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The Savage Seraph
Captain

PostPosted: Sun Nov 14, 2010 9:06 pm


Drakouni


User Image

Personality

A race of dragon and elf hybrids, the drakouni are often mistaken for half-dragons, and vice versa. However, unlike a half-dragon, a drakoun's parents are also drakouni, going back many centuries to the birth of the first drakouni. As a result of their heritage, drakouni adore and often worship dragons, believing them to be the perfect creation of the gods. Generally tribal, drakouni will follow the chieftain, who is generally the strongest member of the tribe. They are also warlike, but possess an honor not unlike the barbarian tribes of many other races.

Physical Description

Standing at almost six feet in height, the drakouni are around the same size as most other humanoid races. Depending on the sub-species of the individual drakoun, drakouni vary in appearance. The main sub-species are: Red Drakouni, Blue Drakouni, Green Drakouni, White Drakouni, and Black Drakouni. All drakouni share the following traits however: scales running down their backs and the outsides of their arms and legs, large ears that dwarf even an elf's, thick musculature, bony ridges above their eyes rather than eyebrows of hair, and thicker nails that are often sharpened to a dull point.

Red drakouni generally have dark tan or brown skin, reddish orange hair, red or yellow eyes, and they are more muscular and generally larger than the other sub-species. The elven ancestors of most red drakouni were sun elves.

Blue drakouni have slightly lighter skin than their red cousins, and generally have blond hair and blue eyes that can range from pale blue to nearly black. The elven ancestors of most blue drakouni were moon elves.

Green drakouni generally have dark brown complexions and brown hair. Most often their eyes are green, but some green drakouni have brown eyes. Green drakouni are slighter than reds and blues, closer to their elven ancestors in build than the other drakouni species. The elven ancestors of most green drakouni were wood elves.

White drakouni are the smallest of the drakouni species, generally standing at about five and a half feet in height. Their skin is so pale as to appear white, and is their hair. White drakouni generally have pale blue eyes or gray eyes, but some have eyes with a pinkish hue. The elven ancestors of most white drakouni were wild elves.

Black drakouni are slightly different than the other species, as their ancestors were black dragons and drow rather than elves. They have obsidian skin tones and white or gray hair, although there are a few who have black hair. A standard black drakouni's eyes will either be an acid green or crimson.

Relations

Depending on the subrace, a drakouni will react differently with other races. All drakouni, regardless of color or tribe, will welcome a fellow drakouni and treat them with respect. Half-Dragons and dragonborn are considered kin, and are treated as such. Elves and drow are accepted by drakouni more readily than other races, as are half-elves and half-drow. Drakouni get along fairly well with fire giants and to a lesser extent dwarves, as some legends say that the drakouni have the blood of the two races in their veins.
Red drakouni are generally more aggressive when encountering outsiders and new people. Blue drakouni consider themselves to be the most cultured of the drakouni, and as such accept outsiders more readily. Green drakouni will often observe outsiders without being seen and judge how they will greet outsiders based on the action of the outsider and his company (if any). White drakouni are more aloof, accepting members of other races, but they do not go out of their way to interact. Black drakouni consider all non-drakouni to be inferior, and it takes a lot to earn the respect of a black drakouni.

Alignment


While their elven ancestors are generally considered "good," the draconic ancestors of the drakouni are anything but. The drakouni culture is wild and battle is often used as a means of settling dispute, causing others to view them as chaotic. As a race drakouni are Chaotic Neutral, but like humans, the individual can vary.

Lands

Depending on where their draconic ancestors lived, a drakouni tribe will live. Blue drakouni often live in the desert, reds in the mountains, blacks in swamps and moors, greens in forests, and whites in tundras. They are generally nomadic, although there are a few drakouni kingdoms.

Religion

Drakouni generally worship ancient dragons, wyrms, and great wyrms. Some adhere to the beliefs of their elven ancestors and follow the same gods as the elves. Adventuring drakouni can follow any god or goddess, and usually worship a wyrm, elven god, or one that their profession is based around.

