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Satyr
2009-01-16, 06:53 AM
This thread is a continuation of the Serpents and Sewers basic thread (http://www.giantitp.com/forums/showthread.php?t=102346) and contains th write-ups of all makor species of D&D games, including many of the more popular monster species. The write-ups do not only include the strandard template but also an adavancement scheme, since characters in the Serpents & Sewers homebrew gain additional features based on their species when they advance in levels.

The species presented here can mostly be used without the rest of the Serpents & Sewers rules, but are not balanced in comparison to the standard core species. From a balance persepctive, they are mot similar to a good LA +1 species in the vanilla rules and balanced in comparison to each other.

Satyr
2009-01-16, 06:59 AM
Humans
All human subspecies and cultures use these common features:


+2 to any physical ability score, -2 to any ability score. Humans are the most diverse and versatile species and demonstrate a wide range of physical qualities and even more various drawbacks.


Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.


Human base land speed is 30 feet.


Adaptability: Human characters gain 1 extra feat at 1st level.


Human Resilience: Human Characters receive a +1 Bonus to all Saving Throws.


Weapon Familiarity: Human Characters can treat one exotic weapon that is typical for their cultural background as a martial instead of an exotic weapon.


Fast Learners: Humans gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.


Favored Class: Any. At character creation, human characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.



Further Advancement of Humans:
{table=head]Level|Feature

4th|Adaptive Learning, Skill Focus

8th|Ability Boost

12th|Improved Human Resilience, Skill Focus

16th|Ability Boost

20th|Dominion of Men, Skill Focus[/table]


Adaptive Learning (Ex): At 5th level, a human can designate any two skills as adaptive skills. These skills are treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Skill Focus: You gain Skill Focus as a bonus feat on 4th, 12th and 20th level.

Ability Boost (Ex): At 8th and 16th level, a human increases one ability score of his choice by 2 points. The same ability cannot be chosen twice.
Improved Human Resilience: At 12th level, the bonus to Saving throws based on the human resilience trait increases to +2.

Dominion of Men (Ex): Mankind has become one of the dominant species, against all odds. At 20th level, a human character can reroll any roll for as many times per day as their charisma or constitution ability bonus, whichever is higher (but at least once). The second roll must be used, even if it is worse than the original one.

Satyr
2009-01-16, 07:12 AM
Dwarves
All dwarves use these common features:


+2 to Constitution, +2 to Wisdom, –2 to Dexterity, -2 to Charisma . Dwarves are tough and sturdy, and renowned for their deep insight, but in the most cases they are reserved and more focused on actions than sweet words and move slowly and not very gracious.

Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A 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 use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stability: 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 standing firmly on the ground).

Weapon Familiarity: Dwarves may treat waraxes and urgroshes as martial weapons, rather than exotic weapons.

Expert Craftsmen: Dwarves receive a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.

Natural Resistance: Their strong immune systems grant Dwarves a +2 racial bonus on saving throws against poison and a +4 Bonus to resist the consequences of alcohol consume.

Dwarven Endurance: The Stamina of Dwarves is legendary. They gain the Endurance Feat as a free bonus feat.

Strong Back: For their size, dwarves are surprisingly strong and while their compact frame does not allow them to use their strength with an ideal leverage, they are very resilient. Dwarves can add their constitution bonus to their strength score to calculate their carrying and lifting strength.

Magical Resistance: +2 racial bonus on saving throws against spells and spell-like effects.

Favorite Class: Man-at-Arms or Commander. Dwarves who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Dwarves:
{table=head]Level|Feature

4th|Improved Stonecunning, Improved Darkvision

8th|Save Bonus

12th|Giant fighting

16th|Ability Bonus

20th|Improved Giant fighting[/table]


Improved Stonecunning (Ex): At 4th level, a dwarf paragon's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.

Improved Darkvision (ex): At 4th level, a dwarf’s darkvision range increases by 30 feet.

Save Bonus (Ex): A 8th level a dwarf's racial bonus on saves against poison and against spells and spell-like effects increases by 2.

Giant fighting (ex): At 12th level, a dwarf gains a +1 bonus to attack and defense against foes that are at least one size category larger than him.

Ability Bonus: At 16th level, a Dwarf character can increase his Strength or Constitution ability score by 2 points.

Improved Giant fighting (ex): At 20th, the dwarves Bonus from the Giant fighting ability increases to +2.

Satyr
2009-01-16, 07:18 AM
Elves
All Elves have the following traits in common:


Abilities: DEX+2, STR –2. Elves are graceful and agile but their slender bodies are built for speed instead of brutish power.

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Sleepless: Elves doesn’t need to sleep and only need to rest to regain fatigue or spell energy. This grants them an immunity to magic sleep effects as well.

Willful: Elves gain a +2 racial saving throw bonus against enchantment spells or effects.

Elfish Grace: Elves move with an unmatched grace and elegance and have an impressive control over the coordination of their bodies. They receive a +2 racial bonus to Balance, Climb, Jump and Tumble checks.

Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Keen Senses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Innate Magic: Elves can chose 4 cantrips from either the sorcerer/wizard spell list or the druid spell list, which can be cast as if they were spellcasters with half the elf’s character level as caster level. If the Character follows a spellcasting class instead, they can increase their spell energy pool by 2 points.

Weapon Familiarity: Elves may treat Elven lightblades, thinblades and courtblades as martial weapons, rather than exotic weapons.

Alcohol Intolerance: Elves who consume Alcohol must succeed a Fortitude save (DC 10 – 15, depending from the beverage) or become nauseated for an hour. This includes many magic potions – 10% of magic potions contain alcohol and have no effect on Elves (apart from the urge to throw up). Magic potions created by Elves themselves never contain alcohol.

Favored Class: Archer or Pathfinder. Elves who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Elves:
{table=head]Level|Feature

4th|Elfsight, Artful Dodger +1

8th|Resist Enchantment

12th|Knack for Magic, Artful Dodger +2

16th|Ability Boost

20th|Graceful Movements, Artful Dodger +3[/table]



Elfsight (Ex): An elf has exceptional visual acuity. Her racial bonus on Search and Spot checks increases to +4.

Artful Dodger (Ex): On 4th level, an Elf gains a +1 dodge bonus to AC when wearing light or no armor. Any time the Elf loses his or her Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. This Bonus increases to +2 on 12th level and to +3 on 20th level.

Resist Enchantments (Ex): On 8th level, an elf's racial bonus on saves against enchantment spells or effects increases by 2.

Knack for Magic (Ex): A 12th level Elf gains more versatile innate magic: She learns three additional 0 level spells from any spell list, which can be used like their other innate spells. Spellcasting characters gain three additional spell power points instead.

Ability Bonus: On 16th level, Elven characters gain a +2 Bonus to either Dexterity or Charisma.

Graceful Movements (Ex): Veteran Elves move with unmatched elegance: They receive a +4 Bonus to Initiative and a +2 bonus to Reflex Saves at 20th level.

Satyr
2009-01-16, 07:22 AM
Half-Elves


Abilities: +2 to Dexterity, -2 to any other ability score. Half Elves are more dexterous than most humans, but also share their human parent’s variable weaknesses.

Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

Half-elf base land speed is 30 feet.

Magical Resistance: +2 Racial bonus against sleep spells and similar magical effects, and a +1 racial bonus on saving throws against enchantment spells or effects.

Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Keen Senses: +1 racial bonus on Listen, Search, and Spot checks.

Adaptability: Like their human ancestor, Half-Elves gain one extra feat at 1st level.

Fast Learner: 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Elfish Grace: Half-Elves are almost as agile and elegant as their Elven ancestors. They receive a +1 racial bonus to Balance, Climb, Jump, Tumble.

Weapon Familiarity: Half-Elves may treat one exotic weapon that is normally associated with the human or elven community they grew up in as a martial instead of an exotic weapon.

Sterile: Half-Elves are cross-breed between two different species and can not reproduce.

Mixed Blood: For all effects related to race, a half-elf is considered an elf as well as a human.

Favored Class: Any. At character creation, human characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.

Further Advancement of Half-Elves:
Half Elves use the same further advancement schemes as humans.

Satyr
2009-01-16, 07:26 AM
Gnomes


Abilities: –2 to Strength, +2 to Constitution, +2 to Intelligence, -2 to Wisdom, +2 to Charisma. Like many small species, gnomes are weaker than the larger ones, but they have inherited the toughness of their dwarven ancestors and have a knack for social competence. They also tend to a very impulsive and often reckless behavior despite their general cleverness.

Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character and they gain one hit point less per level.

Gnome base land speed is 20 feet.

Dwarven kin: While not as tough as their dwarven ancestors, gnomes are a hardy race that retains many of their ancestors’ traits. Gnomes gain a +1 racial bonus on Fortitude saving throws against poisons and a +1 racial bonus on saves against spells and spell-like effects.

Darkvision: Gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Rock Gnomes can function just fine with no light at all.

Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.

Resistance against illusions: +2 racial bonus on saving throws against illusions. This stacks with their general bonus to saves against spells.

