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2015-03-22, 10:31 PM (ISO 8601)
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- Sep 2011
[3.x/PF] GitP Regulars as Playable Races!
What is race? Well... I won't make any jokes. That would be wrong.
What do races have? They have a type, a subtype, stat modifications, and some special ability. More powerful races may have a level adjustment, which we'll use responsibly and keep within +0, +1, and +2, right? They will also have a backstory and some cultural elements. What do they do? What is their patron deity? What is their Favored Class/Favored Class Bonus?
Remember that we need to acquire permission before making a race. Please provide permission via post with a link to itself.
Requests:
Snowbluff
Illven
IZ42
Lord_Gareth
Lord Raziere
eggynack
Tvtyrant
Atemu1234
Keledrath
ElricalTovilla
Ashtagon
Psybomb
Threadnaught
Stack
Jormegand and I'm not making that a hashtag.
Red Fel
Whambamsam
Loyalpaladin
Telonius
Ferronach
Blackhawk
Urpriest
Necrotic Plague
Kazyan
tadkins
Deadline
Sideswipe
Admiral Squish
Sslarn
Sgt. Cookie
Phelix-mu
Races:
Snowbluff Snowbluffians
Elric Altovilla
Keledrath The Drath
Paladines
Red Felguards
Jormengand The Jormen
Stack The Aktschians
Illven Illvenites
Lord Raziere The Araezer
Snowbluffians
Red Felguards
Altovilla
The Drath
Paladines
The Jormen
Kelecast
Aktchians
Illvenites
Garrotites
The Araezer
Noritects
Dominites
Vollaen
Valarites
Akatites
The Psykal
Athredites
Sslarn Ssalafee
Lord Gareth Garetines
Vizzerdrix Drixi
+1 Races:
Atemu Atemost
+2 Races:
Egnackers
Keledrath Kelecast
Deadline Deathspline
+3 Races:
Audinoss
+99 Races
IZ42 The IZ
Eggynack Egnackers
The Iz[/QUOTE]
Atemu Temu
A dragon did it
BattlebornLast edited by Snowbluff; 2015-04-01 at 09:51 PM.
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2015-03-22, 10:33 PM (ISO 8601)
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- Sep 2011
Re: [3.x/PF] GitP Regulars as Playable Races!
Last edited by Snowbluff; 2015-03-22 at 10:33 PM.
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2015-03-23, 12:41 AM (ISO 8601)
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- Dec 2008
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Re: [3.x/PF] GitP Regulars as Playable Races!
Illven gives permission.
http://www.giantitp.com/forums/shows...48&postcount=3Last edited by Illven; 2015-03-23 at 12:41 AM.
Avatar by Honest Tiefling
Won as Good Mayans on a science victory GMR 4. Won as Sweden on a science victory GMR 7. Won as Desert England on a concession victory GMR 8 Lost as Poland in GMR 3. Lost as Japan in GMR 5, Surrendered as Korea in GMR 10. Surrendered as Bad Maya in GMR 11, Lost as Shoshone in GMR 13.
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2015-03-23, 01:29 AM (ISO 8601)
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- Nov 2014
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Re: [3.x/PF] GitP Regulars as Playable Races!
Races you say? I give my permission.
I will also be creating several races, if certain individuals give their permission.Last edited by IZ42; 2015-03-23 at 01:35 AM.
Spoiler: Quotes!
Pink is Neutral Evil, because reasons.
Exalted Monk Avatar by ThePrez1776
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2015-03-23, 01:31 AM (ISO 8601)
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- Sep 2007
Re: [3.x/PF] GitP Regulars as Playable Races!
Now this one I have to see.
The linkLast edited by Lord_Gareth; 2015-03-23 at 01:31 AM.
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2015-03-23, 01:35 AM (ISO 8601)
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- Mar 2010
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Re: [3.x/PF] GitP Regulars as Playable Races!
Please. Please make me one!
linkLast edited by Lord Raziere; 2015-03-23 at 01:36 AM.
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2015-03-23, 02:13 AM (ISO 8601)
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- Dec 2009
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Re: [3.x/PF] GitP Regulars as Playable Races!
As usual, I, eggynack, hereby grant permission.