Language

Drakouni speak Common and most learn Elvish, Drowic or Draconic, if not all three. If there are neighboring cultures or races, drakouni are capable of learning those languages as well. Due to the legends of their mixed heritage, some drakouni learn Dwarven and Giant in order to find the truth within the rumors.

Names

Drakouni generally have names that sound somewhat elvish or drowic but with a harsher edge to them.

Drakouni Racial Traits
+2 Int, +2 Wis,+2 Cha, -2 Con, Dex +4, : Drakouni possess inherently strong personalities, Wisdom and Intelligence but are naturally frail but are very graceful.

Spell Resistance equal to 11+HD.
Darkvision 120ft.
* Humanoid (Elf,Dragon): Drakouni are humanoid creatures with the elf and Dragon subtype.
* Medium: As Medium creatures, Drakouni have no special bonuses or penalties due to their size.
* Drakouni base land speed is 30 feet.
* Drakouni Flight Speed is equal to Base land speed (Good Maneuverability)
* Natural AC +2
* Automatic Language: Common, Draconic, and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Sorcerer.
* Level Adjustment: +2

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PostPosted: Wed Nov 17, 2010 4:27 pm


Ahihele are humanoids who live in the volcanoes of Enherjer and the deserts of Arboria. They are related to the Haukea through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as slightly taller than average dwarves with two distinguishing characteristics--a third eye in the middle of their forehead and a ridged nose. They have dark red skin--ranging from reddish-tan to deep crimson--much darker than the pale Haukea. Ahihele have a natural predilection towards volcanoes and deserts.

Alignment: Most Ahihele tend towards law. However, this is by no means a requirement.

Lands: Ahihele prefer hot environments, particularly volcanic ones. They thrive on the heat, and anything less than eighty degrees Farenheit makes them feel chilly.

Religion: Most Ahihele prefer to worship deities related to fire, such as Agni.

Language: Ahihele speak Common and Dwarven, as well as their own racial language, Kolumaka.

Player Character Ahihele
*Dexterity -2, Constitution +2. Ahihele are tougher than most, having lived in dangerous environments for their entire history, but are less agile than other races due to it.
*Ahihele are medium sized.
*An Ahihele's base land speed is 30 feet.
*An Ahihele also has a base climb speed of 20 feet. This grants them a +8 racial bonus on Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Ahihele. Also, Ahihele can add either their Dexterity modifier or Strength modifier to Climb checks (whichever is higher).
*Humanoid: Ahihele are humanoids with the (Kolumaka) subtype.
*Third Eye: An Ahihele's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: An Ahihele receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Fearsome Gaze: Ahihele can use cause fear as a spell-like ability. This ability can be used a total number of times per day equal to 1/2 the Ahihele's Hit Dice. In addition, whenever the Ahihele uses this ability, the Ahihele loses their racial bonus to Spot checks and ranged attack rolls for three rounds.
:*An Ahihele's third eye also grants them darkvision out to 60'.
*Natural Skills: An Ahihele has a +2 bonus on Profession (Miner) and Profession (Smith) checks.
*Stoic Endurance: An Ahihele suffers no harm from being in an extremely hot environment. They can exist comfortably in temperatures above 120 degrees Farenheit without having to make Fortitude saves. This does not provide any protection against heat or fire damage, nor does it protect against other environmental hazards.
*Automatic languages: Common, Dwarven, Kolumaka
*Bonus Languages: Ignan, Terran, Undercommon
*Favored Class: Fighter


Ekahapana are human-like fey who live in deep forests and jungles. They are related to the other Kolumakan races through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as beautiful human females (all Ekahapana are female and reproduce asexually) with two distinguishing characteristics--a third eye in the middle of their forehead and long, pointed ears. They have light skin ranging from light green to peach. Ekahapana have a natural predilection towards the natural world.

Alignment: Most Ekahapana tend towards neutrality or good, occasionally both. However, this is by no means a requirement.

Language: Ekahapana speak Common and Sylvan, as well as their own racial language, Kolumaka.

