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pffh
2012-03-16, 07:47 PM
These are races I'm making for a homebrew world I'm working on. The world is basically two settings in one, the down below which is a low magic high danger grim dark world where there is no divine magic and the most powerful arcane casters are a rare bard. Most of the world is a desert except for the ley lines which are lush with magic and the ley stars which are points where the ley lines meet. This is where the guardians live.

The up above. A world of flying islands orbited by the plane of earth, air and fire. The plane of water circles the world making a sea traveled by many. This is the high magic wild fantasy world where the elementals live.

The guardians are very setting specific but the elementals should, with minor tweaking, fit into most settings.

Guardian:

Guardians are known as the travelling merchants, the guardians of justice or as those blasted magic hoarders along the ley lines of the world.

Personality:

Guardians are usually stoic and slow to laugh but quite trusting. Guardian societies will freely accept strangers and individuals will not hestitate to trust someone she met just a few minutes ago, but break that trust and you‘ll quickly find yourself at the end of every guardian blade there is. Justice is a highly valued virtue in guardian societies and they have been known to hunt down criminals and bandits for others. A guardian values magic over anything else and the greatest crime amongst them is the theft of a magical item.

Physical Description:

Guardians are about 8 1/2 feet tall, made out of clay and have the upper torso, hands and head of a bald humanoid and lower body of a camel. Guardians are covered in odd grooves and markings similar to tattoos, these markings and the guardians eyes glow faintly blue.

The Guardians clay is reddish brown but they usually paint themselves in bright colours. Each clan has it‘s own colours.

Relations: Guardians get along with any creature that has not broken their trust.

Alignment: Guardians are usually lawful and tend towards good or neutrality.

Guardian society:

Guardians live in desert clans that travel from one high magic spring to the next and will trade with anyone. The Clans do not have a designated leader but instead there is a clan wide vote for every issue. Each guardian can be a member of more then one clan and will then wear the colour of all her clans. Clans will also often send out caravans to the ley lines to trade or in pursue of bandits or criminals.

Religion: Guardians have no deities but an individual might pick up the religion of it‘s friends.

Language: Guardians have no language since their mind link makes it redundant when speaking amongst themselves.

Names: Guardians do not have names unless outsiders give them one.

Adventurers: A guardian adventurer may be motivated by the hunt for justice or the search for new magic for his clans.

Racial traits:

+2 Strength, +2 Constitution, +2 Charisma, -2 dexterity: Guardians clay body makes them incredibly durable but slow to react.

A Guardians base landspeed is 50 feet.

Large (long) size quadruped: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits triple those of Medium characters and reach the same as medium characters. As a quadruped the Guardian has an additional +4 bonus on the check when defending against trip and bull rush attacks.

Living construct traits:
A living construct possesses the following traits (unless otherwise noted in a creature's entry).
• Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
• Unlike other constructs, a living construct does not have low-light vision or darkvision.
• Unlike other constructs, a living construct is not immune to mind-influencing effects.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
• A living construct cannot heal damage naturally.
• Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
• Unlike other constructs, a living construct can use the run action.
• Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
• A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
• Can be raised or resurrected.
• Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
• Does not need to sleep, but must rest for 8 hours before preparing spells.

Twice as bright: All spells or spell like abilites that target the guardian are treated as if they are under the effects of maximized spell and empowered spell metamagic feats.

Half as long: All spells or spell like abilites that target the guardian have their duration halfed. If this brings the duration to less then one round the spell does not affect the guardian.

Absorb magic (Su): When resting on a ley line or in any other high magic area a guardian heals damage naturally as other creatures. When resting on a ley star a guardian heals damage naturally at twice the rate of other creatures. When absorbing healing energy from the heal skill (new use for the heal skill) a guardian gains twice the amount of hit points that other creatures would recieve.

Light fortification (ex): When a critical hit or sneak attack is scored on the guardian, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Mind link (Su): Guardians can telepathicly communicate with each other. This ability also allows a guardian to understand any spoken language and to make any creature understand her speech.

+2 bonus on sense motive checks: The mind link sometimes lets the guardian pick up the true intention of other creatures.

Automatic languages: Common Bonus languages: Any.

Favoured Class: Warblade and Bard.