Last edited by eggynack; 2015-03-23 at 02:13 AM.
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2015-03-23, 02:16 AM (ISO 8601)
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- Oct 2010
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Re: [3.x/PF] GitP Regulars as Playable Races!
http://www.giantitp.com/forums/shows...21&postcount=8 I grant Permission! This was really hard to do on my phone...
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2015-03-23, 07:05 AM (ISO 8601)
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- Feb 2014
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- Sovereign State of Denial
Re: [3.x/PF] GitP Regulars as Playable Races!
I grant my permission. I can't format the link here, but I'll also do Snowbluff as a race, if no one's claimed.
Edit: So here's what I've got so far; any tips?
Snowbluffians
Spoiler: BackstoryOnce upon a time, the Snowbluffians were just another race of humans, born in a frigid and inhospitable wasteland. They were industrious, happy, and lived with peaceful serenity. But then, one day, one of their members returned home from a hunting trip with a strange box carved with images of gods in tow. Their elder opened it, and was amazed at what he found. A bright blue orb, cold as the heart of winter, and full of power. They could have let it be, but they were curious. But their attempts to use it changed them forever. Infusing them with the power of an ancient, dead deity, they became the Snowbluffians.
Spoiler: AppearanceSnowbluffians are often tall, thin, pale and blonde. Their icy blue eyes give way to a stare that could frighten the gods of winters themselves.
Spoiler: Racial Traits- +2 Int, +2 Con: Snowbluffians are often far more resourceful and hardy than humans and other creatures, especially in their native environments.
- +2 racial bonus on Diplomacy and Bluff checks: A saying about Snowbluffians states, "Trust a Snowbluffian's insight, and hope their tongue speaks true." They're very convincing at arguing their points logically and efficiently.
- +2 racial bonus on Survival checks in cold environs- Snowbluffians are rarely cold for long, even in the most freezing temperatures, and almost instinctively know how to find food and make shelter.
- Heat Munity (Ex): Snowbluffians are more susceptible to heat than most, and in warm environments must drink water twice as often or risk hyperthermia.
- Humanoid (Snowbluffian): Despite being descended from a northern race of humans, the Snowbluffians are not human.
- Base land speed is 30 ft. Snowbluffians also take no penalties due to terrain when traveling through snow.
- Favored Class: Seriously, who gives a crap? No one uses favored class rules anyway.
- Level Adjustment: +0.
I balanced it against lesser Aasimar.
Edit: I changed the backstory a little bit, added descriptions. Thoughts?Last edited by atemu1234; 2015-03-24 at 05:43 PM.
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2015-03-23, 08:05 AM (ISO 8601)
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- Jan 2007
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Re: [3.x/PF] GitP Regulars as Playable Races!
Keledrath
And I'll do a silly one for Eggy. Silly because, while at +5 ECL, it might actually be usable.
Egnackers
Descended from the animal companions of anthropomorphic bat druids, Egnackers have developed into a true breeding race only recently. This event has caused widespread panic throughout the world as they begin to reclaim cities for mother nature.
Ability modifiers: -2 Str, +2 Con, +2 Dex, +10 Wisdom, +4 Int, +4 Cha
Small Monstrous Humanoid
3 RHD
Move Speeds: 20ft, 60ft Fly (Good)
Racial Skills: +8 Knowledge (Nature, Geography), +8 Perception
Special Racial Feature: An Egnacker may cast spells as a Druid of its total Hit Dice
LA: +2I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-03-23, 08:20 AM (ISO 8601)
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- Apr 2012
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Re: [3.x/PF] GitP Regulars as Playable Races!
Sure, I give permission. These are always pretty fun.
I'll have something for someone up a little later today.Last edited by Elricaltovilla; 2015-03-23 at 08:20 AM.
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2015-03-23, 08:30 AM (ISO 8601)
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- Sep 2011
Re: [3.x/PF] GitP Regulars as Playable Races!
Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
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2015-03-23, 08:37 AM (ISO 8601)
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- Aug 2013
Re: [3.x/PF] GitP Regulars as Playable Races!
Ah, yes. I suppose it was inevitable. Very well, Red Fel accepts.
As an aside, I am toying with a few options. I'll see where they get me.Last edited by Red Fel; 2015-03-23 at 08:38 AM.