Player Character Ekahapana
*Strength -2, Constitution -2, Charisma +4. Ekahapana prefer social combat to physical combat, and are naturally inclined towards such.
*Ekahapana are medium sized.
*A Ekahapana's base land speed is 30 feet.
*Fey: Ekahapana are fey with the (Kolumaka) subtype.
*Third Eye: An Ekahapana's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: An Ekahapana receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Beguiling Glance: An Ekahapana's third eye allows them to charm others, augmenting their natural beauty with magical compulsions. An Ekahapana can use charm person as a spell-like ability, usable a number of times per day equal to one-half their hit dice. In addition, during the use of this ability, an Ekahapana loses their racial bonus to Spot checks and ranged attack rolls.
:*An Ekahapana's third eye also grants them low-light vision out to 60'.
*Natural Voice: An Ekahapana receives a +2 racial bonus on Perform (Song) checks. In addition, when determining the effects of bardic music, an Ekahapana's bard level is considered one higher than normal.
*Automatic languages: Common, Sylvan, Kolumaka
*Bonus Languages: Auran, Gnomish, Dwarven, Elven
*Favored Class: Bard



Haukea are humanoids who come from the cold southern reaches. They are descended from the Kolumaka. They appear as slightly shorter and pale humans with a distinguishing characteristic--a third eye in the middle of their forehead. Haukea have pale skin and light hair. Haukea have a natural predilection towards both skilled trades and magic.

Alignment: Most Haukea tend towards lawful neutral, due to the strict requirements of their subarctic lifestyle. Adventuring Haukea are more chaotic than normal Haukea, sometimes moving so far as to be chaotic neutral.

Lands: Haukea prefer colder climates and have evolved to handle extremely cold temperatures.

Religion: Most Haukea prefer to worship deities related to heat and cold, such as deities of the sun, of winter, of snow, or of fire.

Language: Haukea speak common as well as their own racial language, Kolumaka.

Player Character Haukea
*Strength -2, Dexterity +2, Wisdom -2, Charisma +2
*Haukea are medium sized.
*A Haukea's base land speed is 30 feet.
*Humanoid: Haukea are humanoids with the (Kolumaka) subtype.
*Third Eye: A Haukea's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: A Haukea receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*See The Unseen: A Haukea's third eye allows them to see invisible or ethereal creatures and objects within their normal range of vision as if they were not invisible or ethereal. This ability can be used for a total time of one minute per hit die per day, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Haukea loses their racial bonus to Spot checks and ranged attack rolls.
:*A Haukea's third eye also grants them low-light vision out to 60'.
*Stoic Endurance: A Haukea suffers no harm from being in an extremely cold environment as long as they are clothed. They can exist comfortably in temperatures above -30 degrees Farenheit without having to make Fortitude saves. This does not provide any protection against cold damage, nor does it protect against other environmental hazards.
*Frigid Adaptation: A Haukea adds +1 to the save DCs of all spells they cast with the (Cold) descriptor.
*Automatic languages: Common, Kolumaka
*Bonus Languages: Aquan, Draconic, Dwarven, Halfling, Ignan
*Favored Class: Spellthief


Hekiliao are humanoids who live in the stormy steppes of southwestern Vespasia. They are related to the Haukea through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as tall gnomes (ranging between four and five feet tall) with three distinguishing characteristics--a third eye in the middle of their forehead; long, nimble fingers; and blue hair that runs down their back like a mane. They have light skin ranging from white to light blue. Hekiliao have a natural predilection towards electricity and industry.

Alignment: Most Hekiliao tend towards chaos and good. However, this is by no means a requirement.

Lands: Hekiliao prefer stormy environments and love thunderstorms. Most Hekiliao find them holy (or at least entertaining). Hekiliao frequently inhabit large settlements. They are friendly with gnomes and other tinkers, and love finding ways to imbue objects with electricity.

Religion: Most Hekiliao prefer to worship deities related to electricity and storms, such as M'oll.

Language: Hekiliao speak Common as well as their own racial language, Kolumaka.