Spell-Like Abilities: Gnomes can use speak with animals (burrowing mammal only, duration 1 minute) as a cantrip even if they do not follow a spellcasting class. A gnome with a Charisma score of at least 12 also has access to the following cantrips as well: dancing lights, ghost sound and prestidigitation. The Caster level is the same as the half of the Gnome’s character level (round down); save DC 10 + gnome’s Cha modifier + spell level.

Favorite Class: Alchemist and Bravo. Gnomes who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Gnomes:
{table=head]Level|Feature

4th|Dabbling and Tinkering

8th|Save Bonus

12th|Improved innate spells

16th|Ability Boost

20th|Masters of minimum magic
[/table]

Dabbling and Tinkering (Ex): Gnomes have a very well developed objective intelligence and a remarkable manual dexterity. Starting at 5th level, they gain a +1 Bonus to all rolls involving mechanisms, solving puzzles, understanding more complex machines and magical items. This include a +1 to all skill checks for disable device, open locks and use magical device.

Save Bonus (Ex): A 8th level gnome's racial bonus on saves against poison and against spells and spell-like effects increases by 1, their bonus to resist illusions increase by +2.

Improved innate Spells (SP): At 12th level, a gnome’s innate spells increase in number. They can cast Ventriloquism and Charm animals (limited to burrowing mammals again) as cantrips abilities, with a caster level equal to half the gnome’s character level.

Ability Bonus: On 16th level, Gnome characters gain a +2 bonus to either Constitution or Charisma.

Masters of minimum magic: A 20th level gnome get access to four additional 0 levels spells from any spell list. They can cast them like their other innate spells.

Satyr
2009-01-16, 07:35 AM
Halflings


Abilities: +2 Dexterity, –2 Strength, +2 to Wisdom. Halflings are mobile and have a remarkable control about their body movements and are remarkably strong-willed, but not as strong as larger species.


Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.


Halfling base land speed is 20 feet.


+1 racial bonus on all saving throws.


Stealthy: +2 racial bonus on Move Silently checks.


+1 racial bonus on attack rolls with thrown weapons and slings.


Keen ears: +2 racial bonus on Listen checks.


Stout: For their size, Halflings are surprisingly tough and resilient. They receive hitpoints per level as if they were medium sized creatures (they don’t suffer the normal hitpoint penalty associated with smaller creatures).


Dexterous Hands: Halflings gain a +2 racial bonus on all non-metal craft checks and all Heal checks.


Favorite Class: Pathfinder or Thief. Halflings who follow these two classes receive an additional hitpoint or skill point per level.



Further Advancement of Halflings:
{table=head]Level|Feature

4th|greater body control

8th|innocuous appearance

12th|Little Favors

16th|Ability Boost

20th|Unseen Observant
[/table]

Greater Body Control (Ex): At 4th level, a Halfling receives a +1 bonus to Climb, Jump, and Move Silently and Tumble checks.

Innocuous appearance: It is easy to underestimate a halfling, and a halfling of 8th level can easily exploit this. With a successful Bluff or Hide check (DC = Opponent’s Wisdom score + HD), a halfling can appear as non-threatening as possible, which will lead many sentient attackers to ignore him, until he actively participate in the combat. Undeads, insentient creatures and beings of pure malice (like most demons) are immune to this ability.

Little Favors (Ex): A halfling of 12th or higher level may talk someone into doing her a favor. This task must take less than 30 minutes to perform, and cannot directly endanger the victim or his loved ones in any way. Asking to borrow money is a good example, but requesting someone to hold off angry guards is not — unless the person is so high in level (or authority) that turning back the guards poses no threat whatsoever. These abilities can only be used on sentient creatures with which the halfling shares a common language. They can only be used on one person at a time. Characters of higher total level than the halfling’s character levels may make a Will save at a DC of 10 + the halfling’s Charisma modifier Those who make their saves are fully aware of the halfling’s attempt to manipulate them.

Ability Bonus: On 16th level, Halfling characters gain a bonus to either Dexterity or Constitution.

Unseen Observant (Su): At 20th level, a Halfling gains the hide in plain sight ability. If she already has this ability, she can chose one of the thief’s special abilities instead.

Satyr
2009-01-16, 07:40 AM
Orcs


Abilities: +4 to Strength, +2 to Constitution, –2 to Intelligence, -2 to Charisma. Orcs are brutishly strong and have a robust health, but they lack the patience for more advanced plans and tend to favor violence instead of diplomacy.

Medium Humanoid (Orc)

An orc’s base land speed is 30 feet.

Darkvision out to 60 feet.

Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Orcish Resilience: Orcs are incredible hard to kill. They receive the Diehard feat as a free Bonus Feat even when they do not fulfill its requirements.

Used to harsh environments: Due to the dangerous environments Orcs normally inhabit, they gain a +2 racial bonus on Fortitude saves.

Weapon Familiarity: Orcs may treat the Orcish Cleaver and Orcish great Cleaver as martial instead of exotic weapons.

Pack Hunters: Orcish chararcters gain a +1 racial bonus to attack rolls and saving throws against fear effects when fighting in groups of 5 or more Orcs, whether they are enemies or allies. The wild calls and howls of attacking Orcs fill their brethren with a frenzied valor.

Favored Class: Berserker or Man-at-arms. An orc character that follows these two classes receives an additional hitpoint or skill point per level.

Further Advancement of Orcs:
{table=head]Level|Feature

4th|Light Adaptation, Improved Darkvision

8th|Wrath

12th|Monstrous Orc

16th|Ability Boost

20th|Greater Orcish Resilience[/table]

Light Adaptation: Orcs that spend more time on the surface lose their fear from the sun. At 5h level, Orcs do not longer suffers from their light sensitivity.

Improved Darkvision (ex): At 4th level, an Orc’s darkvision range increases by 30 feet.

Wrath: At 10th level, an Orc learns how to rage (like the Berserker’s class feature). If the Orc has already Rage from another source (e.g. Berserker class levels), the duration of this Rage is increased by two turns. All class features or feats concerning rage are also valid for this.

Monstrous Orc (ex): An Orc of 12th level becomes a truly terrifying monster. From now on, they are no longer treated as regular humanoids but as monstrous humanoids, and gain the Powerful Size trait due to sheer muscle mass.

Ability Bonus: On 16th level, an Orc character gains a +2 Bonus to either Strength or Constitution.

Greater Orcish Resilience (ex): On 20th level, Orc characters gain Fast Healing 2.

(Orcish Cleaver: a crude, brutal orcish bastard sword, requires exotic weapon proficiency to wield one handed. Dam (M): 2D6, Crit20/x2. The Great Cleaver is the larger, two handed version which can not be used without exotic weapon proficiency at all (Dam (M): 2D8, Crit: 20/x2)

Satyr
2009-01-16, 07:43 AM
Half-Orcs


Abilities: +2 Strength, -2 to any other ability score. Half-Orcs are stronger than most humans, but also share their human parent’s variable weaknesses.

Medium: As Medium creatures, Half-Orcs have no special bonuses or penalties due to their size.

Half-Orc base land speed is 30 feet.

Darkvision: Half-Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Half-Orcs can function just fine with no light at all.

Adaptability: Like their human ancestor, Half-Orcs gain one extra feat at 1st level.

Fast Learners: 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Orcish Resilience: Like true-blooded Orcs, Half-Orcs are incredible hard to kill. They receive the Diehard feat as a free Bonus Feat even when they do not fulfill its requirements.

Weapon Familiarity: Half-orcs may treat one exotic weapon that is normally associated with the human or orc culture they grew up in as a martial instead of an exotic weapon.

Sterile: Half-Orcs are cross-breed between two different species and can not reproduce.

Mixed Blood: For all effects related to race, a Half-Orc is considered both an Orc and a human.

Favored Class: any. At character creation, Half-Orc characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.

Further Advancement of half-orcs:
Half-Orcs use the same advancement scheme as humans.

Satyr
2009-01-16, 07:47 AM
Hobgoblins

Abilities: +2 to Dexterity, +2 to Constitution. Hobgoblins are fast moving and resilient warriors and hunters, without the weaknesses of other species.

Medium Humanoid (Goblinoid)

A hobgoblin’s base land speed is 30 ft

Low-Light Vision: A hobgoblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Sharp Senses: Hobgoblins have keen sense, trained for hunt and warfare. They gain a +2 racial bonus to Spot, Search, and Listen Checks.

Silent Hunters: Hobgoblins are predators and excellent hunters. They gain a +2 racial bonus to Hide and Move Silently.

Know no fear: Hobgoblins are legendary for their bravery and despise cowards. Hobgoblins receive a +4 racial bonus against fear effects.

Weapon Experts: Hobgoblins receive a +2 racial bonus to all Craft and Appraise checks when dealing with armor, weapons, and war machines. Due to their military background, Hobgoblins know a lot about weaponry of all sorts.

Weapon Familiarity: Hobgoblins may treat Bastard Swords and Fighting Knives as martial instead of exotic weapons.

