The following are the races I am currently working on for a campaign setting I have been writing for a while now.
They are 3.5, but the racial ability bonuses are slightly different, and that is to be expected.
Things to think about while reading; each post contains the racial information for one material plane’s worth of races. Basically, the setting has three material planes, instead of one. So, the races in each post should be balanced based on each other.
I am sort of intending these races to be a little bit stronger than normal, although obviously not too much stronger.
+2 Wisdom, +2 Dexterity, -2 Charisma, -2 Strength. The Sa’Thok are wise, and agile, coming from their connection to the land, but they tend to have problems understanding the emotions and positions of others, and
Medium. As medium creatures, the Sa’Thok take no penalty, and gain no bonus based on size alone.
30 ft. base land speed.
+2 bonus to Knowledge (Nature), Handle Animal, and Survival checks. The Sa’Thok are naturally aligned with the land, and they are able to gather from it with much more skill than other races.
Sa’Thok are automatically proficient with the Ishiitar Longspear.
Automatic Languages: Sa’Thok, Kolosso Common. Bonus Languages: Batchi, Ingoba, Seder. The Sa’Thok have a lot of communication with all of the Races of Kolosso, even the reclusive Seder.
Favored Class: Planar Mage, or Ranger. The Sa’Thok’s deep ties to the land help them as Planar Mages, especially powerful with the Material plane. The Sa’Thok’s strong connection to the land helps them as Rangers. They must choose which class at first level, and cannot change it after that.
+2 Charisma, +2 Constitution, -2 Wisdom, -2 Strength. The Ingoba are strong in personality, and hardy creatures, but they are often unable to notice or understand their surroundings, and they tend to be weak.
Medium. As medium creatures, the Ingoba take no penalty, and gain no bonus based on size alone.
30 ft. base land speed.
The Ingoba gain a +2 bonus to Diplomacy and Bluff check. The Ingoba are trained to have a silver tongue. Part of it comes from their language, which allows for subtle inconsistancies and blatant lying, which makes Ingoba the language of bartering and politics.
The Ingoba gain a +3 bonus to all Perform checks. The Ingoba are naturally musical.
Automatic Languages: Ingoba, Kolosso Common. Bonus Languages: Batchi, Sa’Thok. The Ingoba don’t have nearly enough contact with the Seder in order to actually learn their language.
Favored Class: Planar Mage, or Bard. The Ingoba make excellent Planar Mages, usually favoring the Shadow, Positive, or Astral planes. They also take well to bard-dom, able to combine the martial aspects of the way of words with the inherent musical nature that comes with it. They must choose which at first level, and cannot change it after that.
+2 Intelligence, +2 Dexterity, -2 Strength, -2 Constitution. The Batchi are quick and swift of mind, but their bodies are rather thin and weak.
Small. As Small creatures, the Batchi gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than medium races use, and their lifting and carrying limits are three-quarters of those of a Medium character.
30 ft. base land speed.
Low-light Vision. Batchi can see outdoors on a moonlit night as well as they can during the day.
Batchi gain a +2 bonus to Diplomacy, Hide, and Move Silently checks. They have naturally developed stealth to help hide from those who would attack them and their caravans, and their ability to haggle and with diplomacy is second only to the Ingoba.
Batchi gain four extra skill points at first level, and an additional skill point at every level thereafter.
Automatic Languages: Batchi, Kolosso Common. Bonus Languages: Seder, Ingoba, Sa’Thok. The Batchi are the traders of Kolosso, and as such have access to a vast number of languages.
Favored Class: Planar Mage, or Factotum. Batchi make excellent Planar Mages, especially those associated with the Shadow plane. Their ruthless wit allows them to be excellent Factotums. They must choose which at first level, and cannot change it after that.
+2 Intelligence, +2 Wisdom, -2 Charisma, -2 Constitution. The Seder are extremely intelligent and able to understand, comprehend, and sense their surroundings better than most, but they are frail, and they have a hard time relating to others.