Level Adjustment: +1

New use for the heal skill: A magic item can be broken down and it‘s raw magic used to heal the wounded.
DC 15: The target is healed for 1d8 per 500g of the items value for a minimum of 1d8.
DC: 25 The target is healed for 1d8 per 250g of the items value for a minimum of 1d8
DC 35: The target is healed for 1d8 per 100g of the items value for a minimum of 1d8.
If this is done on a ley line (or other high magic area) add a +10 untyped bonus to the roll and if used on a ley star add a +20 untyped bonus to the roll.



Fire elemental:
http://www.skyrimnexus.com/imageshare/images/2666869-1323216850.jpg

Personality:

Fire elementals are joyful and filled with wanderlust and the need to experience new things. Much like fire if a fire elemental is treated well and with respect they are quite helpful but treat one badly and things will quickly spiral out of your control.

Physical Description:

Fire elementals are about 5 ½ feet tall and made out of humanoid shaped fire. The colour of the fire depends on the fire elementals age, a newly created fire elemental is red and as it ages it will become orange, then white and finally blue.

Relations: Fire elementals can get along with anyone and are quick to make friends but are naturally distrustful of water elementals.

Alignment: Fire elementals are usually chaotic.

Fire elemental society:Fire elementals do not have a society of their own but quickly integrate themselves into any society they can find.

Religion: Fire elementals do not worship a particular deity but they pay their respect to their birthplane.

Language: Amongst themselves the fire elementals speak Ignan which to an outside observer is just flashes of light and the sounds of a crackling fire.

Names: Fire elementals name themselves after the first thing they burn.

Adventurers: Thanks to the fire elementals wanderlust almost all of them are adventurers.

Racial traits:

+2 Dexterity, -2 Strength: A fire elemental is not strong but it makes up for it in speed.

A fire elementals base landspeed is 40 feet.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Slight Build: The physical stature of fire elementals lets them function in many ways as if they were one size category smaller. Whenever a fire elemental is subject to a size modifier or special size modifier for an opposed check (such as Hide), the fire elemental is treated as one size smaller if doing so is advantageous to the character. A fire elemental is also considered to be one size smaller when "squeezing" through a restrictive space. A fire elementals can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a fire elemental 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.

Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Hot body (ex): When someone is very close to the fire elemental (during a grapple for example) the fire elemental can choose to do 2d6 fire damage as a swift action to the creature.

Natural attacks: A fire elemental has two natural slam attacks that do 1d6 fire damage each.

Burn (Ex): A fire elemental’s slam attack deals fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is 10 + ½ level + the fire elemental constitution modifier. A burning creature can take a move action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Automatic languages: Common, Ignan. Bonus languages: Any.

Favoured class: Swordsage

Level Adjustment: +1




Water elemental:

http://fc02.deviantart.net/fs71/i/2011/303/4/e/the_water_elemental_undine_by_xzeromus-d4ejhcf.jpg

Medium living elemental (water)

Personality:

Water elementals are loyal to two things, themselves and their family but what a water elemental considers her family varies. A water elementals family might be it‘s birthfleet, it‘s adventuring party, a single close friend or even a whole city and some even have more then one family. A water elemental will not hesitate to swindle or betray anyone that it does not consider a part of it‘s family.

Water elementals will often appear friendly and helpful but like the ocean that calm can quickly turn into a storm.

Physical Description:

water elementals are about 5 feet tall and made out of humanoid shaped water. Water elementals are usually the same colour as their birthwater but if they spend some time in foreign waters their waters will mix. Most water elementals like to decorate themselves with jewelry and colourful clothes.

Relations: Thanks to their reputation as thieves and swindlers water elementals are distrusted by most races.

Alignment: Water elementals tend towards no particular alignment.

Water elemental society:

Water elementals live in large trade fleets that travel all over the plane of water. Although they do not need the ships to survive foreign traders need somewhere where they can stay and water elementals will often allow passengers to travel with them, if they can pay. The fleets are also used to store valuables and other trade goods.

Water elemental fleets have a complex caste system where the same individual can rule over a water elemental in one situation while in another she is subordinate to the same elemental. Each fleet is governed by a single leader and her closest family.

Religion: Water elementals worship their birthplane and the fleet captains are it‘s priests.