Favorite Class: Assassin and Man-at-Arms. Hobgoblins who follow one of these two classes receive an extra hitpoint or skill point per level.

Further Advancement of Hobgoblins:
{table=head]Level|Feature

4th|Hobgoblin Endurance

8th|Paragon Warriors

12th|Natural Toughness

16th|Ability Boost

20th|Master of Warfares[/table]

Hobgoblin Endurance: At 4th level, a hobgoblin’s gains the Endurance Feat as a bonus feat.

Paragon Warriors: From 8th level on, a hobgoblin’s keen senses and combat experiences helps him to find and exploit weaknesses in the defense of their enemies. They gain a +2 to attacks of opportunities and the defense against those attacks.

Natural Toughness: The greatest warriors of the hobgoblins are almost invincible. At 12th level, a hobgoblin gains a natural armor of 1/- that stacks with all other DR.

Ability Bonus: On 16th level, a hobgoblin character may increase his Strength or Constitution score by +2.

Master of Warfare: Hobgoblin paragons that have reached 20th level are nigh unstoppable in direct combat. They can reroll a number of combat rolls (attack, defense or damage) equal to their Constitution ability bonus per day. The second roll must be accepted, even if it is worse than the original roll.

(Fighting Knives: Wicked blades that are designed to do as much damage on their way out as they did on the way in. Fighting knives are the favorite sidearm of many hobgoblin warriors and are treated as Exotic light weapons. Fighting Knives counts as daggers for the usage of feats and requirements and give a +2 bonus on Sleight of Hand checks made to conceal them. Dam (M): 1d6, Crit: 18-20/x2)

Satyr
2009-01-16, 07:51 AM
Goblins

Abilities: Str –2, Dex +2, Con +2. Goblins are wiry and have flexible bodies and are quite tough for their size, but lack the strength of larger creatures.

Small Humanoid (Goblinoid). As a small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character and they gain one additional hit point less per level.

A goblin’s base land speed is 30 ft

Low-Light Vision: A goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Born Sneaks: Goblins receive a racial +4 bonus to all Move Silently checks.

Sharp Senses: Goblins have incredible keen senses, only comparable to those of the elves. They receive a racial +2 bonus to Search, Spot and Listen checks.

Great immune system: Goblins have iron cast stomachs and are as resistant against poisons as dwarves are; they receive a racial +2 bonus to resist diseases and poisons.

Canine Empathy: Goblins are experts in dealing with canine predators like dogs or wolves. They gain a +4 racial bonus to Ride and Handle Animals checks when dealing with wolves and other canine animals and a +4 bonus to diplomacy when they deal with sentient canine creatures like Winter Wolves.

Favorite Class: Thief or Assassin. Goblins excel in the arts of sneaking and guerilla warfare.

Further Advancement of Goblins:
{table=head]Level|Feature

4th|Backstabbing +1d6

8th|Crippling Strike

12th|Dirty Fighting

16th|Ability Boost

20th|Improved Crippling Strike[/table]


Backstabbing: Goblins are used to fight against enemies that are much stronger and more aggressive than themselves. This has taught them to use any advantage they can get in a fight. At 4th level they gain the assassin’s sneak attack ability with a damage of 1d6. This stacks with sneak attack from other sources.

Crippling Strike: A goblin of 8th level gets the thief’s special ability ‘crippling strike’. If the character already has that ability, he can chose another special ability instead.

Dirty Fighting (ex): At 12th level, the goblin becomes so skilled at distracting, unnerving, deceiving and otherwise upsetting her opponent with dishonorable fighting techniques that once per day she may choose to do any one of the following: automatically succeed on a single roll to hit; cause her opponent to fail a single attack roll; make a single attack and then move away from the opponent, treating the square the action starts in as not threatened; or perform a single sneak attack, even while the opponent is not flanked and retains his full Dexterity bonus.

Ability Bonus: At 16th level, a goblin character may increase his dexterity or intelligence score by +2.

Improved Crippling Strike: A 20th level goblin can use more devastating crippling strikes, that does not necessarily weaken the victim but can inflict all of its physical abilities. The goblin can chose which physical ability suffers from the 2 points of ability damage.

Satyr
2009-01-16, 07:55 AM
Kobolds
Kobold characters possess the following racial traits:

Abilities: Strength –4, Dexterity +2, Constitution –2, Intelligence +2. Kobolds are one of the smallest and weakest humanoid species and they are rather fragile built, but their small size and mobility grant them a great agility and has forced them to outsmart their numerous enemies instead of trying to match them in matters of strength and resilience.

Small Humanoid (Reptilian). As a small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character and they gain one additional hit point less per level.

Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

A kobold’s base land speed is 30 ft.

Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Natural Weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d4 points of piercing damage plus 1/2 Strength bonus. Despite possibly being the weakest reptilian humanoid, kobolds retain a connection to their feral nature.

Tough Hide: The scaly skin of the Kobolds grant them a natural armor of 1/-.

Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Expert Trapsmiths: Kobolds have to rely on traps and ambushes to survive. They gain a racial +2 bonus to Craft (trapmaking) and Search checks.

Favorite Class: Alchemist and Assassin. Kobolds who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Kobolds:
{table=head]Level|Feature

4th|Light Adaptation, Manual Expertise

8th|Dragon Heritage

12th|Evasion

16th|Ability Boost

20th|Tunnel Rat[/table]


Manual Expertise (ex): A 4th level kobold may add a +1 racial bonus to all checks and skill rolls that require fine manual dexterity, like many crafts, open locks or disable device checks.

Light Adaptation (ex): Kobolds that spend more time on the surface lose their fear from the sun. At 4th level, Kobolds do not longer suffers from their light sensitivity.

Dragon Heritage (ex): Their heritage from mighty dragons grants kobolds a small protection against the deadly breath weapons of their ancestors. A kobold gains Resistance 5 against one specific energy type. Normally, the kobold’s scales adapt to the color of chromatic dragons normally associated to a breath attack of this energy type (e.g. an acid resistant kobold’s scales would turn darker).

Evasion (ex): On 12th level, Kobolds gain the Evasion ability (see the Thief’s class traits). If the Kobold already has Evasion, he gains Improved Evasion instead.

Ability Bonus: On 16th level, A kobold character gains a +2 bonus to either Constitution (negating the former penalty) or Charisma +2.

Tunnel Rat (ex): When fighting underground or in any other of restrained or narrow spaces, a Kobold of 20th level can easily defend a tunnel against overwhelming odds. Whenever an opponent of a kobold suffers from a penalty because of narrow spaces, the kobold gains a +2 bonus to attack and defense rolls.

Satyr
2009-01-16, 08:00 AM
Gnolls

Abilities: +2 to Strength, +2 to Dexterity, –2 to Intelligence, -2 to Wisdom. Gnolls are strong and fast, but they are also neither very intelligent nor patient or introperspective creatures.

Medium Humanoid (Gnoll)

A Gnoll’s base land speed is 30 feet.

Low-Light Vision: A Gnoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Scent: Gnolls have a sense of smell as strong as a dog. They gain the Scent ability with a reach of 30ft.

Keen ears: The dog like ears of the Gnoll grant him an incredible sharp sense of hearing, granting a +4 bonus to listen checks.

Fangs: Gnolls have a canine set of teeth and a strong muscled jaw and neck, granting them a natural Bite attack that deals 1d6 damage.

Thick Fur: The thick fur of the Gnolls grant them a natural armor of 1/-

Favored Class: Berserker or Pathfinder. A Gnoll character that follows these two classes receives an additional hitpoint or skill point per level.


Further Advancement of Gnolls:
{table=head]Level|Feature

4th|Sharpened Senses

8th|Gnoll Pounce

12th|Improved Scent

16th|Ability Boost

20th|Pain Frenzy[/table]


Sharpened Senses (ex): Gnolls are expert hunters and their senses are well adjusted and sharpened through the hunt. On 4th level, a Gnoll character gains a +2 Bonus to Spot and Search, and a +4 bonus to Sense Motive – their incredible sharp sense of smell allow them to smell the hormones involved in many emotional states.

Gnoll Pounce (ex): When using the charge option against a surprised, flat-footed, or otherwise denied its Dexterity bonus to Defense, a Gnoll of 8th level or higher can make a full attack on the end of the charge.

Improved Scent (ex): At 12th level, a Gnoll gains a strong feeling for his direct environment based on their sense of smell. This works like a Blindsense ability with a 30 feet radius, but strong scents like a skunk’s musk or troglodyte stench work as a blind screen, which blocks this sense.

Ability Bonus: On 16th level, a Gnoll may increase his Strength or Constitution score by +2 points.

Pain Frenzy (ex): Gnolls of 20th level aren’t slowed down through Pain – instead, they become rabid killing machines through it. The Gnoll never suffer from any penalties through wounds, pain, etc. They are never sickened or nauseated because of the loss of hit points and instead of a wound penalty, they gain an equal moral bonus when they cross the wound thresholds but gain an equal moral bonus to all rolls.