Player Character Hekiliao
*Strength -2, Dexterity +2, Constitution -2, Charisma +2. Hekiliao are weaker and less resilient than most, but have nimble fingers and strong personalities.
*Hekiliao are medium sized.
*A Hekiliao's base land speed is 30 feet.
*Humanoid: Hekiliao are humanoids with the (Kolumaka) subtype.
*Third Eye: A Hekiliao's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: A Hekiliao receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Magic Sight: A Hekiliao's third eye allows them to see magic as if through the detect magic spell. This ability can be used for a total time of one minute per hit die per day, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Hekiliao loses their racial bonus to Spot checks and ranged attack rolls.
:*A Hekiliao's third eye also grants them low-light vision out to 60'.
*Electrical Adaptation: A Haukea adds +1 to the save DCs of all spells they cast with the (Electricity) descriptor.
*Elemental Resistance: A Hekiliao has Electrical Resistance equal to their Hit Dice.
*Automatic languages: Common, Kolumaka
*Bonus Languages: Auran, Gnomish, Dwarven, Elven
*Favored Class: Sorcerer

Kaimana are humanoids who live under the ocean. They are related to the other Kolumakan races through their ancestral relations to the Kolumaka, but have diverted into their own species. They appear as elves do, but with two distinguishing characteristics--a third eye, and webbed fingers and toes. Kaimana have a natural predilection towards aquatic endeavours.

Alignment: Most Kaimana tend towards chaos, following the ideals of the stormy ocean. However, this is by no means a requirement.

Lands: Kaimana prefer aquatic environments and have evolved to life under and above water.

Religion: Most Kaimana prefer to worship deities related to water and the ocean, such as Leviatan.

Language: Kaimana speak Common and Aquan as well as their own racial language, Kolumaka.

Player Character Kaimana
*Dexterity -2, Constitution +2, Intelligence +2, Charisma -2. Kaimana are tougher than most, since they are able to deal with extreme underwater pressures with ease. They are also highly intelligent. However, their webs get in the way of fine motor coordination, and they tend to come across as abrasive and withdrawn to outsiders.
*Kaimana are medium sized.
*A Kaimana's base land speed is 20 feet.
*A Kaimana also has a base swim speed of 40 feet. This grants them a +8 racial bonus on Swim checks to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*Humanoid: Kaimana are humanoids with the (Kolumaka), (Psionic), and (Aquatic) subtypes.
*Third Eye: A Kaimana's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: A Kaimana receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Lightsource: By concentrating, a Kaimana can cause their third eye to emit light as if through the my light psionic power. This ability can be used for a total time of one minute per day per hit die, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Kaimana loses their racial bonus to Spot checks and ranged attack rolls.
:*A Kaimana's third eye also grants them low-light vision out to 60'.
*Amphibious: A Kaimana is able to breathe both air and water with equal ease.
*Naturally Psionic: A Kaimana gains one 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.
*Automatic languages: Common, Aquan, Kolumaka
*Bonus Languages: Sylvan, Elven, Gnomish, Halfling
*Favored Class: Psychic Warrior


Leilani are humanoids who live in the deep jungles of central Mastaci. They are related to the other Kolumakan races through ancestral relations ot the Kolumaka, but have diverted into their own species. They appear as slightly taller halflings with two distinguishing characteristics--a third eye and prehensile feet (like apes). They have darker skin--ranging from tan to near-black--much darker than the pale Haukea. Leilani have a natural predilection towards jungles, woods, and other forested environments.

Alignment: Most Leilani tend towards neutrality and good. However, this is by no means a requirement.

Lands: Leilani prefer heavily forested environments, up to and including rainforests and deep jungles. It is not unheard of, however, for Leilani to come into towns and cities. They don't usually stay long, except in exceptional cases.

Religion: Most Leilani prefer to worship deities related to nature and animals, such as Horjin or Nelig.

Language: Leilani speak Common as well as their own racial language, Kolumaka.

