Author Topic: [PoC] Races  (Read 2018 times)

Garryl

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[PoC] Races
« on: June 28, 2017, 03:22:11 PM »
RaceAbility BonusesAbility PenaltiesTypeSizeBase SpeedOther TraitsFavored ClassAutomatic LanguagesBonus Languages
Cybot+2 Dex-2 WisConstruct (Cybernetic, Living Construct)Medium30 feetBoosters, Computer Affinity, Easy Repair, Energy Pool, Short-CircuitEnergy WarriorCommonAny
Engi+2 Dex-2 StrConstruct (Cybernetic, Living Construct)Small30 feetNatural Healing, Accelerated Crafting, Computer Affinity, Light Fortification, Natural Engineer, Reshabaple BodyArtificerCommon, EngiAny
Lanius+2 Con-2 DexMonstrous HumanoidMedium30 feetAnaerobic, Breathless, Fireproof, Metallic Biology, Metallic Sustenance, RustproofDreadnoughtEngi, LaniusCommon, Dwarven, Gnome, Giant, Terran, Undercommon, Zoltan
Phrygisian+2 Cha-2 IntMonstrous HumanoidMedium30 feetCold Resistance 5, Ice Affinity, Low-Light Vision, Spell-Like Abilities, SurefootedSorcererCommon, PhrygianAquan, Auran, Zebesian
Space Pirate, Urtragian+2 Str-2 WisMonstrous Humanoid (Cybernetic)Medium30 feetAcrobatic Prowess, Augmentation Affinity, Cybernetic Augmentation, Environmental Resistance, Weapon FamiliarityCyberneticistCommon, UrtragianAny
Space Pirate, Zebesian+4 Str, +2 Con-2 WisMonstrous Humanoid (Cybernetic)Medium30 feet, Climb 20 feetAcrobatic Prowess, Augmentation Affinity, Environmental Resistance, Natural Attacks, Powerful Build, Weapon Familiarity, Level Adjustment +1DreadnoughtCommon, ZebesianAny
Zoltan+2 Wis-2 ConHumanoid (Cybernetic)Medium30 feetDeath Throes, Energy Pool, Power Device, Zoltan Energy ShieldEnergy WarriorCommon, ZoltanAuran, Aquan, Engi, Ignan, Terran
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Garryl

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(Continued) [PoC] Races
« Reply #1 on: June 28, 2017, 03:26:28 PM »
Cybot race
Cybots are human-like robots. Their bodies contain both biological and mechanical components working in tandem, and their artificial intelligence is such that they can learn and grow just like any human.

Cybot Racial Traits
  • +2 Dex, -2 Wis
  • Medium Construct (Cybernetic, Living Construct): Cybots are Medium sized. They are constructs with the cybernetic and living construct subtypes. As living constructs, cybots possess a number of racial traits.
  • Base Speed 30 feet
  • Boosters: This racial trait is an energy receptacle. The cybot's base speed improves by 5 feet for every point of energy allocated to this ability.
  • Computer Affinity: Cybots have a +2 racial bonus on all Computer Use checks.
  • Easy Repair: Cybots can be repaired by themselves and others. A Craft (armorsmithing, blacksmithing, mecha, robotics, or similar) check restores a number of hit points equal to the Craft check result -15. A character can take 10 on this check but can't take 20. A check takes 8 hours. A cybot can repair itself. This counts as only light activity for the cybot (whether it is repairing itself or being repaired by another), and can be performed while resting or meditating (such as while refreshing energy or preparing spells).
  • Energy Pool: A cybot has an energy pool with 1 point of energy.
  • Short-Circuit: Unlike other constructs, a cybot cannot remain underwater indefinitely. Sufficient exposure to water and similar liquids can damage their internal components. As a safety mechanism, cybots will automatically shut down before any serious damage can occur. This functions similarly to breathing creatures holding their breath, except that cybots are only at risk while immersed in liquids, and a cybot that would drown instead remains inert at -9 hit points for 24 hours before it is destroyed. A "drowned" cybot that is removed from the liquid environment and has its hit points raised to 0 or higher can restore itself to normal functionality after 24 hours in a dry environment, or 1 hour with someone providing a DC 15 Craft check, a DC 20 Computer Use check, or a DC 20 Heal check, but otherwise cannot regain consciousness.
  • Favored Class: Energy warrior.
  • Automatic Languages: Common.
  • Bonus Languages: Any (other than secret languages).
As a result of the living construct subtype, cybots also have the following traits:
  • 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.
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(Continued) [PoC] Races
« Reply #2 on: June 28, 2017, 03:29:05 PM »
Engi race
Engi are an advanced race of techno-organic nanobots. Each individual engi is actually a swarm containing trillions of nanobots working together, giving the illusion of a silvery 'skin' with a metallic sheen.