My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-03-23, 08:37 AM (ISO 8601)
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- Jan 2007
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- GMT -5
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2015-03-23, 08:47 AM (ISO 8601)
- Join Date
- Jan 2007
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- GMT -5
- Gender
Re: [3.x/PF] GitP Regulars as Playable Races!
Oh, I have a nice one for this.
Red Felguards (Variant Tiefling Heritage)
Medium Outsider [Lawful, Evil, Native]
Racial Mods: +2 Cha, +2 Dex, -2 Str
Racial Skills: +2 Bluff and Diplomacy
SLA: Silent Table
Red Felguards are the descendants of Contract Devils, and their sly nature shows it. They frequently grow into spies or con men, thanks to their natural talents of deception and the magic inherent to their nature.I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-03-23, 09:09 AM (ISO 8601)
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- Jul 2011
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- Michigan
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Re: [3.x/PF] GitP Regulars as Playable Races!
WhamBamSam gives permission.
Last edited by WhamBamSam; 2015-03-23 at 09:09 AM.
Iron Chef Medals
SpoilerSir Driscoll Conia - Silver - IC L
Nick Snarespan - Gold - IC LIII
Lucy "Legs" Silvertail - Bronze - IC LXVIII
Bolfarg of Knoss - Gold - IC LXXVII
Ivarr Deathborn - Bronze - IC LXXVII
Ahmtel - Silver - IC LXXVIII
Tocke of Nessus - Gold - IC LXXIX
The Blessed Third - Silver - IC LXXXI
Galahad Galapagos - Gold - IC LXXXIV
Sai-don, Knight of the Tide - Bronze - IC LXXXIV
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2015-03-23, 09:16 AM (ISO 8601)
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- May 2014
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- Mount Celestia
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Re: [3.x/PF] GitP Regulars as Playable Races!
I'm totally in on this one.
LoyalPaladinLast edited by LoyalPaladin; 2015-03-23 at 09:16 AM.
If purple is evil, bold gray is lawful good.
Extended Signature & Homebrew Signature
Check out my Celestial Compendium!
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2015-03-23, 09:32 AM (ISO 8601)
- Join Date
- Aug 2013
Re: [3.x/PF] GitP Regulars as Playable Races!
As I mentioned, I have several ideas. Since I find PF races harder to tweak, paradoxically enough, I'll start with that one first. I've used the PF racial stat block model, which is a nauseating amount of work.
For Elric: The Altovilla.
Spoiler: The AltovillaHistory: Legend tells of a Great Wyrm dragon, in times of old (although few recall the color of its scales) who became enamored of the martial prowess of the mortal races. For a creature of inherent magical and physical power, to see these paltry races play at soldier with their handcrafted tools seemed at first an exercise in frustration and futility; but as this nameless ancestor watched, he found himself fascinated with the focus, the artistry, and the dedication of these tiny creatures. Descending from his lair, and taking human shape, he walked among the people he encountered, studying their arts and joining their community. In time, he took a wife, and had children. It was in the birth of his half-dragon children that the truth of his nature was revealed, for unlike their father, they were not adept in concealing their true nature.
The nameless dragon had, by this time, developed a following of students of his martial craft. Now fallen into disrepute, he, his family, and his students took their leave, and departed for places unknown. The community continued to refine the arts of combat, and the generations diluted the blood of the dragon, who eventually passed from the world.
The descendants of this dragon and his students had taken up residence in a hermitage located deep within the hidden peaks of a mountain range. So it was that they named themselves for their home; they were known as the Altovilla.
Physical Description: Altovilla are roughly human in appearance, although they tend to have slight reptilian features, such as scaled skin, slitted eyes, or enlarged, sharp teeth. These features are purely cosmetic, and vary wildly in severity and coloration. Altovilla are known to take titles based in part on their appearance; for example, one with blue scales might be called "Yodan Skyscale," while one with amber irises might be "Kalia Serpentseye."
Society: Altovilla place high emphasis on training. It is very common for one's social status to be directly proportionate to one's successful efforts in a given field. That said, Altovilla do not narrowly define "training" - training might include sparring or martial training, but also practicing music, or studying alchemy. There is even one famous Altovilla, Tothek the Effortless, who became esteemed for training in what he called "the art of highly effective laziness."