Player Character Leilani
*Dexterity +2, Intelligence -2, Wisdom +2, Charisma -2. Leilani are nimbler and more perceptive than most, considering their wild nature, but they lack the education and tact that comes with civilization.
*Leilani are Small-sized. As small creatures, Leilani gain a +1 size bonus to Armor Class, +1 size bonus on attack rolls, and +4 size bonus on Hide checks. However, they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters that of a Medium creature.
*A Leilani's base land speed is 20 feet.
*A Leilani also has a base climb speed of 20 feet. This grants them a +8 racial bonus on Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Leilani. Also, Leilani can add either their Dexterity modifier or Strength modifier to Climb checks (whichever is higher).
*Humanoid: Leilani are humanoids with the (Kolumaka) subtype.
*Third Eye: A Leilani's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: A Leilani receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Lifesight: Leilani can use detect animals or plants as a spell-like ability. This ability can be used for a total time of one minute per hit die per day, divided however you choose, with each usage taking up a minimum of one minute. In addition, during the use of this ability, the Leilani loses their racial bonus to Spot checks and ranged attack rolls.
:*A Leilani's third eye also grants them low-light vision out to 60'.
*Racial Weapon Proficiency: All Leilani are proficient with the shortsword, handaxe, spear, javelin, and shortbow.
*Illiteracy: Leilani are illiterate but can purchase the ability to read all languages known to them by buying two ranks of Speak Language.
*Prehensile Feet: Leilani are capable of grasping objects with their feet. While this is the main reason that they are such good climbers, Leilani also use this to their advantage when grappling, and receive a +4 bonus to grapple checks.
*Automatic languages: Common, Kolumaka
*Bonus Languages: Sylvan, Terran
*Favored Class: Barbarian



Noelani are humanoids who actually live in and on clouds. They are related to the other Kolumakan races through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as slightly shorter and incredibly thin humans with a distinguishing characteristic--a third eye in the middle of their forehead. They have light blue skin.

Alignment: Most Noelani tend towards chaos and neutrality, choosing to rollow the chaotic nature of the winds. However, this is by no means a requirement.

Lands: Noelani actually live in and on the clouds in the sky. This is mostly due to their unique cloudstep ability.

Religion: Most Noelani prefer to worship deities related to the air, such as Raghinalt.

Language: Noelani speak Auran as well as their own racial language, Kolumaka.

Player Character Noelani
*Strength -2, Constitution -2, Wisdom +2, Charisma +2. Noelani are light and fragile, but are very perceptive and have strong personalities.
*Noelani are medium sized.
*A Noelani's base land speed is 20 feet.
*Humanoid: Noelani are humanoids with the (Kolumaka) subtype.
*Third Eye: A Noelani's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: A Noelani receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Deathwatch: Noelani can use deathwatch as a spell-like ability. This ability can be used for a total time of one round per hit die per day, divided however you choose. Activating or deactivating this ability is a swift action. In addition, during the use of this ability, the Noelani loses their racial bonus to Spot checks and ranged attack rolls.
:*A Noelani's third eye also grants them low-light vision out to 60'.
*Cloudstep: Noelani have the unique ability to walk on any gas of a consistency thicker than air, such as a cloud. This includes spells like solid fog.
*Automatic languages: Auran, Kolumaka
*Bonus Languages: Aquan, Ignan, Draconic, Celestial, Common
*Favored Class: Cleric


Uhanemili are humanoids who live across all of Marranarch, with a substantially large presence amongst both the savage peoples of Fenris and the psions of Delvenus. They are related to other Kolumakan races through ancestral relations to the Kolumaka, but have diverted into their own species. They appear as humans, with two distinguishing characteristics--a third eye in the middle of their forehead and blue scales encircling their necks and forearms. In truth, they are related to Rilkans. Unlike Rilkans, however, they have blueish skin--ranging from sky-blue to deep blue. Uhanemili have a natural predilection towards spirits and universal thought.

Alignment: Most Uhanemili take after their Rilkan parentage and are chaotic, though there are always exceptions to the rule.

Lands: Being social creatures but often seen sa "strange" by those who don't understand them, Uhanemili take to fringe environments: frontier towns, war camps, and nomadic tribes are the cultures that an Uhanemili is most often attracted to.

Religion: Most Uhanemili treat religion very seriously, and many follow deities of life. Unlike Rilkans, Uhanemili sometimes follow an ideal, rather than a particular deity.

Language: Uhanemili speak Common as well as their own racial language, Kolumaka.