Satyr
2009-01-16, 08:11 AM
Bugbear (LA +1)
Bugbear characters use the following racial traits:

Abilities: +2 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Charisma. Bugbears are strong, tough and surprisingly agile for their size, but they are also aggressive and gruff.

Medium: As Medium creatures, Bugbears have no special bonuses or penalties due to their size.

Powerful Build: The physical stature of Bugbears lets them function in many ways as if they were one size category larger. Whenever a Bugbear is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Bugbear is treated as one size larger if doing so is advantageous to him. A Bugbear is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Bugbear 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.

Bugbear base land speed is 30 feet.

Low-Light Vision: A Bugbear can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Sharp Senses: Bugbears have keen sense, trained for hunt and warfare. They gain a +1 racial bonus to Spot, Search, and Listen Checks.

Bloodhound: Bugbears can follow a track with their strong sense of smell alone. They gain the Scent ability with a reach of 30ft.

Silent Hunters: Bugbears are predators and excellent hunters, especially for their size and bulk. They gain a +2 racial bonus to Hide and Move Silently.

Tough Hide: The leathery skin and fur of the Bugbears grant them a natural armor of 2/-

Favored Class: Assassin and Berserker. Bugbears who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Bugbears:
{table=head]Level|Feature

4th|Physical Prowess

8th|Backstabbing +1d6

12th|Natural Toughness

16th|Ability Boost

20th|Brutal blows[/table]


Physical Prowess (ex): Bugbears are surprisingly strong, tough and agile. At 4th level, they gain a +2 racial bonus to Climb, Jump, Swim and Tumble checks.

Backstabbing (ex): Bugbears are used to use any advantage in a fight.. At 8th level, they gain the assassin’s sneak attack ability with a damage of 1d6. This stacks with sneak attack from other sources.

Natural Toughness (ex): At 12th level, the natural armor bonus of the bugbears increase to 3/-

Ability Bonus: On 16th level, Bugbears gain a +2 to either their strength or constitution scores.

Brutal Blows (ex): Whenever a 20th level bugbear scores a critical hit or a successful sneak attack, the victim must make a Fortitude save (DC = the amount of lost hitpoints) or become dazed for one turn.

Satyr
2009-01-16, 08:15 AM
Lizardfolk (LA +1)
All lizardfolk characters use these common features:


Abilities: +2 to Strength, +2 to Constitution, +2 to Wisdom, -2 to Intelligence, -2 to Charisma. Lizardfolk are strong and tough, but mentally a bit slower than other sentient races and more introvert than others and have a hard time to deal with mammals, even though they have a remarkably deep understanding of the world and its ways.

Medium: As Medium creatures, Lizardfolk have no special bonuses or penalties due to their size.

Lizardfolk base land speed is 30 feet.

Expert Swimmers: Lizardfolk have a swim speed of 30 feet. As amphibious creatures with a swim speed, Lizardfolk gain a +8 bonus to all swim checks. They still need to come to the surface to breathe, though.

Hold Breath: A Lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Natural Weapons: Lizardfolk have a primary natural slam attack with their heavy tails that deal 1d4 points of crushing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus.

Hard scales: The scaly skin of the Lizardfolk grant them a natural armor of 3/-

Balancing Tails: Lizardfolk can use their strong tails as a counterweight, granting them a +4 bonus to Balance checks.

Adaptive Coloring: Like a chameleon, Lizardfolk can slowly adjust their skin’s color to their environment, granting them a +4 bonus to hide checks. This bonus doubles in a jungle or swamp environment. This bonus is lost when the Lizardfolk wears clothing that covers most of their skin.

Nictating Membrane: This second, polarizing eyelid of the lizardfolk grant them a +2 bonus to saving throws against all powers or effects that would lead to dazzled condition as well as all forms of gaze attacks.

Weapon Familiarity: Lizardfolk characters may treat bolas, nets and tail spikes as martial instead of exotic weapons.

Favored Class: Pathfinder and Man-at-arms. Lizardfolk who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Lizardfolk:
{table=head]Level|Feature

4th|Strong Legs

8th|Tripping Tail Sweep

12th|Grab and Bite

16th|Ability Boost

20th|Cold-Blooded[/table]

Strong Legs (ex): The Lizardfolk legs are extremely strong, as a byproduct of their swimming skills. They can also use these leg muscles to make impressive jumps and therefore gain a +4 racial bonus to jump checks. They are also always treated as if they had a running start before they jump, independently from the moved distance.

Tripping Tail sweep (ex): At 9th level, a Lizardfolk character gains Improved Trip as a bonus feat for that he does not need to fulfill the prerequisites. Lizardfolk are treated as one size level larger when they use their natural tail attack to trip their opponents.

Grab and Bite (ex): When a Lizardfolk can successfully grapple and hold an opponent, they can use their strong teeth for devastating bite and rend attacks. Once they have successfully established a grapple, they automatically hit with their bite attack and deal an additional rending damage of 1d6 per turn as long as they can uphold the grapple. While grappling, they can still use their natural tail attack to attack other opponents while grappling.

Ability Bonus (ex): A Lizardfolk character gains a +2 bonus to either Dexterity or Constitution when reaching 16th level.

Cold-Blooded (ex): The mental processes of a lizardfolk work very different to those from mammals and a very experienced lizardfolk can use this ability to his favor: At 19th level, a lizardfolk character can concentrate hard enough to gain a +4 bonus to all saves against mind-affecting spells or powers.

Satyr
2009-01-16, 09:13 AM
Raptorans

All Raptorans have the following traits in common:


Abilities: DEX+2, CON –2. Raptorans are graceful and agile but their slender bodies are built for lightness and their hollow bones are quite fragile.

Medium: As Medium creatures, Raptorans have no special bonuses or penalties due to their size.

Raptoran base land speed is 30 feet.

Low-Light Vision: A Raptoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Wing-aided movements: Though Raptorans need a long time to learn how to fly adequately, they can use their wings to glide from early childhood. They gain a +10 racial bonus to all Jump checks.

Glide: Raptorans can glide with a speed of 40’ and 20’ of forward travel for every 5 foot of descent. Their maneuverability depends on their dexterity score, but even when their maneuverability improve, Raptorans are unable to hover.. Due to their wings, Raptorans also never take more than 1d6 of falling damage, independently of the actual height of the fall. Even when they lose their consciousness in midair.

Sharp Eyes: Raptorans have the keen eyesight of a bird of prey. They gain a +2 bonus to search and spot checks.

Sense of Orientation: Like doves and other birds of passage, Raptorans have an uncanny sense of orientation and always know where north is, even underground or after being confused.

Strong Grip: Raptorans can both grip with their hands and feet, granting them a +2 bonus to Climb checks.

Weapon Familiarity: Raptorans treat the Foot Bow as a martial instead of an exotic weapon.

Favored Class: Archer or Martiall Artist. Raptorans who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Raptorans:
{table=head]Level|Feature

4th|Flight

8th|Long Range Flight

12th|Keen eyes

16th|Ability Boost

20th|Fast Flight[/table]


Flight (Ex): When a Raptoran reaches 4th level, she perfects the use of her wings, allowing active flight instead of Gliding. She gains a flight speed of 40 feet, with a maneuverability depending on the dexterity score. A raptoran cannot fly when carrying a medium or heavy load or when she is fatigued or exhausted.
Raptorans can safely fly for a number of rounds equal to their constitution modifier (at least one) and can stay in the air for longer, but than requiring a Fortitude save (DC 10+ Number or rounds flying). If the save fails, the Raptoran becomes fatigued. If the Raptoran flies longer than his Constitution score, she automatically becomes fatigued or, when the Fortitude save fails, she becomes exhausted. Likewise, Raptorans automatically become exhausted when they spend more time flying than a number of minutes equal to their constitution score.
Raptorans may use the run option while flying, provided that she moves in a straight line and can make dive attacks. These attacks require that the Raptoran more at least 30 feet while descending for 10’ feet and carrying a piercing weapon. They work like a charge, but when the attack is successful, the damage is doubled.

Long Range Flight (ex): At 8th level, the Raptorans grow accustomed enough to their flight that they are not exhausted by it any more. From now on, Flying is not more straining for them than walking or running.

Keen eyes (ex): The extremely sharp visual perception of Raptorans grants them an additional +2 bonus to Search and Spot checks and +1 bonus to all attack rolls with ranged weapons when they reach 12th level.

Ability Bonus: Raptorans of 16th level may increase either their Dexterity or Wisdom score by +2 points.

Fast Flight (ex): At 20th level, the Raptoran’s Flight speed increase by 10’.

Raptoran Manoeuvrability
{table=head]Dexterity score|Flight Manoeuvrability
DEX < 10|clumsy
DEX 10 - 15|poor
DEX 16 – 20|average
DEX 21 – 25|good
DEX 26 +|perfect[/table]

Satyr
2009-01-16, 09:18 AM
Goliath (LA +1)
Goliaths use the following traits:

Abilities: +4 to Strength, +2 to Constitution. Goliaths are massively muscled and have a thick set of bones. Their sheer sense size and muscle density grant them their strength and toughness.