Medium. As medium creatures, the Seder take no penalty, and gain no bonus based on size alone.
30 ft. base land speed.
+2 bonus to Knowledge (Arcana) and Spellcraft checks. The Seder are naturally magical, and naturally understand the ins and outs of magic.
+2 bonus to Sense Motive and Spot. The Seder are naturally sensitive to those around them, and their environment.
Bonus feat. The Seder, like the other humans, are, although less so than what one would consider “regular” humans, are very flexible.
The Seder take a -2 penalty to all social skills with non-Seder creatures.
Automatic Languages: Seder, Kolosso Common. Bonus Languages: Ingoba, Batchi, and Sa’Thok. The Seder are great scholars of language, and are greatly rewarded within Seder society for speaking other languages besides Seder and common.
Favored Class: Planar Mage, or Warblade. The Seder are excellent at magic, excelling in it compared to many of the other races of Kolosso. They are especially good Astrally focused Planar Mages. They also take a liking to some swordplay, but those Seder who fight with the blade are much rarer. They must choose which class at first level, and cannot change it after that.
+2 Dexterity, +2 Wisdom, -2 Strength, -2 Constitution. The Zaletah are fast and graceful, and their perception is better than most, but their hollow bones, and smaller frames mean that they are weak in battle, and take poisons and diseases harder than most.
Medium. As medium creatures, the Zaletah take no penalty, and gain no bonus based on size alone.
30 ft. base land speed. 40 ft. Glide speed.
Zaletah gain a +2 bonus to all Spot and Survival checks; they have sharp eyes, and can see and smell tracks and survive in nature better than most.
+4 to all Diplomacy checks with Fey. -2 penalty to any Diplomacy check made against a non-Zaletah humanoid race.
+2 bonus to all Knowledge (Nature) checks.
Zaletah can treat the Archbow and Gesh Spear as martial weapons rather than exotic ones.
Zaletah take a -2 penalty to all checks and rolls while touching an item made or steel or iron. Cold iron makes this penalty become -3.
Automatic Languages: Zaletah. Bonus Languages: Sylvan, Gorazgor, Taroh, and Luminous Refuge Common. The Zaletah automatically know their own language. They share a language root with Sylvan, which makes learning it much, much easier than other languages, and come frequently in contact with the Gorazgor and Taroh, who are more than willing to teach them their own languages, as well as Common.
Favored Class: Ranger or Druid. Zaletah are well suited to the life of a ranger. They live as hunters naturally, and take to hunting with a passion. They also are able Druids, working to protect nature and the vast forests that they reside in with the help of their magic. They must choose which class at first level, and cannot change it after that.
+2 Intelligence, +2 Strength, -2 Dexterity, -2 Charisma. The Taroh are wily and strong, but their reactions are slow, and they have a hard time persuading others.
Medium. As medium creatures, the Taroh take no penalty, and gain no bonus based on size alone (see Powerful Build).
20 ft. base land speed
The Taroh gain a +3 bonus to Knowledge (Religion), Spellcraft, and Heal checks. The Taroh are naturally oriented to Knowledge of religion, religion being so important in their culture, but they are also naturally aligned to knowing of spells, because of the considerable mystical side of their race. They are dedicated healers as well, using the plants of the tribal grounds to heal patients all over the Luminous Refuge.
The Taroh take a -4 penalty to all checks and rolls when the moon does not appear in the night’s sky.
Powerful Build: Whenever a Taroh 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 Taroh is treated as one size larger if doing so is advantageous to him. A Taroh 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 Taroh can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Automatic Languages: Taroh, Luminous Refuge Common. Bonus Languages: Gorazgor, Zaletah, Icaron. Although the Taroh disagree with the Icaron god, they are still willing to do trade with the Icaron, often spiting the hateful humans or cursing them in hushed tones, while the Icaron can’t hear. They also have the highest contact with the Zaletah, being long time allies against the Icaron.