That said, Altovilla most highly prize martial prowess. Not mere brute strength, but artistry and skill are among the most valued abilities of Altovilla warriors. Those who are strongest and most skilled quickly rise to positions of prestige. Those who are weak are not scorned, however; as long as they continue to try, and to train, they are commended for their efforts, and encouraged by the community as a whole.
Relations: Altovilla tend to be very insular, due to their semi-exiled upbringing. Outsiders will be cautiously welcomed, but generally avoided, within the Altovilla community.
An Altovilla abroad is another matter entirely. Altovilla travel almost exclusively for training, whatever that might mean to the Altovilla in question. As such, they welcome encounters and new experiences, as these will likely aid in their training. Altovilla adventurers tend to be friendly and outgoing, regardless of race or background.
The one thing that is anathema to Altovilla mentality, that can turn off an Altovilla most quickly, is a lack of desire to improve. Those who become complacent are an object of disgust or horror to the Altovilla.
Alignment: The tendency of the Altovilla towards training causes many to lean towards a Lawful alignment. However, this is not universal; for example, one Altovilla, Copas the Hideously Inebriated, dedicated his training to the consumption of intoxicating substances, and was (to most observers) highly Chaotic.
Adventurers: Altovilla travel for training. Training is life. Altovilla adventurers recognize that there is training to be had in peril, in exploration, or in protecting and serving others. Given their tendency towards martial combat, Altovilla most commonly gravitate towards the martial classes (Stalker, Warder, and Warlord), although members of other classes are not unheard of.
Ability Score Racial Traits: Altovilla characters gain a +2 racial bonus to one ability score of their choice to represent their varied nature.
Size: Altovilla are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Altovilla are Humanoids with the reptilian subtype.
Base Speed: Altovilla have a base speed of 30 feet.
Languages: Altovilla begin play speaking Common. Altovilla with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Racial Traits:
Martial Training I: Even though their paths diverge, all Altovilla are trained in the fundamentals of martial combat. Altovilla gain Martial Training I as a bonus feat at first level, even if they do not meet the prerequisites.
Defensive Training, Greater: Rigorous Altovilla training focuses on skill and defense. Altovilla gain a +2 dodge bonus to AC.
Alternate Racial Traits:
Advanced Study: Altovilla benefit more from the training of martial adepts than other races. Altovilla with this trait take Advanced Study as a bonus feat at first level, even if they do not meet the prerequisites. Replaces Martial Training I.
Focused Study: Not all Altovilla focus on combat; some refine their other skills. At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat. Replaces Defensive Training, Greater.
Favored Class Options:
Stalker: Add +1/4 to the Stalker's ki pool.
Warder: Add +1/6 to the Warder's Aegis (or Guardianship) bonus.
Warlord: Add +1/3 to the number of maneuvers recovered when the Warlord successfully uses a gambit.
Keledrath, you're next.My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-03-23, 09:48 AM (ISO 8601)
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- Jan 2009
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Re: [3.x/PF] GitP Regulars as Playable Races!
http://www.giantitp.com/forums/shows...3&postcount=19
Do my race if you like :)
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2015-03-23, 10:19 AM (ISO 8601)
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- Aug 2013
Re: [3.x/PF] GitP Regulars as Playable Races!
First off, Keledrath, I like it. Classy, charming, sneaky, and smart SLA. I'm a fan. And since you just had to use PF, I suppose I must reciprocate in kind. This one's for you.
Spoiler: The DrathHistory: The dragons of old often experimented with the lesser races. In particular, it wasn't uncommon for dragons to tinker with their most loyal of followers, the kobolds. One such dragon, now lost to posterity, was quick to realize that his precious minions were sadly quite vulnerable. Unlike he, with his mighty armored scales, his kobold subjects were really rather squishy and frail. Unlike he, who could live for centuries, they would age and become frail, dying rather than serving him eternally.
Something had to be done.
So it was that he dedicated his powers to the study of the construct. He thought he might prefer an army of automata to the service of these frail creatures. But he found, to his disappointment, that lifeless automata brought him no joy; their worship was hollow, their obeisance devoid of awe and fear.