Medium: As Medium creatures, Goliaths have no special bonuses or penalties due to their size.

Powerful Build: The physical stature of Goliaths lets them function in many ways as if they were one size category larger. Whenever a Goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Goliath is treated as one size larger if doing so is advantageous to him. A Goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Goliath 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.

Goliath base land speed is 30 feet.

Physical Prowess: The natural athletics and strength grants Goliaths a +2 racial bonus to Jump and Climb checks.

+2 bonus to Sense Motive checks: Goliath language is strongly influenced through subtle use of their own body language, what helps to interpret the body languages of other beings as well.

Tough Hide: The leathery skin of the Goliaths grant them a natural armor of 1/-

Hard to kill: Goliaths gain three additional hitpoints at 1st level and one additional hitpoint per level due to their general toughness and size.

Acclimated: Goliaths are automatically acclimated to a life at high altitude and don’t suffer from the penalties for high altitude when traveling in the mountains (see DMG p. 90). Unlike other inhabitants of the mountains, Goliaths never lose this adaptation.

Weapon Familiarity: Goliath Characters can treat the Goliath Greathammer as a martial instead of an exotic weapon.

Favored Class: Man-at-Arms and Pathfinder. Goliaths who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Goliaths:
{table=head]Level|Feature

4th|Intuitive

8th|Skin of Stone

12th|Expert Climber

16th|Ability Boost

20th|Greater Skin of Stone[/table]


Intuitive (Ex): At 4th level, a Goliath improves upon his natural ability to sense the body language and intentions of others, granting him an additional +2 bonus on Sense Motive checks. In addition, he carries with him the aptitude for this, making Sense Motive a permanent class skill for him regardless of whatever future levels he takes.

Skin of Stone (Ex): Veteran Goliaths are extremely difficult to injure. Their natural armor increase to 2/- and they have a 25% chance that a critical hit, sneak attack or similar precision based damage is negated and roled normally instead.

Expert Climber (Ex): A Goliath of 12th level or higher has a climbing speed equal to half his base speed and suffer from no penalties to combat rolls while climbing.

Ability Bonus: On 16th level, a Goliaath character gains a +2 Bonus to either Strength or Wisdom.

Greater Skin of Stone (Ex): On 20th level, the Goliath’s natural armor increase to 3/- and they have a 50% chance that a critical hit, sneak attack or similar precision based damage is negated and roled normally instead.

(Goliath Greathammer: A large and very heavy hammer. Two handed weapon, grants a +2 bonus to all attempts to Sunder an enemy’s weapon or shield. Dam (M) 1D12, Dam (L) 3d6 Crit 20/x4)

Satyr
2009-01-16, 09:22 AM
Aasimar (LA +1 Template)

This is a template for plane-touched characters with ancestors from one of the celestial planes. Aasimars combine the features of mortals with a divine, or angelic heritage, which lead to the situation where they are often completely idolized.

Abilities: add +2 to Wisdom, +2 to Charisma. Aasimar characters combine a fascinating aura with a deep understanding of the cosmos and empathy for other beings.

Extraplanar Heritage: Change the character’s creature type to native outsider. The size category of the original species does not change.

Merge of Angels and Mortal Blood: For all effects related to race, a Aasimar is considered both an outsider with the good subtype and the original species of his progenitors (a human Aasimar would still count as a human).

Aasimar characters use the same base speed as the original species.

Aura of Good: Their angelic heritage gives the Aasimar a celestial nature that makes her good for the usage of spells. An Aasimar is affected by aligned spells as if she were an outsider, e.g. Protection from Good offers protection against them. This alignment is permanent and cannot be changed without massive magic power.

Supernatural Resistance: Aasimar characters gain 5 points of Resistance against acid, cold and electricity damage.

Inherited magical powers: Aasimars can use the Daylight spell as if it were a cantrip with a caster level equal to half the Aasimar’s character level. The spell can be used as often as wanted, but after every usage, the Aasimar must make a Fortitude or Will Save (whichever is higher) against a DC of 20 or become fatigued. Aasimars can also use the Light spell as a cantrip with a caster level equal to half their character level at will.

Celestial Influence: Their supernatural heritage grants Aasimars a +2 racial bonus to Sense Motive, Diplomacy and Heal checks.

Sanctified Health: Aasimars gain a +2 racial bonus to all Saving throws against all Illnesses.

Favored Class: Aasimars use the same favored class as their mortal progenitors but add either Paladin or Healer to the favorite classes.

Further Advancement of Aasimars:
Aasimars use the same advancement scheme as their mortal progenitor species.

Satyr
2009-01-16, 09:25 AM
Tiefling (LA +1 Template)
This is a template for plane-touched characters with ancestors from one of the infernal planes. Tieflings combine the features of mortals with a demonic or fiendish heritage, which severely stigmatizes them.

Abilities: add +2 to Intelligence, +2 to Charisma. Tiefling characters combine a vastly different physical strength with a fascinating aura and a cunning cleverness.

Extraplanar Heritage: Change the character’s creature type to native outsider. The size category of the original species does not change.

Tiefling characters use the same base speed as the original species.

Merge of Demon and Mortal Blood: For all effects related to race, a Tiefling is considered both an outsider with the evil subtype and the original species of his progenitors (a human Tiefling would still count as a human).

Aura of Evil: Their fiendish heritage gives the Tiefling an infernal radiation that makes her evil for the usage of spells. A Tiefling is affected by aligned spells as if she were an outsider, e.g. Protection from Evil offers protection against them. This alignment is permanent and cannot be changed without massive magic power.

Darkvision: Tieflings gain the Darkvision ability with a reach of 60 ft. If the original species already have Darkvision, increase its range by 60’ instead.

Supernatural Resistance: Tiefling characters gain 5 points of Resistance against cold, electricity and fire damage.

Inherited magical powers: Tieflings can use the Darkness spell as if it were a cantrip with a caster level equal to half the Tiefling’s character level. The spell can be used as often as wanted, but after every usage, the Tiefling must make a Fortitude or Will Save (whichever is higher) against a DC of 20 or become fatigued.

Infernal Influence: Their supernatural heritage grants Tieflings a +2 racial bonus to Bluff, Hide and Move Silently checks.

Resistance against Poisons: Tieflings gain a +2 racial bonus to all Saving throws against poison.

Favored Class: Tieflings use the same favored class as their mortal progenitors but may add Thief, Assassin or Sorcerer to the favorite classes.

Further Advancement of Tieflings:
Tieflings use the same advancement scheme as their mortal progenitor species.

Satyr
2009-01-19, 04:45 AM
Air Genasi (LA +1 Template)
Genasi are plane-touched characters who can track their heritage to one of the elemental planes. Genasi come from all species and share the common templates for their elemental heritage. The features of the template are just added to the regular species template.

Abilities: Dexterity +2, Intelligence +2, Wisdom –2, Charisma –2. Air Genasi are agile and fast both in their mind and body, but tend to be reckless and impulsive and have their differences to relate to more mundane creatures.


Extraplanar Heritage: Change the character’s creature type to native outsider. The size category of the original species does not change.


Air Genasi base land speed is equal to the base speed of the original species. Other forms of movements (e.g. swim speed) are unaffected by the Air Genasi template.


Merge of Elemental and Mortal Blood: For all effects related to race, an Air Genasi is considered both an elemental outsider with the air subtype and the original species of his progenitors (a human Genasi would still count as a human).


Elemental Protection: Air Genasi gain a +2 bonus to all Saving Throws against spells and effects with the air descriptor.


Breathless: Air Genasi do not need to breath, so they are immune to drowning, suffocation and all attacks or spells that requires inhalation, like some poisons or spells like Stinking Cloud.


Inherited magical powers: Genasi can form and manipulate their specific elements. Air Genasi can use the Gust of Wind spell as if it were a cantrip with a caster level equal to half the Genasi’s character level. The spell can be used as often as wanted, but after every usage, the Air Genasi must make a Fortitude or Will Save (whichever is higher) against a DC of 20 or become fatigued.


Minor air manipulations: As a standard action, an Air Genasi may create small drafts and blows of air, which are strong enough to disperse dust or blow out candles, but have no more significant effect. The air Genasi may use this ability at will.


Controlled Falling (Su): Air Genasi never take more than 1d6 of falling damage, independently of the actual height of the fall. Even when they lose their consciousness in midair, this ability stays active


Favored Class: Air Genasi use the same favored class as their mortal progenitors but may add either Pathfinder or Bravo to their favorite classes.


Further Advancement of Genasi:
All Genasi characters use the same advancement scheme as their mortal progenitor species.

Satyr
2009-01-19, 04:47 AM
Earth Genasi (LA +1 Template)
Genasi are plane-touched characters who can track their heritage to one of the elemental planes. Genasi come from all species and share the common templates for their elemental heritage. The features of the template are just added to the regular species template.#


Abilities: Strength +2, Constitution +2, Dexterity –2, Charisma –2. Earth Genasi are steadfast and strong but also slow and often introvert creatures.


