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    Default Re: Edge's Excessive Race Revisions Compendium

    Monstrous Races
    The following racial traits were designed with the Eberron Campaign Setting in mind, but can be easily adapted for use in other settings.

    Goblins
    Replace the racial traits from the Monster Manual with the following:
    • +2 Dexterity, +2 Constitution OR Intelligence, -2 Strength.
    • Small size: +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 size bonus on Hide checks, -4 size penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
    • Humanoid (goblinoid) type.
    • Base Land Speed: 30ft.
    • Darkvision 60ft.
    • Skulkers (Ex): Goblins gain a +4 racial bonus on Move Silently checks.
    • Dirty Fighter (Ex): Goblins gain the ability to sneak attack for +1d6 damage, as per the rogue ability of the same name. If the goblin gains sneak attack from another source (such as rogue levels), the damage dice stack for determining the potency of their sneak attack.
    • Goblins choose one of the City Slicker or Darguunite Tribesman traits at 1st level. This choice cannot be changed later.
      • City Slicker (Ex): Born and raised in the rougher areas of the Five Nations, you know how to find your way round town. You gain Urban Tracking as a bonus feat, and gain a +1 racial bonus on Disguise, Forgery, Gather Information and Profession checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
      • Darguunite Tribesman (Ex): Raised among the traditional goblinoid tribes of Darguun or Droaam, you know how to get by in a more brutal society. You gain Improved Toughness as a bonus feat, and gain a +1 racial bonus on Handle Animal, Intimidate, Profession and Survival checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
    • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Giant, Gnoll, Orc.
    • Favoured Class: Artificer, Ranger or Rogue.


    Hobgoblins
    Replace the racial traits from the Monster Manual with the following:
    • +2 Dexterity, +2 Strength OR Constitution, -2 Wisdom.
    • Medium size.
    • Humanoid (goblinoid) type.
    • Base Land Speed: 30ft.
    • Darkvision 60ft.
    • Iron Heart of the First Empire (Ex): A 1st level hobgoblin begins play with knowledge of a single maneuver of the Iron Heart discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Iron Heart discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Iron Heart discipline.
    • Legacy of Dhakhaan (Ex): Hobgoblins have a long history with much to be proud of, and they refuse to forget it. They gain a +1 racial bonus on Knowledge (history), Knowledge (nobility and royalty) and Perform checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
    • Skulkers (Ex): Hobgoblins gain a +2 racial bonus on Hide and Move Silently checks.
    • Martial Heritage: Hobgoblins treat the bastard sword as a martial weapon.
    • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Gnoll, Orc.
    • Favoured Class: Bard, Fighter or Warblade
    • Level Adjustment: +0


    Bugbears
    Replace the racial traits from the Monster Manual with the following:
    • +4 Strength, +2 Dexterity OR Constitution, -2 Charisma.
    • Humanoid (goblinoid) type.
    • Base Land Speed: 30ft.
    • Darkvision 60ft.
    • Scent.
    • Tough Hide (Ex): Bugbears have a natural armour bonus of +3.
    • Ferocity of the Marguul (Ex): A 1st level bugbear begins play with knowledge of a single maneuver of the Tiger Claw discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Tiger Claw discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Tiger Claw discipline.
    • Darguunite Tribesman (Ex): Raised among the traditional goblinoid tribes of Darguun or Droaam, you know how to get by in a more brutal society. You gain Improved Toughness as a bonus feat, and gain a +1 racial bonus on Handle Animal, Intimidate, Profession and Survival checks. This racial bonus increases by +1 at 5th level, and every 5 levels thereafter.
    • Skulkers (Ex): Bugbears gain a +2 racial bonus on Hide and Move Silently checks.
    • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
    • Favoured Class: Barbarian, Fighter or Rogue.
    • Unlike in the Monster Manual, these revised bugbears possess no racial hit dice.
    • Level Adjustment: +1