Favored Class: Priest or Warblade. The Taroh Priests are especially connected to the moon, and also to healing and protection. The Taroh Warblades are ruthlessly efficient fighters, and known to protect their tribes to the death. They must choose which at first level, and cannot change it after that.
+2 Constition, +2 Wisdom, -2 Intelligence, -2 Strength. The Gorazgor are hardy and highly perceptive, but their minds are slower than most, and their muscles tend to be less developed than other races.
Medium. As medium creatures, the Gorazgor take no penalty, and gain no bonus based on size alone.
30 foot base land speed. 15 foot climb speed. The Gorazgor are used to traveling on foot as well as climbing in the trees of their home.
The Gorazgor gain a +4 bonus to all Survival checks while in jungle, warm forest or rain forest areas. They have spent much time in the jungles of their home, and are excellent at surviving there.
The Gorazgor gain a +2 Jump, Tumble, and Balance skill checks. The Gorazgor are used to swinging through the trees of their home, and have the grace of an acrobat.
The Gorazgor gain the Track feat as a bonus feat.
Automatic Languages: Gorazgor, Luminous Refuge Common. Bonus Languages: Taroh, Icaron. The Gorazgor rarely if ever encounter the Zaletah, their respective forests being across the great deserts of Icaron from each other.
Favored Class: Priest or Swordsage. The Gorazgor are excellent Priests, usually focusing on worship of the god of their culture, Orioch, and his pantheon of deities. Gorazgor Swordsages focus usually on Diamond Mind, Setting Sun, or Shadow Blade, becoming excellent ambushers in the dark jungles of their home. They must choose which at first level, and cannot change it after that.
+2 Strength, +2 Charisma, -2 Wisdom, -2 Intelligence. The Icaron are strong, and have a strong personality to boot, but their minds, their senses, and their logic are somewhat less so developed.
Medium. As medium creatures, the Icaron take no penalty, and gain no bonus based on size alone.
30 ft. base land speed.
+2 bonus to Diplomacy, Bluff, and Intimidate checks. The Icaron are said to have silver tongues, and use them to the best of their ability.
Bonus feat. The Icaron, like the other humans, are, although less so than what one would consider “regular” humans, are very flexible.
The Icaron take a -3 penalty to all checks and rolls under the light of the full moon, or on the night of the full moon.
Automatic Languages: Icaron, Luminous Refuge Common. Bonus Languages: Gorazgor, and Taroh. Although the Icaron view the Taroh god as an abomination, they are still willing to trade with the Taroh, mostly because the Taroh hide their religion very, very well.
Favored Class: Priest or Crusader. The Icaron are excellent Priests, having an affinity with several of the Priest domains. In addition, they are excellent crusaders, given the martial focus of the Icaron empire, and the time most young Icaron spend in the armies thereof. They must choose which at first level, and cannot change it after that.
+2 Wisdom, +2 Strength, -2 Dexterity, -2 Charisma, -2 Intelligence. The Korde are strong, and in-tune with their surroundings, but their personalities are weak, and their minds and bodies are slow.
Large. As Large creatures, the Korde gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 penalty bonus on Hide checks, but they use larger weapons than medium races use, and their lifting and carrying limits are twice of those of a Medium character. The reach of a Korde character is the same as that of a medium character.
30 foot base land speed.
The Korde gain +3 bonus to Intimidate. Their hulking and fungus covered forms are absolutely terrifying to most creatures.
The Korde take a -2 penalty to all Dexterity base skills and ability checks. Their hulking forms are not used to using their bodies in such ways.
Automatic Languages: Korde. Bonus Languages: Xap Common, Tetri, Xanie. Tetri are found throughout Xap, and Xanie are rumoured to have created the Korde, in some terrible experiment.
Favored Class: Psychic Warrior or Ranger. The Korde make good Psychic Warriors, used to the Psionics that created them, but not extensively trained. They also make good rangers, being very connected to their habitat and also being excellent hunters, despite their great size. They must choose which at first level, and cannot change it after that.