Language: Water elementals speak aquan which sounds like the waves crashing and breaking on land. Water elementals will often switch to aquan during trade to throw their target off their game.

Names: Water elementals use descriptive names that either fit the water elementals looks or her personality.

Sample names: Brightwater, Calmstorm, Oilstreak.

Adventurers: Water elemental adventurers could be refuges from a destroyed fleet, someone that has been banished from her family or someone that simply wishes to aquire wealth on their own.

Racial traits:

+2 Charisma, -2 Intelligence: Water elemental are natural liars but not the sharpest knives in the drawer.

A water elementals base landspeed is 20 feet. Water elementals have swim speed equal to double their landspeed.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Water Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

+4 Bonus to bluff checks: Water elementals are natural liars.

+2 Bonus on Knowledge (The planes) checks and Knowledge (The planes) is always considered a class skill for water elementals: Water elementals gather stories from all sorts of creatures that visit their fleets.

Natural attack: A Water elemental has a natural slam attack that deals 1d8 bludgeoning damage.

Wet core(Ex): Water elementals take half damage from fire damage and double damage from electricity. In addition to that they have +2 to all saving throws against spells and spell like abilities with the [Fire] description and -2 to all saving throws against spells and spell like abilities with the [Electricity] description.

Automatic languages: Common, Aquan. Bonus languages: Any.

Favoured class: Beguiler.





Earth elemental:

http://i.imgur.com/CUpkf.jpg

Personality:

Earth elementals are loners by nature and are quite shy which is why they prefer small groups of people, the smaller the better. First impressions, old actions and stories mean nothing to an earth elemental only the most recent actions observed by it are valued since over time everything changes. Earth elementals are quick to laugh and enjoy life to the fullest and want to make sure their friends share in their joy.

Physical Description:

Earth elementals are hulking beasts that are little under 6 ½ feet tall when standing to attention and around 4 feet wide. When not in combat earth elementals heavy shoulders tend to slouch giving the impression that they are a few feet shorter then they really are.

Earth elementals are the colour of their birthrock. They can be made from any rock imaginable and the few city born elementals can even have the colour and texture of cobbles or bricks.

Earth elementals like to decorate themselves with whatever they feel like at the moment, this can range from lichen, to clothing or jewelry or random scraps of whatever they happen to pick up. Unfortunately earth elementals are blind so these decorations are often considered odd by races with sight.

Relations: Earth elementals distrust all large groups but get along well with anyone that values individuality.

Alignment: Earth elementals are usually chaotic and tend towards good.

Earth elemental society:

Earth elementals have no societies to speak of but each belongs to a certain clan even though individuals in these clans share no deeper connection to each other. Earth elementals tend to keep to themselves and do not integrate well into large cities but you can often find them amongst small groups of travelers such as in adventuring groups or caravans, a small village might also house an earth elemental or two.

The plane of earth is covered in vast empty cities called halls of past rock. As earth elementals grow older and more powerful the call of the earth becomes stronger and stronger and eventually all earth elementals will return to the plane of earth, create a home in her clans city and merge with plane. When this happens varies from elemental to elemental.

Religion: Earth elementals worship the plane of earth as a mother deity and the land under the spellmist (down below) as a father deity.

Language: Earth elementals do not have a language per se but they can communicate their feelings to each other through the ground with tremors. These tremors are known as Terran.

Names:Earth elementals have two names, the name of their birthrock and their clan name.

Sample birthrock names: Granite, Rhyolite, Obsidian, Chalk, Lignite.

Sample Clan names: Thinal, Originik, Varth, Callemes, Mered.

Adventurers: Earth elementals tend to travel around the world and like small groups which fits the bill for many adventuring parties.

Racial traits:

+2 Strength, +2 Constituion, -2 Dextirity, -2 Charisma: Although they are tough as nails earth elementals lack proper reflexes and force of personality.

Earth elementals base landspeed is 30 feet.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Earth Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Powerful build: An earth elemental is considered to be one size larger during grapple checks, bull rush attempts and trip attempts then she is when it‘s considered advantageous to her. An earth elemental is also considered one size larger when determing wether a creatures special attack based on size (such as improved grab or swallow whole) can affect her and an earth elemental can use weapons designed for creatures one size larger without penalty.