Engi Racial Traits
  • -2 Str, +2 Dex
  • Small Construct (Cybernetic, Living Construct): Engi are Small sized. They are constructs with the cybernetic and living construct subtypes. As Small creatures, they gain a +1 size bonus on attack rolls and to Armor Class and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium creatures. As living constructs, engi possess a number of racial traits.
  • Base Speed 30 feet: Despite their lesser size, engi are no slower than most Medium-sized races.
  • Unlike other living constructs, engi can heal damage naturally.
  • Unlike other living constructs, engi need to eat and breathe.
  • Accelerated Crafting: Engi can craft or repair any object or item at 50% faster than the normal rate, be it mundane, cybernetic, or even magical.
  • Computer Affinity: Engi have a +2 racial bonus on all Computer Use checks.
  • Light Fortification (Ex): Being composed of trillions of nanomachines, precise strikes are less dangerous to engi than to most living creatures. When a critical hit or sneak attack is scored on an engi, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Natural Engineer: Engi have a +2 racial bonus on all Craft and Disable Device checks.
  • Reshapable Body: As a swarm of nanobots, engi can reshape themselves somewhat into different forms better suited for a given situation. They have a +4 racial bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple. Additionally, they can transform their limbs into whatever simple tools are needed for a task; they do not suffer any penalties for not having the correct tools for a Craft, Disable Device, or Open Lock check.
  • Favored Class: Artificer.
  • Automatic Languages: Common, Engi.
  • Bonus Languages: Any (other than secret languages).
As a result of the living construct subtype, engi also have the following traits:
  • 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. Unlike other living constructs, however, engi do need to eat and breathe.
  • Does not need to sleep, but must rest for 8 hours before preparing spells.
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(Continued) [PoC] Races
« Reply #3 on: June 28, 2017, 03:32:48 PM »
Lanius race
The lanius are a metallic scavenger race prone to aggression. Their biological composition drains oxygen from their surroundings, although they do not themselves need it to breathe. Their society ebbs and flows in hibernation cycles; they may lie dormant for many years, even while hurtling through space. As soon as they become aware of significant metal deposits they reawaken. Usually this occurs in the dying stages of a galactic civilization or in the wake of intergalactic war.