Extraplanar Heritage: Change the character’s creature type to native outsider. The size category of the original species does not change.


Earth Genasi base land speed is equal to the base speed of the original species. Other forms of movements (e.g. swim speed) are unaffected by the Air Genasi template.


Merge of Elemental and Mortal Blood: For all effects related to race, an Earth Genasi is considered both an elemental outsider with the earth subtype and the original species of his progenitors (a human Genasi would still count as a human).


Elemental Protection: Earth Genasi gain a +2 bonus to all Saving Throws against spells and effects with the earth descriptor.


Stoneskin: Increase the character’s natural armor by +1/-. Earth Genasi are very tough and their skin and bones are extraordinary hard.


Inherited magical powers: Genasi can form and manipulate their specific elements. Earth Genasi can use the Stone Shape spell as if it were a cantrip with a caster level equal to half the Genasi’s character level. The casting time of the spell increases to an hour, but the Earth Genasi’s art in this is far superior to that of other spellcasters and allow for fine details and no malfunctioning. The spell can be used as often as wanted, but after every usage, the Earth Genasi must make a Fortitude or Will Save (whichever is higher) against a DC of 20 or become fatigued.


Favored Class: Earth Genasi use the same favored class as their mortal progenitors but may add either Man-at-arms or Druid to the favorite classes.


Further Advancement of Genasi:
All Genasi characters use the same advancement scheme as their mortal progenitor species.

Satyr
2009-01-19, 04:50 AM
Fire Genasi (LA +1 Template)
Genasi are plane-touched characters who can track their heritage to one of the elemental planes. Genasi come from all species and share the common templates for their elemental heritage. The features of the template are just added to the regular species template.

Abilities: Intelligence +2, Wisdom –2, Charisma +2. Fire Genasi are highly creative and intelligent, but also reckless and impulsive and very flamboyant and passionate.


Extraplanar Heritage: Change the character’s creature type to native outsider. The size category of the original species does not change.


Fire Genasi base land speed is equal to the base speed of the original species. Other forms of movements (e.g. flight speed) are unaffected by the Fire Genasi template.


Merge of Elemental and Mortal Blood: For all effects related to race, a Fire Genasi is considered both an elemental outsider with the Fire subtype and the original species of his progenitors (a human Genasi would still count as a human).


Elemental Protection: Air Genasi gain a +2 bonus to all Saving Throws against spells and effects with the fire descriptor.


Untouched from Fire: Fire Genasi gain Resistance (Fire) 10.


Inherited magical powers: Genasi can form and manipulate their specific elements. Fire Genasi can use the Produce Flame spell as if it were a cantrip with a caster level equal to half the Genasi’s character level. The spell can be used as often as wanted, but after every usage, the Air Genasi must make a Fortitude or Will Save (whichever is higher) against a DC of 20 or become fatigued.


Burning Personality: Fire is the most destructive element and Fire Genasi are the most destructive Genasi. A Fire Genasi may add his charisma bonus (if any) to all damage he does with spells, effects or attacks that are based on fire.


Minor fire manipulations: As a standard action, a Fire Genasi may create or extinguish small flames and sparks, which are strong enough to alight a torch or blow out a candle, but have no more significant effect. The Fire Genasi may use this ability at will.


Favored Class: Fire Genasi use the same favored class as their mortal progenitors but may also add Bravo or Sorcerer to their favorite classes.

Further Advancement of Genasi:
All Genasi characters use the same advancement scheme as their mortal progenitor species.

Satyr
2009-01-19, 04:56 AM
Water Genasi (LA +1 Template)
Genasi are plane-touched characters who can track their heritage to one of the elemental planes. Genasi come from all species and share the common templates for their elemental heritage. The features of the template are just added to the regular species template.


Abilities: Constitution +2, Wisdom +2, Charisma –2. Water Genasi are calm and very controlled characters with a very healthy resilience and an often cold and abrasive personality.


Extraplanar Heritage: Change the character’s creature type to native outsider. The size category of the original species does not change.


Water Genasi base land speed is equal to the base speed of the original species. Other forms of movements are unaffected by the Water Genasi template.


Swimming Speed: Water Genasi gain a swimming speed equal to the original creature’s basic land speed.


Merge of Elemental and Mortal Blood: For all effects related to race, a Water Genasi is considered both an elemental outsider with the water subtype and the original species of his progenitors (a human Genasi would still count as a human).


Elemental Protection: Water Genasi gain a +2 bonus to all Saving Throws against spells and effects with the water descriptor.


Hold Breath: A Water Genasi can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.


Inherited magical powers: Genasi can form and manipulate their specific elements. Water Genasi can use the Create Water and Speak to Animals (maritime animals only) spells as if they were cantrips with a caster level equal to half the Genasi’s character level. The spell can be used at will.


Protective blubber: Water Genasi are more resistant against cold than other creatures. They gain Resistance (cold) 5.


Favored Class: Water Genasi use the same favored class as their mortal progenitors but may also add Druid or Healer to their favorite classes.


Further Advancement of Genasi:
All Genasi characters use the same advancement scheme as their mortal progenitor species.

endoperez
2009-01-24, 03:52 AM
One of the LA+1 races (Lizardman, I think) lists in his description that it gets the 20th-level ability at level 19. How will LA work with racial abilities?


Dwarves' racial abilities aren't as good as the others'. They could get an additional increase in their resistances somewhere. I'd also suggest giving them ability to use "giant fighting" against Medium creatures at 20th level. At that point, it becomes more of using their small size to their advantage than abusing big people's weaknesses.

Air Genasi cannot drown (Breathless), but Water Genasi can (once they run out of Hold Breath). Perhaps Air Genasi's ability to not breath only works as long as they stay in contact with air or gaseous substances?

If an Air Genasi gets flight speed, it should get better maneuverability.

Earth Genasi should get climb speed when climbing along anything that consists of earth, stone etc. Perhaps also ability to create footholds in the stone, to be used by others.

Water Genasi should get minor water manipulation, or the maritime/aquatic animals they can speak to should be friendly towards them. If you haven't come up with any ideas for minor water manipulation, being able to transform small amounts of water into ice, chill their drinks etc should work.

Ashtagon
2009-01-24, 04:45 AM
Dwarves' racial abilities aren't as good as the others'. They could get an additional increase in their resistances somewhere. I'd also suggest giving them ability to use "giant fighting" against Medium creatures at 20th level. At that point, it becomes more of using their small size to their advantage than abusing big people's weaknesses.

Dwarves are Medium size anyway. I wouldn't let them have this kind of bonus against creatures that are essentially the same size as themselves.


Air Genasi cannot drown (Breathless), but Water Genasi can (once they run out of Hold Breath). Perhaps Air Genasi's ability to not breath only works as long as they stay in contact with air or gaseous substances?

I think this could be more easily resolved by granting water genasi the ability to breathe water freely. This still leaves the air genasi's power as the better one, as it works against vacuum, sandstorm suffocation, and poison gasses.

Satyr
2009-01-24, 04:45 AM
One of the LA+1 races (Lizardman, I think) lists in his description that it gets the 20th-level ability at level 19. How will LA work with racial abilities?

That is actually an adaptation to the LA so that the Lizardman character doesn't get his additional abilities later than other characters; it is effectively nonsense as the abilities are based on the ECL.


Dwarves' racial abilities aren't as good as the others'. They could get an additional increase in their resistances somewhere. I'd also suggest giving them ability to use "giant fighting" against Medium creatures at 20th level. At that point, it becomes more of using their small size to their advantage than abusing big people's weaknesses.

Dwarves gain two ability bonuses, three extremely useful abilities and a strong protection against spells; the giantfighting ability is a very strong ability, as on later levels most monsters are large or bigger.
I really don't think that they are weaker than the other species; they are not the most powerful core book species any more, but that is all.


Air Genasi cannot drown (Breathless), but Water Genasi can (once they run out of Hold Breath). Perhaps Air Genasi's ability to not breath only works as long as they stay in contact with air or gaseous substances?

The ability to not breath is an original trait of Air Genasi. I have normally used the orginal write-ups as a base, and did not try to change them too much.


If an Air Genasi gets flight speed, it should get better maneuverability.

They actually get this, as fly maneuverability in Serpents and Sewers depends on the character's dexterity and Air Genasi gain a bonus to it.


Earth Genasi should get climb speed when climbing along anything that consists of earth, stone etc. Perhaps also ability to create footholds in the stone, to be used by others.

You can use Stone Shape to create footholds and such like. This is an extremely versatile spell, which can effectively be used at will by Earth Genasi;


Water Genasi should get minor water manipulation, or the maritime/aquatic animals they can speak to should be friendly towards them. If you haven't come up with any ideas for minor water manipulation, being able to transform small amounts of water into ice, chill their drinks etc should work.

