enemy. For those enjoy playing the "noble savage" they are an excellent concept to play. Regions: Anauroch, Shaar, Vilhon Reach, Western Heartlands Feats of Note: The Wemic is able to take Spirited Charge and Trample feats (ignoring the prerequisites), and apply the benefits to their own melee attacks. Common Feats: Alertness, *Awesome blow, Endurance, !Grass Trekker, Great Fortitude, !Greater Mighty Roar, Improved Bull Rush, Improved Grapple, Improved Initiative, *Improved Natural Attack, Improved Overrun, @improved Natural Armor, !Improved Scent, !Involuntary Rage, @might Makes Right, !Mighty Roar, *MultiAttack, !Multitasking, @primitive Caster, &Pounce, Power Attack, &Rake, @reckless Offensive, !Roll with it, *Scent, &Sprint, &Stout, !Uncanny Scent Unmarked are in the Players Handbook * Monster Manual ! Savage Species # Draconomicon % Player's guide to Faerun @ Races of Faerun & Green Ronin Games: Bastard and Bloodlines Racial Traits Starting Ability Score Adjustments: +2 Str, +2 Dex, -2 cha Speed: Land speed is 30 feet Automatic Language: Wemic, Common, Chondathan, avored Class: Wemic The best multiclass choices for a Wemic is Barberian. Class Skills The key skills (and the key ability for each skill) are Balance (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis) See Chapter 4 skills in the Player's Handbook for skill descriptions. Level Hit Dice BAB Fort Ref Will Skill Points CR Special 1 1d8 +1 +0 +2 +2 (2+int mod)x4 1 Feat, +2 jump 2, paws 1d4 2 2d8 +2 +0 +3 +3 2+int mod 1 +2 str, +2 Natural Armor 3 2d8 +2 +0 +3 +3 - 2 +2 con, +2 Jump 4 3d8 +3 +1 +3 +3 2+int mod 2 +2 to str, Feat 5 3d8 +3 +1 +3 +3 - 2 +1 Natural Armor, +2 Jump 6 4d8 +4 +1 +4 +4 2+int mod 3 +2 Str, 40 feet 7 4d8 +4 +1 +4 +4 - 3 +1 Natural Armor +2 to jump 8 5d8 +5 +1 +4 +4 2+int mod 3 Large size, paws 1d6
Class Features Weapon and Armor Proficency: Wemics are proficient with all simple weapons and shields, but no Armor. Wemics count as a nonhumanoid creatures for the purpose of determine the cost of Armor (see chapter 7 of the Players handbook). Darkvision: Wemic can see in the dark up to 60 feet. Feats: The Wemic gets one feat at 1st level, and then one feat at level 4. After 8th level, it gains feats normally according to its character level, as shown on Table 2-5: Experience and Level-Dependent Benefits.
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