View Full Version : New Races for Homebrew World

2007-02-15, 08:13 PM
I am creating a world without the classic elfs, dwarves and such. I could use a little help ensuring balance on the following races.

Arje - Beastkin

According to oral history and the scattered pieces of documentation we have recovered. The beastkin were not seen until years after the arrival of magic. They were tribal and varied in appearance. They came for the wildlands to escape the beasts there. It is unknown if they were beasts made human or hums changed. Some arje have closes ties with the animals and beasts of the land.

Lifestyle: Considered the best hunters in the land. The Arje often life in a nomadic lifestyle following herds of Sargalep or other animals. Many arje work in the city as guards or bounty hunters.

+2 Constitution, –2 Charisma.

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

Arje base land speed is 30 feet.

+2 racial bonus on Listen, Search, and Spot checks. An arje 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.

+2 racial bonus on Handle Animal and Ride checks.

Weapon Proficiency: Arjes receive the Martial Weapon Proficiency feats for the lance, scimitar, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

Automatic Languages: Common and Arjen. Bonus Languages: Bisarqal, Goblin, Gnoll, Giant

Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. Unlike the standard ability, its base range is 20 feet not 30 feet. See Scent under Special Abilities

In addition, a arje can speak with a friendly mammal (see influencing NPC adjustments, using diplomacy). This ability is innate to arje. See the speak with animals spell description.

Favored Class: Ranger. A multiclass arje's ranger class does not count when determining whether he takes an experience point penalty.


Most Bisarq have pale skin and light eyes. There hair is commonly white, blonde, red or even light brown. Dark hair is rare but not unheard of.

Dress: Above ground they often wear hooded cloaks and robes to keep the sun off there skin. While not directly harmful they are sensitive to sunburns and prefer darker environments. Below ground or at night the bisarq wear more revealing clothes and males often go without shirts. The naturally thick skin of the bisarq is often tattooed.

+2 Dexterity, –2 Strength.

Small: As a Small creature, a bisarq 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.

Bisarq base land speed is 20 feet.

Tremorsense: Bisarqs can sense other creatures up to 30 feet away.

Low-Light Vision: An bisarq 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.

Stability: A bisarq gains a +2 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).

+1 natural armor bonus for thick skin

+2 racial bonus on Listen checks

Automatic Languages: Common and Bisarqal. Bonus Languages: Giant, Vistulan, Arjen.

Favored Class: Rogue. A multiclass bisarq’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing


The Devok believe themselves to be descendants of beings from the sky. Their culture resides on the sky islands. Other believe they were transformed by the magic of the islands. A dexterous race the devok have become expert sailors and their crystal ships are the best to fly the skies. Devok craftsman are know for their elegant and intricate crafts.

+2 Dexterity, –2 Strength.

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

Devok base land speed is 30 feet.

+2 racial bonus on Climb, Jump and Tumble checks.

+2 racial bonus on Appraise checks that are related to stone or crystal items.

+2 racial bonus on Craft checks that are related to stone or crystal.

Weapon Familiarity: Devok may treat hand crossbow and whip as martial weapons, rather than exotic weapons.

Automatic Languages: Common and Devokan. Bonus Languages: Arjen, Vistulen, Bisarque and Elsaen.

Favored Class: Rogue. A multiclass Devok’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.


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

Elsae base land speed is 30 feet.

+4 racial bonus on Swim checks.

+1 natural armor bonus

+2 racial bonus on Diplomacy and Gather Information checks.

Automatic Languages: Common and Elsaen. Bonus Languages: Any (other than secret languages, such as Druidic).

Extended Breathing: An Elsae can hold there breath for twice the duration as a human before making checks. Elsae get a +2 bonus to the Constitution check to hold their breath.

Favored Class: Any. When determining whether a multiclass elsae takes an experience point penalty, her highest-level class does not count.


Before the gods and before magic man was alone in the world. He ruled over beast and land seeking riches in the stars. Magic came to the land not naturally as it does today but violently and with it brought great change. The land of our ancestors was near the center of the Arcane wave those that survived and lived were different more in touch with the arcane world. Many were able to sense and manipulate this energy.

+2 Charisma, –2 Constitution.

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

Vistul base land speed is 30 feet.

Item Proficiency: Vistuls have the ability to use wands, staff's and rods with spells that correspond to there natural spell list.

+2 racial bonus on Use Magic Device and Profession: Alchemy checks.

+1 racial bonus on all saving throws.

Automatic Languages: Common and Vistul. Bonus Languages: Draconic, Arje and Celestial.

Spell-Like Abilities: A vistul with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—message, dancing lights, prestidigitation. Caster level 1st; save DC 10 + vistul’s Cha modifier + spell level.

Favored Class: Sorcerer. A multiclass vistul’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.

Any help would be appreciated.