    Orcs
    Replace the racial traits from the Monster Manual with the following:
    • +4 Strength, +2 Constitution OR Wisdom, -2 Intelligence, -2 Charisma.
    • Medium size.
    • Humanoid (orc) type.
    • Base Land Speed: 30ft.
    • Darkvision 60ft.
    • Martial Heritage (Ex): Orcs are proficient with the greataxe and falchion, and treat the orc double-axe as a martial weapon.
    • Brutal Intimidation (Ex): Orcs may freely use their Strength modifier instead of their Charisma modifier on Intimidate checks.
    • Legacy of the Gatekeepers (Ex): The orcish tribes have a long history defending the world from the dangers of Khyber and Xoriat. Orcs receive a +1 racial bonus on attack rolls against aberrations, and a +1 racial bonus on Will saves against the mind-affecting spells, spell-like abilities, psionics, psi-like abilities and supernatural abilities of aberrations. These racial bonuses improve by +1 each at 5th level, and every 5 levels thereafter.
    • Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
    • Favoured Class: Barbarian, Druid and Warblade.

    Spoiler: Orcs Outside Eberron
    Show
    Obviously, the Legacy of the Gatekeepers racial trait is heavily tied into the orcish race's history in the Eberron campaign setting. Orcs in other settings do not have this racial trait, instead possessing the Racial Enmity trait.
    • Racial Enmity (Ex): Orcs receive a +1 racial bonus on attack rolls against humanoids of the dwarf or elf subtypes, and a +1 racial bonus on Will saves against the mind-affecting spells, spell-like abilities, psionics, psi-like abilities and supernatural abilities of humanoids of the dwarf or elf subtypes. These racial bonuses improve by +1 each at 5th level, and every 5 levels thereafter.


    Lizardfolk, Cold Sun
    Replace the lizardfolk racial traits from the Monster Manual with the following:
    • +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma.
    • Medium size.
    • Humanoid (reptilian) type.
    • Base Land Speed: 30ft.
    • Crocodilian Hide (Ex): Cold Sun lizardfolk have a natural armour bonus of +5.
    • Natural Armoury (Ex): Cold Sun lizardfolk have two primary natural claw attacks that deal 1d4 points of damage each, and a secondary natural bite attack that deals 1d4 points of damage.
    • Non-Prehensile Tail (Ex): Lizardfolk possess a rigid tail that aids in balancing and swimming. They gain a +2 racial bonus to Balance and Swim checks. This racial bonus improves by +2 at 5th level and every 5 levels thereafter. A lizardfolk with a +8 or better racial bonus to Swim checks also gains a 30ft swim speed.
    • Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 5 x their Constitution score before they risk drowning.
    • Surging Crocodile Style (Ex): A 1st level Cold Sun lizardfolk begins play with knowledge of a single maneuver of the Ocean Tempest discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Ocean Tempest discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Ocean Tempest discipline.
    • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
    • Favoured Classes: Druid, Ranger or Warblade.
    • Level Adjustment: +1


    Lizardfolk, Blackscale
    Replace the blackscale lizardfolk racial traits from the Monster Manual 3 with the following:
    • +8 Strength, +4 Constitution, -2 Intelligence, -4 Charisma.
    • Medium size.
    • Humanoid (dragonblood, reptilian) type.
    • Base Land Speed: 30ft.
    • Racial Hit Dice: A blackscale lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
    • Racial Skills: A blackscale lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Spot and Swim.
    • Powerful Build (Ex): The physical stature of Blackscale lizardfolk lets them function in many ways as if they were one size category larger. Whenever a Blackscale lizardfolk 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 Blackscale lizardfolk is treated as one size larger if doing so is advantageous to them.

      A Blackscale lizardfolk 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 Blackscale lizardfolk can use weapons designed for a creature one size larger without penalty. However, their space and reach 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.
    • Crocodilian Hide (Ex): Blackscale lizardfolk have a natural armour bonus of +7 and possess acid resistance 5.
    • Natural Armoury (Ex): Blackscale lizardfolk have two primary natural claw attacks that deal 1d6 points of damage each, and a secondary natural bite attack that deals 1d6 points of damage.
    • Non-Prehensile Tail (Ex): Lizardfolk possess a rigid tail that aids in balancing and swimming. They gain a +2 racial bonus to Balance and Swim checks. This racial bonus improves by +2 at 5 total hit dice and every 5 hit dice thereafter. A lizardfolk with a +8 or better racial bonus to Swim checks also gains a 30ft swim speed.
    • Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 5 x their Constitution score before they risk drowning.
    • Wrathful Dragon Style (Ex): A Blackscale lizardfolk begins play with knowledge of a single maneuver of the Raging Dragon discipline that they meet the prerequisites for, which they may utilise once per encounter. Upon gaining a level of a martial adept class, they gain their selected maneuver as an additional maneuver known instead. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Raging Dragon discipline.
    • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
    • Favoured Classes: Barbarian, Crusader or Ranger.
    • Level Adjustment: +2