And then inspiration struck. Dismantling his construct minions, he began the process of magically (and painfully) grafting their parts onto his kobolds. Over the generations, these creatures began to demonstrate the sturdiness and resilience of their mechanical forebears, while still retaining the vitality and emotions of their kobold progenitors. In time, these beings became known as the Drath, and their descendants have since scattered across the world.
Physical Description: Drath generally resemble short, reptilian kobolds, but with one key difference - parts of a Drath's body are covered in metal, as though sheets of the stuff had been melted onto its skin. The location, size, and number of these "false scales," as the Drath call them, vary from one to the next. These plates are not painful, and are in fact deceptively flexible.
Society: Drath society, like the Drath themselves, resembles kobold society. Drath are traditionally organized into warrens, centered around family, and they tend to organize around powerful beings. However, as they consider themselves superior to ordinary kobolds, so too are their standards higher; Drath are often known to reject those leaders whom they find undeserving of their otherwise slavish obedience.
Unlike regular kobolds, however, Drath are unfailingly loyal to their own. Their construct tendencies have given them a colder, more pragmatic view, and they see themselves as aspects of a single entity; each Drath contributes uniquely to the whole, and each Drath has value. Of course, anyone outside of the community is either a threat, a pawn, or a target.
Because they do not need to eat, breathe, or sleep, Drath are brutally efficient workers, constantly expanding their tunnels, designing more elaborate traps and passages, and delving into more hazardous environments. Because of a lack of a need to breathe, the Drath do not fear underground gas deposits or lakes, instead recognizing them as a superior form of environmental defense. Drath explorers and engineers are constantly on the look out for new ways to terraform and weaponize their surroundings.
Relations: Drath are generally cautious, often to the point of cowardice, around other races. However, where they feel superior, they are known to exercise it in the form of dominance and arrogance. They have a particular loathing for kobolds, whom they see as "defective prototypes" preceding the superior form of the Drath.
Alignment: Drath tend to be Lawful, with a leaning towards Evil. Even those who are not Evil tend to share their race's natural ambitions towards being better and stronger than others, and being praised for it.
Adventurers: Drath adventurers sometimes leave the warren in shame, due to having acted outside of their role in the greater machine of Drath society. Others leave based on the sudden discovery of inner courage; many Drath find comfort in the warren, and are too cowardly to leave it. Whatever the reason, Drath who adventure seek greatness and glory, hoping to become the person that other people admire.
Ability Score Racial Traits: Drath are sturdy and cunning, but not pleasant company. They gain +2 Constitution, +2 Wisdom, and -2 Charisma.
Size: Drath are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Type: Drath are humanoids with the reptilian and half-construct subtypes.
Half-Construct: A half-construct race has the following features:- Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
- Half-constructs cannot be raised or resurrected.
- Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.
Languages: Drath begin play speaking begin play speaking only Draconic. Drath with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.
Racial Traits:
Natural Armor: Drath "false scales" give them additional durability. Members of this race gain a +1 natural armor bonus to their Armor Class.
Cornered Fury: Drath are most dangerous when they can't escape. Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Darkvision: Drath can see perfectly in the dark up to 60 feet.
Light Sensitivity: Drath live in darkness, which causes them to suffer from light sensitivity.
Mixed Blood: Drath count as Drath, kobolds, and constructs for any effect relating to race.
Alternate Racial Traits:
Crystalline Form: Instead of hardened plates, some Drath "false scales" are softer, with a brilliant sheen. Drath with this trait have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. Replaces Natural Armor.
Lucky, Greater: Some Drath, rather than panic, learn to focus their minds on creative solutions. Drath with this trait gain a +2 racial bonus on all saving throws. Replaces Cornered Fury.
Day Raider: Some Drath adapt to the surface. Drath with this trait don't have light sensitivity, and have low-light vision instead of darkvision. This racial trait replaces Light Sensitivity and Darkvision.
Favored Class Options:
Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Inquisitor: Add 1/2 to Survival checks made to track creatures in total darkness.
Magus Add a +1/2 bonus on concentration checks made to cast defensively.
Monk: Add +1/3 to the monk's AC bonus class ability.