The space and reach of the earth elemental remain the same as those of creatures of her actual size. The benefits of this ability stack with everything that changes the subject‘s size category.

No eyes: Earth elementals have no eyes and are treated as if they have the blinded condition for everything that is outside the reach of their tremorsense and do not gain the benefit of the darkvision from the living elemental type.

Tremorsense 30ft (Ex): Even though earth elementals are blind they can sense slight vibration from everything on and in the ground around them.

Natural attacks: Earth elementals have two natural slam attacks that deal 1d6 bludgeoning damage each.

Automatic languages: Common, Terran. Bonus languages: Ignan, Auran, Halfling, Draconic.

Favoured Class: Crusader.

Level Adjustment: +1





Air elemental:

http://1.bp.blogspot.com/_Ma5a2hCzXVk/TH5n4cp3JhI/AAAAAAAAAHw/imWPp79bQlQ/s1600/air_elemental_by_iriloth2.jpg

Personality:

Air elementals distance themselves from the problems of others and if it does not directly affect them they tend to ignore it. Compared to other races air elementals come across as aloof and distant. Air elementals think in two extremes; The long term and the short term with no middle ground. If an air elemental considers something a part of the short term she will not think twice about abandoning it when it no longer interests her and then pick it up again later if it becomes interesting again. If an Air elemental considers something as part of the long term she will stubbornly follow her original plan no matter what.

Physical Description:

Air elementals are about 6 feet tall beings made out of translucent shimmering humanoid shaped air. Some air elementals have a cloudy complexion while other are clearer.

Air elementals on the plane of air will normally not wear anything but if they travel to the other planes the solidity of the world around them makes them feel empty and as if they are made out of nothing. To counteract this they tend to wrap themselves in thick clothing covering everything except their eyes.

Relations: Even though the Air elementals come across as a bit of a jerks to most the other races they get along well with the cloud dwarves and can often be found living in their city forts or working on their airships.

Alignment: Air elementals tend towards neutrality.

Air elemental society:

Air elemental society is an isolationist one. Foreigners, even other air elementals, are not allowed into their cities on the plane of air and air elemental homes in other societies will have a special area or a room for foreigners while the rest of the home is off limits.

Religion: Air elementals worship the Council of Storms which is made up of the leaders of their great cities on the plane of air.

Language: Air elementals prefer to speak in their own language Auran and will only begrudgingly swithc to an other language if no one around it understands Auran. Auran sounds like the wind, a calm speeker will sound like a breeze on a summers day while an angry one will sound like a storm.

Names: Most Air elemental names are fluid and they will often name themselves after someone or something that interests them or someone they respect.

Air elementals also have a permanent unchanging name given to them by their elders. The permanent name depicts the air elementals personality and it will only reluctantly reveal it.

Sample permanent names: Bright Flicker (Switches from being happy and sad easily but when she‘s happy she is really happy), Great Gust No Dust (Angers easily over small things).

Adventurers: An air elemental might become an adventurer if doing so is either a part of her short term or long term.

Racial traits:

+2 Intelligence, -2 Charisma: Air elementals are brilliant but they come of as cold and uncaring to other people.

An Air elementals base landspeed is 20 feet.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Air Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Elemental Flight (Ex): While on the plane of air air elementals have a flight speed (perfect maneuverability) equal to triple their landspeed but they are not used to the gravity of the other planes.

While not on the plane of air Air elementals have a flightspeed of 10ft which increases by 10ft at level 4 and by 10ft every three leveles after that to a maximum of 40ft at level 10. The air elementals maneuverability starts as poor but increases to average at level 6 and good at level 12.

Gaseus Form (Su): As a swift action, an Air elemental can assume gaseous form at will as the spell (caster level 5th), but it has fly speed and maneuverability equal to it‘s own and it lasts for a number of rounds equal to the character’s Constitution modifier (minimum 1 round). At the end of the gaseus form the Air elemental becomes fatigued for 1d6 rounds.

Automatic languages: Common, Auran. Bonus languages: Any.