    Lizardfolk, Poison Dusk
    Replace the Poison Dusk lizardfolk racial traits from the Monster Manual 3 with the following:
    • +2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma.
    • Medium size.
    • Humanoid (reptilian) type
    • Base Land Speed: 30ft.
    • Slight Build (Ex): The physical stature of Poison Dusk lizardfolk lets them function in many ways as if they were one size category smaller. Whenever a is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Poison Dusk lizardfolk is treated as one size smaller if doing so is advantageous to the character. A Poison Dusk lizardfolk is also considered to be one size smaller when "squeezing" through a restrictive space. A Poison Dusk lizardfolk can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Poison Dusk lizardfolk 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.
    • Crocodilian Hide (Ex): Poison Dusk lizardfolk have a natural armour bonus of +3.
    • Natural Armoury (Ex): Cold Sun lizardfolk have two primary natural claw attacks that deal 1d3 points of damage each, and a secondary natural bite attack that deals 1d3 points of damage.
    • Non-Prehensile Tail (Ex): Lizardfolk possess a rigid tail that aids in balancing and swimming. They gain a +2 racial bonus to Balance and Swim checks. This racial bonus improves by +2 at 5th level and every 5 levels thereafter. A lizardfolk with a +8 or better racial bonus to Swim checks also gains a 30ft swim speed.
    • Hold Breath (Ex): Lizardfolk can hold their breath for a number of rounds equal to 5 x their Constitution score before they risk drowning.
    • Chameleon Skin (Ex): Once per day, Poison Dusk lizardfolk can duplicate the effects of the chameleon psionic power as an extraordinary ability as a move action. They can use this ability an additional time per day at 5th level, and every 5 levels thereafter.
    • Skulkers (Ex): Poison Dusk lizardfolk have a +4 racial bonus on Move Silently checks.
    • Lurking Viper Style (Ex): A 1st level Poison Dusk lizardfolk begins play with knowledge of a single maneuver of the Shadow Hand discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Shadow Hand discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Shadow Hand discipline.
    • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc, Sylvan.
    • Favoured Classes: Druid, Ranger or Swordsage.
    • Level Adjustment: +1


    Gnoll
    • +2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma: Gnolls possess a bounty of feral power, but their demeanours are just as bestial.
    • Medium size
    • Humanoid (gnoll) type
    • Base Land Speed: 30ft.
    • Darkvision 60ft
    • Carrion Eater (Ex): Gnolls gain a +1 racial bonus on saves against disease and ingested poisons. This bonus increases by 1 at 5th level and every 5 levels thereafter.
    • Ferocious Assault (Ex): Gnolls gain Powerful Charge (Eberron Campaign Setting and Monster Manual 3) as a bonus feat, even if they do not meet the prerequisites.
    • Hyena's Mantle (Ex): Gnolls possess a +1 natural armour bonus, and a secondary natural bite attack that deals 1d6 damage.
    • Keen Nose (Ex): Gnolls possess the scent ability, and gain a +2 racial bonus on Survival checks.
    • Pack Tactics (Ex): When flanking an enemy, gnolls provide and receive double the usual benefit, gaining a +4 to hit the flanked creature.
    • Gnolls choose one of the Feral Combatant or Mantle of Yeenoghu traits at 1st level. This choice cannot be changed later.
      • Feral Combatant (Ex): The gnoll begins play with knowledge of a single maneuver of the Tiger Claw discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the Tiger Claw discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the Tiger Claw discipline.
      • Mantle of Yeenoghu (Ex): The gnoll begins play with knowledge of a single maneuver of the White Raven discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the White Raven discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the White Raven discipline.
    • Unlike in the Monster Manual, these revised gnolls possess no racial Hit Dice.
    • Automatic Languages: Common, Gnoll. Bonus Languages: Abyssal, Draconic, Elven, Goblin, Orc.
    • Favoured Class: Cleric, Ranger or Warblade.
    • Level Adjustment: +1