Lanius Racial Traits
  • -2 Dex, +2 Con
  • Medium Monstrous Humanoid: Lanius are Medium sized. They are monstrous humanoids.
  • Base Speed 30 feet
  • Anaerobic (Ex): A lanius's biological composition drains oxygen from its surroundings. In open environments, normal airflow replaces the oxygen as fast as a lanius drains it. However, in closed environments, the mere presence of a living lanius consumes oxygen as fast as 32 creatures of its size. Consequently, a Medium lanius will drain the oxygen in a sealed chamber measuring 10 feet on a side in slightly less than 12 minutes, and will increase the rate that a Medium breathing creature takes nonlethal damage thereafter to once every 5 rounds.
  • Breathless (Ex): Lanius do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
  • Fireproof: Due to their anaerobic biology, lanius do not catch fire particularly well, as there is little oxygen around them to fuel it. Lanius have a +4 racial bonus on saves against catching fire and a +10 racial bonus on saves to put themselves out if they do catch on fire. These bonuses do not apply against fires that burn without oxygen in the atmosphere, such as burning magnesium and some magical fires.
  • Metallic Biology: Lanius biology is made of organic metal. A lanius can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a lanius can be healed by a cure light wounds spell or a repair light damage spell, for example, and a lanius is vulnerable to an inflict light damage spell. However, any such effects that would not otherwise apply have only half effect to a lanius, or have a 50% chance of failing to apply for non-numerical effects.
  • Metallic Sustenance: Lanius absorb metals and other minerals to sustain themselves. They can extract the iron and minerals from standard foodstuffs consumed by other living races, but they must eat three times as much as normal to derive sufficient sustenance. Lanius do not need to drink.
  • Rustproof: Due to their unique biology, lanius are immune to rusting effects, despite being largely metallic. Additionally, due to their anaerobic nature, there is relatively little oxygen immediately surrounding them, so their equipment also gains a +4 bonus on saves against rusting effects.
  • Favored Class: Dreadnought.
  • Automatic Languages: Engi, Lanius. Lanius do not automatically learn to speak Common.
  • Bonus Languages: Common, Dwarven, Gnome, Giant, Terran, Undercommon, Zoltan.
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(Continued) [PoC] Races
« Reply #4 on: June 28, 2017, 03:34:25 PM »
Phrygisian race
Phrygisians are the native race of the moon Phrygis orbiting the planet Bes III. They have a natural ability to manipulate ice.

Phrygisian Racial Traits
  • -2 Int, +2 Cha
  • Medium Monstrous Humanoid: Phrygisians are Medium sized. They are monstrous humanoids.
  • Base Speed 30 feet
  • Cold Resistance 5
  • Ice Affinity: Phrygisians are naturally adept at manipulating ice. Any effect that they use with the cold descriptor (such as spells and modules) has its save DC increased by 1.
  • Low-Light Vision: Phrygisians can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Spell-Like Abilities: 1/day-create water (Water created this way is frozen and at 20 Fahrenheit, or -7 Celsius. It may be melted as normal.). A Phrygisian with a Charisma score of at least 10 also has the following spell-like abilities: 3/day-ray of frost, 1/day-obscuring mist. Caster level 1st; save DC 10 + Phrygisian's Cha modifier + spell level. These spell-like abilities also gain the cold descriptor, if they don't have it already.
  • Surefooted: Phrygisians have a +4 racial bonus on all Balance checks. Further, they need not make Balance checks due to moving across icy surfaces.
  • Favored Class: Sorcerer.
  • Automatic Languages: Common, Phrygian.
  • Bonus Languages: Aquan, Auran, Zebesian.
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(Continued) [PoC] Races
« Reply #5 on: June 28, 2017, 03:41:52 PM »
Space Pirate race
Space pirates have a long history of space piracy, hence their common name. The actual origins of the species are lost to time. Space pirates have performed so much genetic engineering upon themselves to adapt to the worlds that they have conquered and occupied that they actual have very little in common with what they may have been originally. Despite being the same species, space pirates native and adapted to different planets can exhibit dramatic differences.

Urtragian Space Pirate Racial Traits
  • +2 Str, -2 Wis: Urtragian space pirates are physically powerful, but generations of militaristic leadership and rabid expansionism have bred out a lot of free thinking and common sense.
  • Medium Monstrous Humanoid (Cybernetic): Urtragian space pirates are Medium sized, although they are fairly large for Medium creatures. They are monstrous humanoids with the cybernetic subtype.
  • Base Speed 30 feet
  • Acrobatic Prowess: Urtragian space pirates have a +4 racial bonus on all Climb and Jump checks.
  • Augmentation Affinity: Due to extensive genetic engineering, Urtragian space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
  • Cybernetic Augmentation: The bio-mechanical implants in almost all Urtragian space pirates grant them a bonus System feat that they qualify for at 1st level.
  • Environmental Resistance: Urtragian space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
  • Weapon Familiarity: Urtragian space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
  • Favored Class: Cyberneticist.
  • Automatic Languages: Common, Urtragian.
  • Bonus Languages: Any (other than secret languages). Space pirates have conquered and absorbed a great many worlds.
The default space pirate racial traits are based on the qualities of Urtragian space pirates. However, a great many space pirate subraces exist, usually as a result of genetic manipulation to adapt them the numerous planets they live upon.