Favoured Class: Wizard

pffh
2012-03-17, 11:25 AM
Water elemental:

http://fc02.deviantart.net/fs71/i/2011/303/4/e/the_water_elemental_undine_by_xzeromus-d4ejhcf.jpg

Medium living elemental (water)

Personality:

Water elementals are loyal to two things, themselves and their family but what a water elemental considers her family varies. A water elementals family might be it‘s birthfleet, it‘s adventuring party, a single close friend or even a whole city and some even have more then one family. A water elemental will not hesitate to swindle or betray anyone that it does not consider a part of it‘s family.

Water elementals will often appear friendly and helpful but like the ocean that calm can quickly turn into a storm.

Physical Description:

water elementals are about 5 feet tall and made out of humanoid shaped water. Water elementals are usually the same colour as their birthwater but if they spend some time in foreign waters their waters will mix. Most water elementals like to decorate themselves with jewelry and colourful clothes.

Relations: Thanks to their reputation as thieves and swindlers water elementals are distrusted by most races.

Alignment: Water elementals tend towards no particular alignment.

Water elemental society:

Water elementals live in large trade fleets that travel all over the plane of water. Although they do not need the ships to survive foreign traders need somewhere where they can stay and water elementals will often allow passengers to travel with them, if they can pay. The fleets are also used to store valuables and other trade goods.

Water elemental fleets have a complex caste system where the same individual can rule over a water elemental in one situation while in another she is subordinate to the same elemental. Each fleet is governed by a single leader and her closest family.

Religion: Water elementals worship their birthplane and the fleet captains are it‘s priests.

Language: Water elementals speak aquan which sounds like the waves crashing and breaking on land. Water elementals will often switch to aquan during trade to throw their target off their game.

Names: Water elementals use descriptive names that either fit the water elementals looks or her personality.

Sample names: Brightwater, Calmstorm, Oilstreak.

Adventurers: Water elemental adventurers could be refuges from a destroyed fleet, someone that has been banished from her family or someone that simply wishes to aquire wealth on their own.

Racial traits:

+2 Charisma, -2 Intelligence: Water elemental are natural liars but not the sharpest knives in the drawer.

A water elementals base landspeed is 20 feet. Water elementals have swim speed equal to double their landspeed.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Water Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).

+4 Bonus to bluff checks: Water elementals are natural liars.

+2 Bonus on Knowledge (The planes) checks and Knowledge (The planes) is always considered a class skill for water elementals: Water elementals gather stories from all sorts of creatures that visit their fleets.

Natural attack: A Water elemental has a natural slam attack that deals 1d8 bludgeoning damage.

Wet core(Ex): Water elementals take half damage from fire damage and double damage from electricity. In addition to that have +2 to all saving throws against spells and spell like abilities with the [Fire] description and -2 to all saving throws against spells and spell like abilities with the [Electricity] description.

Automatic languages: Common, Aquan. Bonus languages: Any.

Favoured class: Beguiler.

I'm not so sure about this one. It feels like it needs something to give it a little oomph.

Owrtho
2012-03-17, 01:44 PM
Physical Description:

Guardians are about 8 1/2 feet tall and made out of clay and have the upper torso, hands and head of a bald humanoid and lower body of a camel. Guardians are covered in odd grooves and markings similar to tattoos, these markings and the guardians eyes glow faintly blue.

The Guardians clay is reddish brown but they usually paint themselves in bright colours. Each clan has it‘s own colours.

...

Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

...

Small frame: Despite the Guardians large size her humanoid torso is still only medium size so she is treated as one size smaller for reach and weapon size.

Given the description, it seems like these may be similar to a centaur, but with a camel lower torso rather than a horse. If that is the case, the long (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) descriptor for its size may be what you want, as that reduces the reach to that of a medium creature. Also, if they are quadrupeds (http://www.d20srd.org/srd/carryingCapacity.htm#biggerandSmallerCreatures), the carrying capacity should be triple that of a normal medium creature.

Owrtho

pffh
2012-03-17, 02:30 PM
Given the description, it seems like these may be similar to a centaur, but with a camel lower torso rather than a horse. If that is the case, the long (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) descriptor for its size may be what you want, as that reduces the reach to that of a medium creature. Also, if they are quadrupeds (http://www.d20srd.org/srd/carryingCapacity.htm#biggerandSmallerCreatures), the carrying capacity should be triple that of a normal medium creature.