Player Character Uhanemili
*Dexterity +2, Wisdom +2, Constitution -2, Strength -2. Uhanemili are nimble and in touch with themselves and the world around them. However, they are not very physically hardy and are genetically predisposed towards physical weakness.
*Uhanemili are medium sized.
*An Uhanemili's base land speed is 30 feet.
*Humanoid: Uhanemili are humanoids with the (Kolumaka), (Psionic), and (Incarnum) subtypes.
*Third Eye: An Uhanemili's third eye is not a vestigal organ and provides the following benefits:
:*Trinocular Vision: An Uhanemili receives a +2 racial bonus to Spot checks and a +1 racial bonus on ranged attack rolls due to their unique depth perception.
:*Powerful Bind: An Uhanemili who binds a soulmeld to his brow chakra treats that bind as if it has one more essentia invested in it than actually invested, even if he has no essentia invested in it. This cannot make the bind exceed standard investment maximums.
:*An Uhanemili's third eye also grants them darkvision out to 60'.
*Natural Inclination: Due ot their social nature, an Uhanemili has a +2 bonus on Perform and Diplomacy checks.
*Essentia Pool: An Uhanemili's essentia pool is permanently increased by 1. If they don't have an essenta pool, this trait grants the Uhanemili one with a single point of essentia.
*Naturally Psionic: Uhanemili 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.
*Automatic languages: Common, Kolumaka
*Bonus Languages: Due to their natural social predilection and frequent presence on fringe environments, Uhanemili can choose any language (except secret languages, such as Thieves' Cant or Druidic) as a bonus language.
*Favored Class: Totemist


These feats are designed for players of races of Kolumakan descent, such as the Haukea, the Hekiliao, the Leilani, or the Kaimana.

Genetic Mutation

Prerequisites: Haukea, Hekiliao, Leilani, Noelani, Ahihele, or Kaimana of 1 HD

Benefit: Your third eye has the second listed power of one other Kolumakan race (Haukea, Hekiliao, Leilani, Noelani, Ahihele, or Kaimana) in addition to your own. It shares the same limited duration of your existing power.

Normal: Your third eye only has one power.

Strong Lineage
Prerequisites: Haukea, Hekiliao, Leilani, Noelani, Ahihele, or Kaimana of 1 HD, Wisdom 15, Charisma 15

Benefit: Your third eye's second listed power is replaced with an antimagic ray, akin to that of a beholder. This ray is beholden to the limits and duration of your previous power, but does not have its normal effect. Instead, all magic caught within its area (a 15' cone) are affected as if within an antimagic field.

Normal: Your third eye has its normal listed power.  

The Savage Seraph
Captain


The Savage Seraph
Captain

PostPosted: Thu Nov 18, 2010 9:13 pm


Feral Drow



User Image


Personality


A subrace of Drow. They are very warlike, but possess an honor not unlike the barbarian tribes of many other races. They are often quiet choosing to think everything through before taking the time to speak. Not usually quick to anger but very hard to calm down once riled up.

Physical Description


Looking just like a Drow in almost every single way the only way they look different is in there muscle tone, being much stronger than normal drow, and in the variations of eye color they have. Many combinations have been seen. They stand the same height as a normal drow but they weigh around 40lbs more.

Relations

Feral Drow normally keep to themselves in small tribes. Although some have been known to venture off into cities to find fortune. They get along with other Drow, although anyone that earns there trust they are familiar with.

Feral Drow seem to carry the Affinity for Plant life that there Surface Relatives have. Where ever they live Plants will grow out of everywhere to form a fortified area. The more Feral Drow in an area the faster/Stronger the fortifications are.

Alignment

While Drow are normally considered Evil. These Drow are normally chaotic neutral. Although all kinds of Feral Drow exist.

Lands

They normally live in abandoned caverns and ruins. They fortify the entire place ready for a full out assault at any time.

Religion

Feral Drow Clerics/Priests are unique in the fact that they don't have to pray to a deity for spells. They are more of a shamanic culture following there most powerful cleric.

Language


Feral Drow learn Undercommon, Drow Sign Language and Elven automatically. As bonus languages Feral Drow can learn Any language except secret ones like druidic.

Names

Generally have the same type of names as drow, but more simple.