    Kobold
    • +2 Dexterity, +2 Constitution OR Charisma, -2 Strength: Kobolds are naturally agile, and gain a degree of toughness or forcefulness from their draconic heritage, but their size impacts their physical strength.
    • Small size
    • Humanoid (dragonblooded, reptilian) type
    • Base Land Speed: 30ft.
    • Darkvision 60ft
    • Industrious (Ex): Kobolds gain a +1 racial bonus on Craft (trapmaking), Profession (miner) and Search checks. These bonuses increase by 1 at 5th level and every 5 levels thereafter.
    • Scalehide (Ex): Kobolds gain a +1 natural armour bonus.
    • Shifty Maneuver (Ex): Kobolds may make a second 5ft step every round as a swift action, even if they take other movement on their turn.
    • Weapon Familiarity: Kobolds receive the Martial Weapon Proficiency feats for the light pick and heavy pick as bonus feats, and treat double crossbows and greatpicks as martial weapons rather than exotic.
    • Kobolds choose one of the Draconic Cunning, Draconic Puissance and Draconic Warrior traits at 1st level. This choice cannot be changed later.
      • Draconic Cunning (Ex): The kobold begins play with knowledge of a single maneuver of the White Raven discipline that they meet the prerequisites for, which they may utilise once per encounter. If they begin play as a martial adept, they instead begin play with one additional maneuver known, which must come from the White Raven discipline. If they are a martial adept, they may exchange their bonus maneuver out at higher levels, as per normal, but it must be replaced with another maneuver of the White Raven discipline.
      • Draconic Puissance (Sp): The kobold selects one cantrip from the 0th level sorcerer/wizard spell list, and gains the ability to cast it at-will as a spell-like ability. The saving throw DC for this spell-like ability, if any, is Charisma-based.
      • Draconic Warrior (Ex): The kobold may use their Dexterity modifier on melee attack and damage rolls with the light pick, heavy pick and greatpick instead of their Strength modifier. In addition, they may use light picks, heavy picks, greatpicks and double crossbows sized for Medium creatures as though they were Medium.
    • Automatic Languages: Common, Draconic. Bonus Languages: Dwarven, Goblin, Undercommon, Terran.
    • Favoured Class: Crusader, Ranger or Sorcerer.


    Illithid, Lesser
    • +4 Intelligence, +4 Charisma, -2 Strength: The illithids possess dangerously potent minds, though their reliance on their psionic mastery has let their physical might wither.
    • Medium size
    • Base Land Speed: 30ft.
    • Aberration type
    • Mental Mastery (Su): Illithid gain a +1 racial bonus to their manifester level for Telepathy discipline powers whilst psionically focused.
    • Mind Blast (Su): Once every 1d4 rounds, an illithid can unleash a blast of psionic energy in a 30ft cone. Creatures must make a Will save (DC 10 + half the illithid's level + the illithid's Charisma modifier) or be dazed for 1 round. At 5th level and every 5 levels thereafter, the duration of the daze increases by 1 round. At 10th level, the illithid stuns its victims rather than dazing them.
    • Natural Armoury (Ex): Illithids possess four primary natural tentacle attacks that deal 1d4 damage.
    • Naturally Psionic: Illithids gain 2 bonus power points per level. This benefit does not allow them to manifest powers unless they gain that ability from another source, such as levels in a psionic class.
    • Psionic Inurement (Ex): Illithids possess a +1 racial bonus on Will saves against psionic powers, and all other mind-affecting effects. This racial bonus increases by 1 at 5th level and every 5 levels thereafter.
    • Psionic Knack (Psi): An illithid may spend 1 power point to use mind thrust as a psi-like ability. A 3rd level illithid may spend 3 power points to use psionic levitate as a psi-like ability, or 1 power point to use psionic charm as a psi-like ability.
    • Telepathy (Su): Illithids may communicate telepathically with any other creature within 30ft that has a language.
    • Automatic Languages: Common, Qualith (written only), Undercommon. Bonus Languages: Any.
    • Favoured Class: Artificer (psionic variant), Factotum or Psion.
    • Level Adjustment: +2
    Last edited by Edge; 2015-04-07 at 03:30 PM.