Owrtho

Ah yes that's exactly what I was going for. I looked over the centaur in the monster manual but didn't see anything like this there but I'll edit this in right now.

pffh
2012-03-17, 06:02 PM
Earth elemental:

http://i.imgur.com/CUpkf.jpg

Personality:

Earth elementals are loners by nature and are quite shy which is why they prefer small groups of people, the smaller the better. First impressions, old actions and stories mean nothing to an earth elemental only the most recent actions observed by it are valued since over time everything changes. Earth elementals are quick to laugh and enjoy life to the fullest and want to make sure their friends share in their joy.

Physical Description:

Earth elementals are hulking beasts that are little under 6 ½ feet tall when standing to attention and around 4 feet wide. When not in combat earth elementals heavy shoulders tend to slouch giving the impression that they are a few feet shorter then they really are.

Earth elementals are the colour of their birthrock. They can be made from any rock imaginable and the few city born elementals can even have the colour and texture of cobbles or bricks.

Earth elementals like to decorate themselves with whatever they feel like at the moment, this can range from lichen, to clothing or jewelry or random scraps of whatever they happen to pick up. Unfortunately earth elementals are blind so these decorations are often considered odd by races with sight.

Relations: Earth elementals distrust all large groups but get along well with anyone that values individuality.

Alignment: Earth elementals are usually chaotic and tend towards good.

Earth elemental society:

Earth elementals have no societies to speak of but each belongs to a certain clan even though individuals in these clans share no deeper connection to each other. Earth elementals tend to keep to themselves and do not integrate well into large cities but you can often find them amongst small groups of travelers such as in adventuring groups or caravans, a small village might also house an earth elemental or two.

The plane of earth is covered in vast empty cities called halls of past rock. As earth elementals grow older and more powerful the call of the earth becomes stronger and stronger and eventually all earth elementals will return to the plane of earth, create a home in her clans city and merge with plane. When this happens varies from elemental to elemental.

Religion: Earth elementals worship the plane of earth as a mother deity and the land under the spellmist (down below) as a father deity.

Language: Earth elementals do not have a language per se but they can communicate their feelings to each other through the ground with tremors. These tremors are known as Terran.

Names:Earth elementals have two names, the name of their birthrock and their clan name.

Sample birthrock names: Granite, Rhyolite, Obsidian, Chalk, Lignite.

Sample Clan names: Thinal, Originik, Varth, Callemes, Mered.

Adventurers: Earth elementals tend to travel around the world and like small groups which fits the bill for many adventuring parties.

Racial traits:

+2 Strength, +2 Constituion, -2 Dextirity, -2 Charisma: Although they are tough as nails earth elementals lack proper reflexes and force of personality.

Earth elementals base landspeed is 30 feet.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Earth Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Powerful build: An earth elemental is considered to be one size larger during grapple checks, bull rush attempts and trip attempts then she is when it‘s considered advantageous to her. An earth elemental is also considered one size larger when determing wether a creatures special attack based on size (such as improved grab or swallow whole) can affect her and an earth elemental can use weapons designed for creatures one size larger without penalty.

The space and reach of the earth elemental remain the same as those of creatures of her actual size. The benefits of this ability stack with everything that changes the subject‘s size category.

No eyes: Earth elementals have no eyes and are treated as if they have the blinded condition for everything that is outside the reach of their tremorsense and do not gain the benefit of the darkvision from the living elemental type.

Tremorsense 30ft (Ex): Even though earth elementals are blind they can sense slight vibration from everything on and in the ground around them.

Natural attacks: Earth elementals have two natural slam attacks that deal 1d6 bludgeoning damage each.

Automatic languages: Common, Terran. Bonus languages: Ignan, Auran, Halfling, Draconic.

Favoured Class: Crusader.

Level Adjustment: +1

These feel a little to powerful especially compared to the water elemental I might add something to the earth elemental and give it a +1 LA or I need to find something small that I can use to give the water elementals some more oomph.

I'm also having bit of a trouble with the air elementals, both their personalities/societies and their crunch. I want to give them flightspeed but that will probably be overpowered at lower levels and I'm not sure about what else I want to give them.

Rossebay
2012-03-17, 08:04 PM
Try an initial flight speed of 5', steadily increasing as level goes on. Earth Glide is probably about just as useful, if not more due to the way it blocks LoS. Perfect maneuverability.