Oracle: Add +1/4 to the armor or natural armor bonus granted by oracle spells she casts on herself.
Ranger: Add +1/4 to the number of opponents the ranger may select when using hunter's bond to grant a bonus to allies. All selected creatures must be of the same type.
Rogue: Add +1/2 to the rogue's trap sense bonus to AC.
Summoner: Add +1/4 to the summoner's shield ally bonus (maximum +2).
Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Wizard: Add 1/2 to your familiar's Will saves against enchantment effects, or increase the hit points of your bonded item by 1.
My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-03-23, 10:30 AM (ISO 8601)
- Join Date
- Apr 2012
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- Various Places
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Re: [3.x/PF] GitP Regulars as Playable Races!
Alright, I've got this one. I hope you don't mind being a PF race, because I don't believe in LA.
I'm going to shamelessly steal Red Fel's format for the races, because I'm lazy. P.S. Thanks for the awesome race Red Fel! They really make me feel like a lazy bum with their constant training and ambition
Spoiler: Paladines
History: While Aasimar are the mortal descendants of ancient celestial bloodlines, and responsible for some of the greatest heroes of ancient history, not all their deeds are performed by true Aasimar. Another race, similar in appearance and purity to the Aasimar exist in secret among them.
The Paladine are created by the willful falling of a celestial being to the mortal realm. This celestial spirit, often a lower angel or archon then bonds with the body of a virtuous mortal, usually a human or Aasimar on the brink of death. The act causes the dying mortal to immediately reincarnate, restored to life and blessed by the powers of goodness.
Physical Description: Paladines are near universally handsome or awe inspiring in appearance. They benefit from great physical fitness, coupled with the purity of a celestial soul that causes a light to glow from within their form. Most Paladine who were originally human or Aasimar simply continue to pass themselves off as their former race, and indeed their appearance is, while exceptional, within the bounds of these two races.
Society: Paladines are exceptionally rare, and most simply live their lives in the culture which they were originally from. Those Paladine who do meet others of their kind feel an instant connection and immediately recognize each other for what they are. Through this empathic bond, all Paladine share some connection.
Relations: Universally virtuous, caring and generous, Paladine often find it easy to live and make many friends among good and neutral races. Their zeal and dedication are inspiring and many often find themselves in positions of leadership, at least temporarily.
Alignment: The nature of a Paladine's origin means that they are universally good aligned, although their feelings about Law and Chaos vary across a spectrum.
Adventurers: Paladine are born with a particular goal in mind, often the destruction or redemption of a great evil. This goal is usually the impetus of the original celestial's decision to fall to the mortal world. Whether they succeed at their goal or not, Paladines often continue their crusades against evil, or adventure to champion a particular cause of good on their way.
Ability Score Racial Traits: +2 STR, +2 CON, +2 DEX, -2 INT, +4 CHA. Paladine are notably hardy and possessed of a natural Charm and sense of self.
Size: Paladine are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Paladine are Outsiders with the Native subtype.
Base Speed: The Paladine's base speed is 30 ft.
Languages: Paladine begin play speaking Common and Celestial. Paladine with high Intelligence scores can choose to learn any language they wish (except secret languages like Druidic).
Racial Traits:
Darkvision: Paladine have Darkvision out to 60 ft.
Low Light Vision: Paladine can see twice as far in conditions of dim light.
Celestial Resistance: Paladine gain acid resistance 5, cold resistance 5, and electricity resistance 5.
Eternal Hope: Paladine gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, the Paladine reroll and use the second result.
Inner Glow: All Paladine emit a small amount of light from their skin and hair. This light is rarely enough to see by, but it does give the Paladine a -4 penalty to stealth checks.
Favored Class Options:
Cleric: Add +1/3 to the cleric's channel energy healing.
Paladin: Add +1 to the Paladin's healing with Lay on Hands, but only when the Paladin heals someone other than themselves.
Warpriest: Gain +1/3 uses of Fervor.
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2015-03-23, 10:30 AM (ISO 8601)
- Join Date
- Jan 2007
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- GMT -5
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Re: [3.x/PF] GitP Regulars as Playable Races!
Mecha kobolds? I am k with this.