You're right, minor water manipulations are a good additional ability for water genasi. I will add it.

endoperez
2009-01-24, 07:58 AM
That is actually an adaptation to the LA so that the Lizardman character doesn't get his additional abilities later than other characters; it is effectively nonsense as the abilities are based on the ECL.

Thanks for clarifying about the dwarves, I didn't realize that the starting point was more powerful than for the other races.

A level 7 Lizardfolk Man-At-Arms would have the level 8 racial power, correct? In that case, there's a typo in the description of the Cold-blooded ability. In the table, it lists level 20, in the description level 19.


I thought it'd be nice if the Genasi got a bonus for moving in their own element: swim speed for Water, better maneuverability for Air, climb speed for Earth. I agree that the footholds for Earth were a bit silly, and Stone Shape is excellent ability, so they don't necessarily need any extra bonus.


I noticed another omission: Half-elves and Half-orcs don't have "human resilience" that would be improved on 12th level. Does this mean that they only get Skill Focus at that level?

Satyr
2009-01-25, 05:30 AM
I noticed another omission: Half-elves and Half-orcs don't have "human resilience" that would be improved on 12th level. Does this mean that they only get Skill Focus at that level?

No, they just get a +1 bonus to saves as the basic human reislience version.

Satyr
2009-02-16, 04:26 AM
Drow

Actually, I never wanted to make an extre write-up for the Drow, as Serpents and Sewers really works perfectly without rthe flood of subspecies and still offer more choice and variability for the player than standard D&D, thanks to the chosable character background traits. But my girlfriend meant that she wanted to play a Drow, "who is really a Drow and not only a dark painted Elf" and to dodge the domestic dispute, I agreed.

All Elves have the following traits in common:


Abilities: DEX+2, STR –2, Like all Elves, Drows are graceful and agile but their slender bodies are built for speed instead of brutish power.

Medium: As Medium creatures, Drows have no special bonuses or penalties due to their size.

Elf base land speed is 30 feet.

Sleepless: Drwos doesn’t need to sleep and only need to rest to regain fatigue or spell energy. This grants them an immunity to magic sleep effects as well.

Willful: Drows gain a +2 racial saving throw bonus against enchantment spells or effects.

Underground Stealth: Drows rely much more than their surface cousins on stealth for survival. They gain a +2 bonus to Hide and Move Silently.

Darkvision: Drows can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Keen Senses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Innate Magic: Drows can chose 4 cantrips from either the sorcerer/wizard spell list, which can be cast as if they were spellcasters with half the elf’s character level as caster level. If the Character follows a spellcasting class instead, they can increase their spell energy pool by 2 points.

Weapon Familiarity: Drows may treat Elven lightblades, whips and hand crossbows as martial weapons, rather than exotic weapons.

Light Sensitivity : Drows are dazzled in bright sunlight or within the radius of a daylight spell.

Favored Class: Assassin or Thief. Elves who follow these two classes receive an additional hitpoint or skill point per level.

Further Advancement of Drow:
Drow characters use the same advancement schemes as Elves.

Satyr
2009-03-03, 04:25 PM
Satyrs LA +1

Yes, it was obvious that I would include a Satyr species write-up sooner or later. The problem is, it is extremely difficult to make a decent satyr template which is still playable without a massive Level adjustment. So yes, these Satyrs may be slightly overpowered, but that is intended. Every setup needs a top tier, and the Satyr is meant to be the top tier species of Serpents and Sewers.



Abilities: Constitution +2, Wisdom+2, Charisma +2. Satyrs are resilient and surprisingly tough creatures with a strong and primal attraction. and while they have a deep insight in the structure of the world and the nature of things, Satyrs are beings of instinct, without neglecting their intellectual capacities.

Medium: As Medium creatures, Satyrs have no special bonuses or penalties due to their size.

Fey: Satyrs count as fey creatures and are therefore not affected by spells and effects that specifically target humanoid creatures.

Satyr base land speed is 40 feet. Their great speed also grants Satyrs the Run Feat for free.

Expert Athletes: Satyrs gain a +2 bonus to jump and tumble checks.

Low-Light Vision: A Satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Keen Senses: +2 racial bonus on Listen, Search, and Spot checks. A Satyr who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Innate Magic: Satyrs can chose 4 cantrips from the druid spell list, which can be cast as if they were spellcasters with half the Satyr's character level as caster level. If the Character follows a spellcasting class instead, they can increase their spell energy pool by 2 points.

Seductive Appearance: Satyrs gain a +2 bonus to Bluff and Sense Motive checks which doubles when the skill is used within a potential romantic situation.

Natural Weapons: Satyrs can use their horns for a powerful headbutt, which serves as a primary natural attack which deals 1d4+ Strength bludgeoning damage.

Natural sense of rhythm: Satyrs gain a +2 bonus to Perform and Concentration checks.

Favored Class: Berserker or Pathfinder. Satyrs who follow these two classes receive an additional hitpoint or skill point per level.

Level Adjustment: +1

Further Advancement of Satyrs:
{table=head]Level|Feature

4th|Wyld Creature

8th|supernatural resistance

12th|Evasion, Wyld Magic

16th|Ability Boost

20th|Greater Wyld Magic[/table]

[B]Wyld Creature: As creatures of the Fey world, Satyrs have a strong resistance against magic. They gain a +4 bonus to all Saves against mind-affecting spells and powers on 4th level.

Supernatural resistance: As creatures with an origin not completely from this world, 8th level Satyrs gain a general energy resistance and a Damage Resistance against all damage except through cold iron equal to the character's wisdom modifier.

Evasion: On 12th level, Satyrs gain the Evasion ability (see the Thief’s class traits). If the Satyr already has Evasion, he gains Improved Evasion instead.

Wild Magic: A 12th level Satyr gains more versatile innate magic: She learns three additional 0 level spells from any spell list, which can be used like their other innate spells. Spellcasting characters gain three additional spell power points instead.

Ability Bonus: On 16th level, Satyr characters gain a +2 Bonus to either Constitution or Charisma.

Greater Wyld Magic: 20th level Satyrs are pure incarnations of the wyld and as that they are sources of powerful magic. The character may chose two level one spells from the druid spell list, which can be used at will.

Satyr
2009-03-05, 07:25 AM
Changelings
All changeling characters use these common features:


Abilities: +2 to Charisma; -2 to any other ability score. Changelings are highly adaptable and have versatile flaws.


Medium: As Medium creatures, Changelings have no special bonuses or penalties due to their size.


Shapeshifters: Changelings count as humans with the Shapeshifter subtype; For all effects related to race, a Changeling is considered a Shapeshifter as well as a human.


Changeling base land speed is 30 feet.


Slippery Minds: Changelings gain a +2 bonus to Saving Throws against mind-affecting spells and effects.


Deceptive: Changelings gain a +2 bonus to Bluff, Intimidate and Sense Motif.


Minor Shapechange (Su): Changelings can use a minor Shapeshifting ability which abilities very similar to the Disguise Self spell at will. But since this ability is a physical change and not an illusion, so that many divination spells (except true seeing) does not see through the Changeling’s shepeshift. As this is a physical effect, only the body and facial structure of the character changes, but not his clothing or other equipment. When using this ability to create a disguise, a Changeling character gains a +10 circumstance bonus to Disguise.


Weapon Familiarity: Changeling characters may treat one exotic weapon that is typical for their cultural background as a martial instead of an exotic weapon.


Favored Class: Any. At character creation, changeling characters choose two classes as favorites.


Further Advancement of Changelings:
Changelings use the same further advancement schemes as humans.

Satyr
2009-03-05, 07:30 AM
Shifters
All Shifter characters use these common features:


Abilities: +2 to Dexterity, +2 to Constitution, -2 to Intelligence –2 to Charisma. Shifters are lithe and agile yet tough and wiry, but they their bestial nature detracts them from reasoning and more elegant social interaction.


Medium: As Medium creatures, Shifters have no special bonuses or penalties due to their size.


Shifter base land speed is 30 feet.


Shapeshifting: Shifter can tap their lycanthropic heritage and have the ability to slightly change their shape to increase their physical prowess. They may chose one simple Beast feature from the Shapechanger beast feature list and may use it at will. If they purchase additional beast features by taking class levels in the Shapeshifter class, this beast feature stacks and counts for fulfilling requirements. They also gain the Humanoid Form Beast Feature as a free bonus feature.


Low-Light Vision: A Shifter can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.


Physical Prowess: Shifter characters gain a +2 bonus to Jump, Climb and Balance Checks.

The inner Beast: Shifter characters don’t need the Divine Gift to get access to the Shapechanger class; the abilities of this class are nothing but the perfection of their innate shapeshifting abilities.

Favored Class: Berserker and Shapechanger. Shifters who follow these two classes receive an additional hitpoint or skill point per level.