Have Air Elementals embody the idea of lofty, but quick. Short attention span, easygoing, often detached and aloof. They don't think much, but when they do it is impulsive.

pffh
2012-03-18, 10:30 AM
Try an initial flight speed of 5', steadily increasing as level goes on. Earth Glide is probably about just as useful, if not more due to the way it blocks LoS. Perfect maneuverability.

Hmm yes I like that. Something about not being used to the gravity of the other planes.


Have Air Elementals embody the idea of lofty, but quick. Short attention span, easygoing, often detached and aloof. They don't think much, but when they do it is impulsive.

Detached, aloof and impulsive might work but the short attention span might not. The wind is quite tenacious, wind erosion is quite powerful over time and will bring down almost anything. Yes I think I got it back to writing for me.



Also I added a +1 to the save dc on illusion spells for water elementals.

Rossebay
2012-03-18, 01:39 PM
Detached, aloof and impulsive might work but the short attention span might not. The wind is quite tenacious, wind erosion is quite powerful over time and will bring down almost anything. Yes I think I got it back to writing for me.

Ooh, yeah, I didn't even think of that. + a few on concentration?

It is hard to change the direction of the wind. Detached, aloof, impulsive and stubborn.

pffh
2012-03-18, 03:51 PM
Air elemental:

http://1.bp.blogspot.com/_Ma5a2hCzXVk/TH5n4cp3JhI/AAAAAAAAAHw/imWPp79bQlQ/s1600/air_elemental_by_iriloth2.jpg

Personality:

Air elementals distance themselves from the problems of others and if it does not directly affect them they tend to ignore it. Compared to other races air elementals come across as aloof and distant. Air elementals think in two extremes; The long term and the short term with no middle ground. If an air elemental considers something a part of the short term she will not think twice about abandoning it when it no longer interests her and then pick it up again later if it becomes interesting again. If an Air elemental considers something as part of the long term she will stubbornly follow her original plan no matter what.

Physical Description:

Air elementals are about 6 feet tall beings made out of translucent shimmering humanoid shaped air. Some air elementals have a cloudy complexion while other are clearer.

Air elementals on the plane of air will normally not wear anything but if they travel to the other planes the solidity of the world around them makes them feel empty and as if they are made out of nothing. To counteract this they tend to wrap themselves in thick clothing covering everything except their eyes.

Relations: Even though the Air elementals come across as a bit of a jerks to most the other races they get along well with the cloud dwarves and can often be found living in their city forts or working on their airships.

Alignment: Air elementals tend towards neutrality.

Air elemental society:

Air elemental society is an isolationist one. Foreigners, even other air elementals, are not allowed into their cities on the plane of air and air elemental homes in other societies will have a special area or a room for foreigners while the rest of the home is off limits.

Religion: Air elementals worship the Council of Storms which is made up of the leaders of their great cities on the plane of air.

Language: Air elementals prefer to speak in their own language Auran and will only begrudgingly swithc to an other language if no one around it understands Auran. Auran sounds like the wind, a calm speeker will sound like a breeze on a summers day while an angry one will sound like a storm.

Names: Most Air elemental names are fluid and they will often name themselves after someone or something that interests them or someone they respect.

Air elementals also have a permanent unchanging name given to them by their elders. The permanent name depicts the air elementals personality and it will only reluctantly reveal it.

Sample permanent names: Bright Flicker (Switches from being happy and sad easily but when she‘s happy she is really happy), Great Gust No Dust (Angers easily over small things).

Adventurers: An air elemental might become an adventurer if doing so is either a part of her short term or long term.

Racial traits:

+2 Intelligence, -2 Charisma: Air elementals are brilliant but they come of as cold and uncaring to other people.

An Air elementals base landspeed is 20 feet.

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

Living elemental traits:
• Darkvision out to 60 feet.
• Immunity to poison, sleep effects, paralysis, and stunning.
• Unlike other elementals living elementals can be raised and ressurected.
• Elementals do not eat, sleep, or breathe.
• Spells from the healing subschool provide only half effect to a living elemental.