Feral Drow Racial Traits


Con -2, +4 Str, Dex +2 : Feral Drow are Strong and graceful not to mention fast. They are also very wise and intelligent planning out there attacks thoroughly. They are frail but there Regeneration makes up for that.

Spell Resistance equal to 5+HD.
Darkvision 120ft.
* Humanoid (Elf,): Feral Drow are humanoid creatures with the elf subtype.
* Medium: As Medium creatures, Feral Drow have no special bonuses or penalties due to their size.
* Base land speed is 30 feet.
* Turn Resistance +4; Stacks with any additional TR.
*(Ex) Resistance 10 (Positive) Positive energy affects Feral Drow as it would Undead. As does Negative energy.
*(Ex) Regeneration 5. Takes normal Damage from Good Aligned Weapons and Spells, Also Positive Energy.
* (Ex) Can't be rebuked/destroyed like normal undead.
* Automatic Language: Common, Undercommon and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Cleric or Barbarian
* Level Adjustment: +2

Example Feral Drow

CN Medium humanoid (elf)
Init +2; Senses darkvision 120 ft., low-light vision, Perception +2

DEFENSE
AC 17, touch 12, flat-footed 15; (+2 Dex, +5 Armor Bonus,)
hp 22; regeneration 1/2HD (Good or Positive)
Fort +3, Ref +1, Will +3

OFFENSE
Speed 30 ft.
Melee longsword +8 (1d8+5),
Space 5 ft.; Reach 5 ft.


STATISTICS
Str 18, Dex 14, Con 12, Int 12, Wis 9, Cha 10
Base Atk +2;  
PostPosted: Mon Dec 20, 2010 9:18 am


Symbiotes

User Image - Blocked by "Display Image" Settings. Click to show.

Personality

There are Symbiotes with a wide variety of persona's, Although one thing they usually have in common is a want to always be in control of their host. They can give up control to the host and the host can vice versa, although they rarely exercise this ability.

Physical Description

They resemble snakes with fins down there back and on the sides.

Alignment

Can be of a variety.

Lands

These are normally found swimming in the waters of the Underdark. They wait for a target to get close before they swim at them before leaping from the water and trying to burrow into them.

Symbiote's Racial Traits

+4 To One Ability and +2 To Another.

* Abberations: Symbiotes are Abberations with the [Parasite] Subtype.
* Tiny: As tiny creatures, Symbiotes have +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. Space is 2 1/2 feet and reach is 0 feet.
* Base land speed is 10ft.
* Swim Speed is 30ft.
* (Ex)Leap 40ft and begin Burrowing in a single move action. Can't burrow through metal or scales, but may burrow through most other exteriors.
* (Ex)Burrow: Once the Symbiote leaps into the target it may begin burrowing. It can not burrow through metal or scales. But most other exteriors it can pierce easily. Fortitude Save DC = 10 + HD. If the creature fails it is hereby referred to as the Host. The Host loses all control of its body unless the Symbiote leaves his body or is removed with a wish spell.
* (Ex)Memories: The Symbiote may access all of the Host's memories as if they were his own. While in a body he has access to all of the feats the Host has. He may spend a feat slot learning a feat the host has, As long as he has the prerequisites.
* (Ex)Possession: See Demons. Except can't be repelled by Protection from [Alignment]. Also they add their modifiers from there own form to the Hosts. They also gain full control of all (Su) and (Ex) Abilities the Form naturally possess, but not SLA's.

* (Ex)Spell Resistance equal to 11+HD.
* Automatic Language: Common, Undercommon Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Any
* Level Adjustment: +2; Ignores the Hosts racial level adjustment although all template level adjustments still apply to the Symbiote while he is inside the Host.

*Any Template the Symbiote itself has is imposed on the Host for the duration of the Possession.

Symbiote Feats


Continuous Burrowing

Prerequisites: 5HD

Benefit: May reattempt the Will save once/round as it burrows deeper into the target Host. Increases DC by 1 for each round spent burrowing.

Improved Burrow

Prerequisites: 7HD + Continuous Burrow

Benefit: May pick one ability score Modifier to add to their DC for resisting their burrow.