Further Advancement of Shifters:


{table=head]Level|Feature

4th|Beast Instincts

8th|Tapping the Wild Heritage

12th|Improved Shifting

16th|Ability Boost

20th|Unstoppable[/table]

Beast Instincts (ex): The Shifter character gains a +2 bonus to Initiative and all Search, Spot and Listen checks

Tapping the Wild Heritage (Su): The Shifter gains Damage Reduction equal to his or her Constitution modifier/Silver.

Improved Shifting (ex): At 12th level, the Shifter gains an additional Beast Feature from the Shapechanger advanced Beast Feature list.

Ability Bonus: On 16th level, a Shifter character gains a +2 bonus to either their strength or wisdom ability scores.

Unstoppable (su): While using his or her beast features, a Shifter character of 20th level gains fast healing 2 and does not suffer from any penalties through wounds, injuries or pain. In addition, their Damage Reduction increases to 4+Constitution modifer/Silver.

Satyr
2009-03-05, 07:37 AM
Warforged
All Warforged characters use these common features:


Abilities: +2 to Constitution, -2 to Wisdom, –2 to Charisma. Warforged are tough and resilient but have a hard time to relate to the ways other people think and feel.


Medium: As Medium creatures, Warforged have no special bonuses or penalties due to their size.


Warforged base land speed is 30 feet.


Living Constructs: Warforged count as living constructs for all mechanical purposes.


Painless: Warforged characters do not feel pain and are immune to all effects and powers that would cause pain, as well as they suffer no penalties from injuries.


Composite Plating: The Warforged’s body is built like a robust armor to reduce damage. They gain a natural Damage Reduction of 3/-, but are unable to wear additional armor. The body of a warforged can be enchanted, just like an armor and grants the same bonuses as such a piece of armor.


Light Fortification: When a Warforged is the target of a critical hit, a sneak attack or another source of precision damage, there is a 25% chance, that the additional damage is negated and only the base damage is dealt to the character.


Natural Attack: Warforged can use their bodies for a natural slam attack that deals 1d4 + Strength modifier bludgeoning damage.

Prototype feature: Every Warforged Character may chose one of the prototype features given below. They may sacrifice one of their background traits to gain an additional one.

Ungifted: Warforged have no true body and cannot learn to channel magical energies through them. They cannot gain a magical Gift background trait or ever take levels in any spellcasting class, including the Paladin class.

Favored Class: Man-at-arms and Archer. A Warforged who follow these two classes receive an additional hitpoint or skill point per level.


Further Advancement of Warforged:
{table=head]Level|Feature

4th|Overkill

8th|Resistant Structure

12th|Improved Overkill

16th|Ability Boost

20th|Greater Overkill[/table]

Overkill: As warforged do not feel fatigue or pain, A 4th level Warforged Character may easily push its body to its limits and beyond. As a free action, a warforged character may sacrifice 1d6 hitpoints to add a +1 circumstance bonus to physical rolls like attack or an athletic skill checks for a number of rounds equal to its constitution modifier. This ability may only used once per roll and the damage may not be soaked through any means.

Resistant Structure: Due to their artificial body and unusual biochemistry, 8th level Warforged characters gain a general Energy Resistance of 5.

Improved Overkill: This ability works like the Overdrive ability above, but the Warforged may sacrifice a number of d6 hitpoints equal to his constitution modifier per roll, and gains a +2 circumstance bonus per dice of damage.

Ability Bonus: On 16th level, warforged characters gain a +2 bonus to either their Strength or Constitution ability scores.

Greater Overkill: This ability works like improved overkill above, but instead of D6, the strain damage is reduced to d4 per bonus, and there is no limit anymore how many dice of hitpoints the Warforged may sacrifice for the damage.


Prototype features:

Adamantine Body: The Armor plates of the Warforged are made out of Adamantine, greatly increasing their armor protection but also make them slower and much heavier. An adamantine Warforged increases his Natural Armor to 9, but he gains a –3 armor check penalty and their speed is reduced as if they wore a heavy armor and have a maximum Dexterity bonus of +1. In addition, the Warforged’s natural attacks are treated as adamantine to overcome Damage Reduction. This feature is not compatible with any other “body” feature.

Claws: The Warforged owns inbuilt blades or claws on his forearms, which work as two primary natural attacks that deal 1d4 +Strength modifier points of slashing damage. This replaces the natural slam attack.

Crossbow: The Warforged owns a built in crossbow on his forearm, which can be concealed within the arm without problem and can be used as a repeating hand crossbow. The Warforged is automatically proficient with this crossbow, which only needs one arm to be fired and loaded.

Fanatic Unit: The Fanatic Unit has no sense of fear and is therefore completely immune to fear effects and powers.

Guardian Unit: The Warforged gain Darkvision and a +2 racial bonus to Search and Spot checks.

Improved Fortification: The Warforged Character is immune to critical hits, sneak attack and similar sources of precision damage.

Library Unit: The Warforged has somehow gain a large storage of knowledge and information. He gains 8 skill points at 1st level which must be distributed among knowledge skills, and gains an additional skill point per level.

Mithral Body: The Warforged’ composite armor consists of Mithral, which makes him extremely robust while still highly mobile and flexible. The natural armor increases to 5, but the character is treated as if he wears light armor and suffers a –1 Armor penalty check and has a maximal dexterity bonus of +4. This feature is not compatible with any other “body” feature.

Quicksilver Body: The Warforged is built for speed instead of strength. The character gains a –2 penalty to his strength score, but may increase his dexterity by +2 as well. In addition, the Warforged gains a +2 bonus to Jump checks and the Run feat. This feature is not compatible with any other “body” feature.

Resilient Build: The body of the Warforged is built extra robust. He gains 3 additional hitpoints at first level and one additional hitpoint on each additional level.

Scout: Warforged of the Scout series of warforged were built smaller and with a stronger focus on stealth and reconnaissance. A Scout warforged is only a small creature, and does not gain the standard model’s slam attack, but gain a +2 bonus to sneak and spot checks and maintans the 30’ movement besides its size.

Self Repairing Unit: Despite the living construct type, a Warforged with this feature may regain hitpoints as a usual, living creature.

Spikes: The damage of the warforged’s slam attack increases to 1d6 piercing damage and the character is treated as if he wears spiked armor.

Suicide Unit: The suicide unit works like a fanatic unit, and is also immune to fear. In addition, when a suicide unit Warforged reaches 0 HP, they explode. This explosion work like a Fireball spell casted by a spellcaster with a caster level equal to Warforged character level, whereby the spell’s ground zero is located on the Warforged’s location. The Warforged is completely destroyed in the explosion and cannot be revived afterwards.

Wizard Hunter: A Wizard Hunter Warforged is built specifically out of materials that offer better protection against magic and is often also covered in protective runes. They gain a +2 bonus to all Saving Throws against spells and spell-like abilities.

Stormthorn
2009-03-28, 10:24 PM
Painless with Plating and Fortification with the option to be even tougher or heal like a normal character makes Warforged look awefully powerfull. Even with your hitpoint system it seems like one would be hard to take down.

Satyr
2009-04-12, 07:45 AM
I thought that every species should have its niche and some cool stuff open to it which may be unique. In addition, active abilities that allow you to do stuff are more fun to play and are therefore seen as more or less balanced to stronger passive abilities that allow only to react.
The Warforged in Serpents and Sewers have normally no active abilities - all they can do is absorbing tons of damage. Their niche is incredible toughness and while this is a very helpful ability, it does not allow to actually do something.
In addition, Warforged have significant drawbacks - they are one of the only two species that have a negative total ability modifer and they cannot learn magic at all, which automatically makes them second class characters in D&D.

Half-Ogres (LA+1)

Half-Ogre Racial Traits:

Abilities: Strength +4, Constitution +2, Intelligence -2, one additional ability -2. Half-Ogres inherit the brutish strength and sheer bulk of their Ogre ancestors, but also their comparable mental slowness.


Medium: As Medium creatures, Half-Ogres have no special bonuses or penalties due to their size.


Powerful Build: The physical stature of Half-Ogres let them function in many ways as if they were one size category larger. Whenever a Half-Ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Half-Ogre is treated as one size larger if doing so is advantageous to him. A Half-Ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Half-Ogre 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.


Half-Ogre base land speed is 30 feet.


Darkvision: Half-Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Half-Ogres can function just fine with no light at all.


Adaptability: Half-Ogre characters gain 1 extra feat at 1st level.


Tough Hide: The leathery skin aqnd sheer bulk of the Half-Ogres grant them a natural armor of 1/-


Hard to kill: Half-Ogres gain three additional hitpoints at 1st level and one additional hitpoint per level due to their general toughness and size.


Weapon Familiarity: Half-Ogre Characters can treat one exotic weapon that is typical for their cultural background as a martial instead of an exotic weapon.


Fast Learners: Half-Ogres gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.


Sterile: Half-Ogres are a cross-breed between two different species and can not reproduce.


Favored Class: Any. At character creation, Half-Ogre characters choose two classes as their favorites and receive an additional skill point or hitpoint when they take levels in one of these classes.


Level Adjustment: +1



Further Advancement of half-ogres:

Half-Ogres use the same advancement scheme as humans.