Zebesian Space Pirate Racial Traits
Zebesian space pirates have all of the racial traits of their Urtragian brethren, except as noted.
  • +4 Str, +2 Con, -2 Wis: These ability modifiers replace the normal Urtragian space pirate ability modifiers.
  • Climb Speed 20 feet: Zebesian claws and legs are particularly effective at holding onto flat surfaces, granting them a climb speed. This movement mode allows them to take 10 on Climb checks, even when threatened or distracted, and grants a +8 racial bonus on Climb checks. This replaces the normal +4 racial bonus on Climb checks granted by Acrobatic Prowess.
  • Cybernetic Augmentation: Zebesian space pirates do not gain this ablity.
  • Natural Attacks: Zebesian space pirates have claw-like hands, similar to crabs. They can use these as a pair of natural claw attacks, dealing a base damage of 1d6 each. Despite their vicious appearance, Zebesians are capable of fine manipulation, and can handle even delicate objects with ease.
  • Powerful Build: Zebesian space pirates are larger than their Urtragian brethren, allowing them to function in many ways as if they were one size category larger. Whenever a Zebesian 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 Zebesian is treated as one size larger if doing so is advantageous to him. A Zebesian 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 Zebesian 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.
  • Level Adjustment +1
  • Favored Class: Dreadnought.
  • Automatic Languages: Common, Urtragian, Zebesian.
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(Continued) [PoC] Races
« Reply #6 on: June 28, 2017, 03:44:31 PM »
Zoltan race
Whilst a deeply officious and obtuse people, the zoltan generally favor diplomacy over acts of aggression and are known for being fair and just in their dealings with others. The majority of their bodies are composed of pure, harnessable energy. The zoltan are longtime allies of the engi.

Zoltan are instantly recognizable by their bright green skin and glowing white eyes.

Zoltan Racial Traits
  • -2 Con, +2 Wis
  • Medium Humanoid (Cybernetic): Zoltan are Medium sized. They are humanoids with the cybernetic subtype.
  • Base Speed 30 feet
  • Death Throes (Ex): Zoltan are beings of energy, and that energy is violently released when they are slain. When killed, a zoltan's body releases a burst of energy in an explosion that deals 1d6 points of damage, plus 1d6 for every 2 character levels beyond 1st, to everything within 30 feet (Reflex half DC 10 + 1/2 zoltan's character level + zoltan's Con modifier). This damage is untyped and results from pure energy, so it is not affected by damage reduction or resistances. Zoltan can intuitively control this energy release with their dying will, and can cause it to only damage their enemies.
  • Energy Pool: A zoltan has an energy pool with 1 point of energy.
  • Power Device (Ex): A zoltan can provide power to an electrical or mechanical device that does not have a power source but is otherwise functional. The device functions exactly as it normally would if it had conventional power. This ability can affect any household or handheld device, scratch-built robot, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this ability. A zoltan can power only a single device at a time, and must remain within 30 feet of the device to continue powering it. Using this ability is a standard action that requires touching the device to be powered.
  • Zoltan Energy Shield (Su): A zoltan can channel his or her natural energy into a protective energy shield. This racial trait is an energy receptacle. Energy can be allocated to it as a System. The zoltan gains an energy shield with absorption equal to the amount of energy allocated times the zoltan's character level. Unlike most energy shields, the zoltan energy shield does not recover normally. Instead, it recovers to its full hit points whenever the zoltan refreshes his or her energy.
  • Favored Class: Energy Warrior.
  • Automatic Languages: Common, Zoltan.
  • Bonus Languages: Auran, Aquan, Engi, Ignan, Terran.
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