The one thing I'm not k with is the use of half construct. It should burn in a hole which is then filled in and the ground sown with salt. There's a reason my warforged ports still use the Living Construct from 3.5.
Though, after that fit of rage passes, it does fit with the race you have created for me.
And of course I used PF. Something like that in 3.5 would have had like +7 LA. I mean, it has 3 subtypes.I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-03-23, 10:37 AM (ISO 8601)
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- May 2014
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- Mount Celestia
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Re: [3.x/PF] GitP Regulars as Playable Races!
If purple is evil, bold gray is lawful good.
Extended Signature & Homebrew Signature
Check out my Celestial Compendium!
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2015-03-23, 10:41 AM (ISO 8601)
- Join Date
- Aug 2013
Re: [3.x/PF] GitP Regulars as Playable Races!
My pleasure. It was almost fun playing with PF's format. And the Altovilla is a surprisingly low-RP race, all things considered, so it should be quite playable.
I know, right? Mecha kobolds. Be afraid.
Yeah, I'm not a huge fan of the half-construct subtype, but it worked better than going full construct-type on this thing, and I really wanted to use it. And I didn't feel like bungling around with a 3.5 port of Living Construct. This also contributes to the favored class choices - they tend to be opportunistic or defensive because, let's face it, dead Drath is dead. Like, super-dead.
It is, however, a monster when it comes to RP; a quick count gives me:- Half-Construct: 7 RP
- Natural Armor/Crystalline Form: 2 RP
- Cornered Fury/Lucky, Greater: 4 RP
- Darkvision: 2 RP
- Light Sensitivity: -1 RP
Last edited by Red Fel; 2015-03-23 at 10:42 AM.
My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-03-23, 10:44 AM (ISO 8601)
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- Jan 2007
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Re: [3.x/PF] GitP Regulars as Playable Races!
I follow a general rule: better to ask and be told no than not to ask at all.
Shadeblight by KennyPyro
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2015-03-23, 10:53 AM (ISO 8601)
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- Nov 2014
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Re: [3.x/PF] GitP Regulars as Playable Races!
And Fetchling are 17 RP, while more exotic races like Kasatha and Wyrwood are 20.
Last edited by IZ42; 2015-03-23 at 10:54 AM.
Spoiler: Quotes!
Pink is Neutral Evil, because reasons.
Exalted Monk Avatar by ThePrez1776
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2015-03-23, 10:54 AM (ISO 8601)
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- Dec 2013
Re: [3.x/PF] GitP Regulars as Playable Races!
I, PsyBomb, do hearby grant permission (and request that it be PF).
EDIT: Link now properly active.Last edited by PsyBomb; 2015-03-23 at 01:36 PM.
Avatar by Elder Tsofu
Originally Posted by Forrestfire
PsyBomb's Guides to the Akashic Mysteries (Now with all three classes!)
Fear Itself: the Dread
Extended Signature HERE
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2015-03-23, 10:55 AM (ISO 8601)
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- Aug 2013
Re: [3.x/PF] GitP Regulars as Playable Races!
Fair point, but remember that 3.5 Aasimar also carry an LA. (Unless you're using Lesser Aasimar, because why aren't you using Lesser Aasimar?)
Well, now I almost feel like I should have gone straight construct.
Except not.
Still, I suppose that leaves it within the "yes, this is playable" range. So kudos to our death-prone mechanical reptile overlords!My headache medicine has a little "Ex" inscribed on the pill. It's not a brand name; it's an indicator that it works inside an Anti-Magic Field.
Blue text means sarcasm. Purple text means evil. White text is invisible.
My signature got too big for its britches. So now it's over here!
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2015-03-23, 11:03 AM (ISO 8601)
- Join Date
- May 2011
Re: [3.x/PF] GitP Regulars as Playable Races!
Permission granted, this stuff's great for
optimizationrudisplork.
Threadnaught.Last edited by Threadnaught; 2015-03-23 at 11:05 AM.
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2015-03-23, 11:07 AM (ISO 8601)
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- Nov 2014
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Re: [3.x/PF] GitP Regulars as Playable Races!
Going straight construct would be 20 RP in and of itself.
Spoiler: Quotes!
Pink is Neutral Evil, because reasons.
Exalted Monk Avatar by ThePrez1776