Improved Possession


Prerequisites: 6HD + 2 or More Previous Hosts w/ Spell Like Abilities.

Benefit: May use the Hosts Spell Like Abilities as if they were your own. Not limited by alignment difference.  

The Savage Seraph
Captain


The Savage Seraph
Captain

PostPosted: Sat Jan 01, 2011 8:47 pm


Fallen Angelic Race


Base Land Speed 40ft + Flight 2x Base Land Speed (Good) Maneuverability
*Medium Sized Outsider.
Spell Resistance 11 + HD + Damage Reduction 1/2HD (Good) Rounded Up.

Regeneration 1/2 HD or Cha Mod (Good) Rounded up. Whichever is Higher.
Bite: 4d6+Str
Wings: 1d8+1/2str/wing
Tail: 2d8+1/2Str - May grapple as a free action. 2d8+2xStr per successful grapple check. See Constrict;
Improved Grab and Constrict
Darkvision 120ft

*Gains SLA's as per Daeva Spirit.

*Grows to Large at 8HD. Gains all Bonuses and Penalties. Base Land Speed increases by 10ft.

*Angelic Traits: The Fallen Angel gains acid & cold Immunity as well as an immunity against petrification equal to its HD and electricity & fire resistance equal to 1/2 its HD. Its natural weapons, as well as any weapon it wields, is considered Good and Evil for the purposes of overcoming DR. Also gains Cha to AC as Insight.

*Charismatic Power (Ex) A Fallen Angel is such a strong force of personality & Purpose that they may advance as a Wizard equal to their Racial Hit Dice. Uses Cha instead of Int to determine Spells/Day, Bonus Spells and Spell Save DC's. Stacks with Levels of Wizard for Determining Spells/Day but not Familiar levels.

Powerful Build(Ex) The physical stature of Fallen Angels lets them function in many ways as if they are huge creatures. Whenever a Fallen Angels is subject to a size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Fallen Angel is treated as one size category larger if doing so is advantageous to him. A Fallen Angels is also considered to be on size category larger when determining a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Fallen Angels can use weapons designed for a creature one category larger without penalty. However, his space and reach remains those of a creature of his actual size. The benefits of this racial trait is lost once they grow to Large size

+6, +4, +4, -2.

CR + 3

Advancement: Either by Character Classes OR

As Outsider.
1-7HD - Medium
8+ HD - Large  
PostPosted: Sat Jan 01, 2011 8:50 pm


Angelic Race


Base Land Speed 40ft + Flight 2x Base Land Speed (Good) Maneuverability
*Medium Sized Outsider.
Spell Resistance 11 + HD + Damage Reduction 1/2HD (Evil) Rounded Up.

Regeneration 1/2 HD or Wis Mod (Evil) Rounded up. Whichever is higher.
Bite: 4d6+Str
Wings: 1d8+1/2str/wing
Tail: 2d8+1/2Str - May grapple as a free action. 2d8+2xStr per successful grapple check. See Constrict;
Improved Grab and Constrict
Darkvision 120ft

Gains SLA's as per Daeva Spirit.

*Grows to Large at 8HD. Gains all Bonuses and Penalties. Also gains Powerful Build which stacks. Base Land Speed increases by 10ft.

*Angelic Traits: The Angel gains acid & cold Immunity as well as an immunity against petrification equal to its HD and electricity & fire resistance equal to 1/2 its HD. Its natural weapons, as well as any weapon it wields, is considered Good for the purposes of overcoming DR. Also gains Wis or Cha Mod to AC. Whichever is higher

Powerful Build(Ex) The physical stature of Angels lets them function in many ways as if they are huge creatures. Whenever a Angel is subject to a size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Angel is treated as one size category larger if doing so is advantageous to him. A Angel is also considered to be on size category larger when determining a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A Angel can use weapons designed for a creature one category larger without penalty. However, his space and reach remains those of a creature of his actual size. The benefits of this racial trait is lost once they grow to Large size.

+6, +4, +4, +2.

CR + 3

As Outsider.
1-7HD - Medium
8+ HD - Large  

The Savage Seraph
Captain

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