Air Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Elemental Flight (Ex): While on the plane of air air elementals have a flight speed (perfect maneuverability) equal to triple their landspeed but they are not used to the gravity of the other planes.

While not on the plane of air Air elementals have a flightspeed of 10ft which increases by 10ft at level 4 and by 10ft every three leveles after that to a maximum of 40ft at level 10. The air elementals maneuverability starts as poor but increases to average at level 6 and good at level 12.

Gaseus Form (Su): As a swift action, an Air elemental can assume gaseous form at will as the spell (caster level 5th), but it has fly speed and maneuverability equal to it‘s own and it lasts for a number of rounds equal to the character’s Constitution modifier (minimum 1 round). At the end of the gaseus form the Air elemental becomes fatigued for 1d6 rounds.

Automatic languages: Common, Auran. Bonus languages: Any.

Favoured Class: Wizard

The air elemental is far from done and desperately needs something but I'm drawing a blank so I decided to just post it and start working on a dwarf variant (the cloud dwarfs) while I think.

JackMage666
2012-03-18, 05:02 PM
I think all your Elemental races are +1 LA.
The living Elemental subtype gives them a nice stock of immunities, as well as their own element, and no need to eat, breathe, sleep. They have a hard time healing (and, on that note, you should make a line of spells to heal them, similar to the Repair X Damage spells Living Constructs get)

Aside from that, they have at least 1 natural attack, so they have a Slam attack as a Secondary if they use a manufactured weapon. While it's still at a -5, it is an advantage.

Fire Elementals and Earth Elemental get Slight and Powerful build, respectively. These give nothing but benefits, and no weaknesses.

Water, Air, and Earth all get an exotic movement form (Swim, Fly, and Earth Glide, which is a fancy Burrow)

Earth Elementals also get Tremorsense, which is one of the best senses to have (Blindsight is better, but it's about the only one.) Sure, it's at the cost of normal vision, but nobody can sneak up on an Earth Elemental unless they're flying (but then he can just Earth Glide to safety)

Air is the weakest, and may be able to squeak by as a LA 0. Water is in a similar boat (no pun intended) and may be able to get by as a LA 0, but the immunities and natural attack still make it a viable LA 1. The Fire Elemental is a strong LA 1, and Earth is borderline LA 2.

I'd consider making some racial feats. There could be one for the Fire Elemental that lets you add his 1d6 Fire Damage to Melee Weapons, rather than just a slam. +20 ft Tremorsense for the Earth Elemental. Something to eliminate the Fatigue for Air Elementals, things like that.

pffh
2012-03-18, 05:14 PM
Right noted and thank you I've never been good at gouging level adjustment and just went with would I play this if a warforged or a human were also available. :smallsmile:

I think I'll add a +1 LA to the earth and fire elementals and remove the +1 dc for the water elementals (and possibly change the wet core to just give them a +2 on the saves) and leave them and the air elementals at 0 LA.

Hmm I might also cap the air elementals maneuverability at good when not on the plane of air and make perfect maneuverability a feat.

Edit: I changed wet core to make the water elementals vulnerable to electricity and removed the +1 dc on illusion spells for them, added +1 LA to the fire and earth elementa, reduced the earth elementals tremorsense to 30ft and changed the air elemental maneuverability progression.

Oh and good idea with the racial feats I'll definitely make some of those. I'm also thinking about making some racial prestige classes later.

Rossebay
2012-03-19, 06:10 AM
Right noted and thank you I've never been good at gouging level adjustment and just went with would I play this if a warforged or a human were also available. :smallsmile:

I think I'll add a +1 LA to the earth and fire elementals and remove the +1 dc for the water elementals (and possibly change the wet core to just give them a +2 on the saves) and leave them and the air elementals at 0 LA.

Hmm I might also cap the air elementals maneuverability at good when not on the plane of air and make perfect maneuverability a feat.

Edit: I changed wet core to make the water elementals vulnerable to electricity and removed the +1 dc on illusion spells for them, added +1 LA to the fire and earth elementa, reduced the earth elementals tremorsense to 30ft and changed the air elemental maneuverability progression.

Oh and good idea with the racial feats I'll definitely make some of those. I'm also thinking about making some racial prestige classes later.

Perfect Maneuverability is a feat. Improved Maneuverability, I think it's called.