+2 Intelligence, +2 Wisdom, -2 Constitution, -2 Charisma. The Xanie are have super-developed minds, but their physical forms are weak, due to their crystalline nature, and they are not used to dealing with others.
Medium. As medium creatures, the Xanie take no penalty, and gain no bonus based on size alone.
20 foot base land speed.
The Xanie gain a +2 bonus to all Psicraft and Use Psionic Device checks. They are naturally psionic, and their connections to the mind allow them to relate to psionic items and powers.
Xanie gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. They do gain the ability to generate Psionic Focus, and can use it to qualify for feats.
Automatic Languages: Xanie, Xap Common. Bonus Languages: Korde, Tetri. The Xanie have connections all across Xap, with the Korde, Tetri, and the reclusive Vavantiel.
Favored Class: Psionicist or Psychic Warrior. The Xanie are deeply connected to Psionics, and as such they are especially good as Psionicists, and although their forms are weak, they are excellent Psychic Warriors. They must choose which at first level, and cannot change it after that.
+2 Constitution, +2 Charisma, -2 Strength, -2 Wisdom. The Vavantiel are hardy and persuasive, but they aren’t very perceptive, and their bodies are relatively weak.
Small. As Small creatures, the Vavantiel gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than medium races use, and their lifting and carrying limits are three-quarters of those of a Medium character.
40 foot base land speed. The Vavantiel are unnaturally fast.
The Vavantiel have Telepathy out to 20 feet. Their telepathy is purely racial and entirely natural, and not subject to dispelling or Anti-magic or Null Psionics Fields. This telepathy may be used to contact and speak with other Vavantiel even if they do not share a language.
The Vavantiel, thanks to the symbiotic creature that has attached itself to their brainstem, are highly empathetic. They gain a +2 bonus to Sense Motive, and Diplomacy checks.
Automatic Languages: Xap Common. Bonus Languages: Xanie, Tetri. The Vavantiel don’t have their own language, rather using the common language used all across Xap.
Favored Class: Psionicist, or Bard. The Vavantiel are excellent Telepaths, and they are commonly drawn to music. They must choose which at first level, and cannot change it after that.
+2 Intelligence, +2 Dexterity, -2 Wisdom, -2 Constitution. The Tetri are extremely smart and agile, but they tend to be also a little absent minded, and frail.
Medium. As medium creatures, the Tetri take no penalty, and gain no bonus based on size alone.
30 ft. base land speed.
+2 bonus to Knowledge (Psionics), Autohypnosis and Psicraft checks. Tetri are very brilliant, and have gained especial knowledge of Psionics, as well as strong control over their minds.
The Tetri gain a bonus feat of their choice. They are a very flexible race, and are known for their ability to adapt.
Automatic Languages: Tetri, Xap Common. Bonus Languages: Xanie. The Tetri don’t have enough communication with the Korde to actually have the chance to study their language.
Favored Class: Psionicist, or Factotum. The Tetri have a longstanding tradition of Psionics, and boast some of the most powerful Psionicists in Xap. They also have the wiles and wit to make good Factotums. They must choose which at first level, and cannot change it after that.
The Sa'Thok could use low light vision or some other small buff. Other than that, your Kolossan races are relatively well balanced.
The Gozragor and Icaron are better than the Taroh and Zaletah. I don't know which way you want to adjust the balance, so I will refrain from making comments.
The vavantiel are small, but their land speed is greater than any other race on Xap, in fact, the Xanie are slower than average. I'd say reduce it to 30 feet. On that note, the Korde are most certainly not overpowered, I'd say they could be a bit under, although all the balancing would have to promote non-martial classes. The Xanie could also use some more abilities to better reflect their nature as crystalline beings.
My 2 cents. hope it helps.
I have returned, and plan on focusing on world-building. Issues are being dealt with.
Originally Posted by MesiDoomstalker
Thread won! I don't think I have the authority to do that but whatever