< Enhanced Magic (3.5e Sourcebook)

Enhanced Magic (3.5e Sourcebook)/Playing Unusual Races

Unusual Races

There are many creatures out there and using human as our base we can figure out their ECL pretty easy, but this becomes cumbersome when trying to balance things to make creatures that are actually on par with their level adjustments. Also especially with scaling feats (introduced in multiple sourcebooks including this one) the bonus feat is worth a lot more now than it was in the past. Due to the changes it is the equivelence of an additional +4 to stats for other races with no level adjustment.

This does two things for the players: it opens up exactly how many character classes are available for 0 level adjustment, and allows the individual to select a unique class for their character that is powerful without being hurt too heavily (and sacrificing a huge amount of class abilities at the same time.)

The following sections will go over several different monsters that can all make viable races for casters, and allow a quick comparison on some more advanced monsters to allow someone a good feel on how creatures should be adjusted with the new rules in effect.

Aasimars

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Drow

Also known as dark elves, drow are a depraved and evil subterranean offshoot.

White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

* +2 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution.

  • Humanoid (Elf)
  • Medium: As Medium creatures, drow have no special bonuses or penalties due to their size.
  • Drow base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Darkvision out to 120 feet.
  • Spell resistance equal to 11 + class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
  • Favored Class: Wizard (male) or cleric (female).
  • Level Adjustment: +0

Satyrs

Also see the satyr creature listing.

A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.

* +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.

  • Fey
  • Medium size.
  • A satyr’s base land speed is 40 feet.
  • Low-Light Vision
  • Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A satyr’s fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
  • Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
  • +4 natural armor bonus.
  • Natural Weapon: Head butt (1d6). A satyr’s head butt is its primary weapon even when employing manufactured and natural weapon fighting. Any manufactured weapons are considered secondary weapons.
  • Weapon and Armor Proficiency: A satyr is automatically proficient with the shortbow and all simple weapons.
  • Damage reduction (Su): 5/cold iron.
  • Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).

    In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

  • Automatic Language: Sylvan. Bonus Languages: Common, Elven, Gnome.
  • Favored Class: Bard.
  • Level Adjustment: +0.

Tieflings

Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

* +2 Dexterity, +2 Intelligence, –2 Charisma.

Powerful Races

This book is treating any race that still has a level adjustment after the reductions as being considered a powerful entity. That means the abilities that they gain are usually worth the amount of adjustment that is outlined below.

Doppelgangers

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

In its natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.

* +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.

Jann

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane.

* +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.

Ogre Mages

Also see the ogre mage creature listing.

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

* +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.

Pixies

Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.

A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.

* –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.

Rakshasas

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.

  • Outsider (Native)
  • Medium size.
  • A rakshasa’s base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
  • Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
  • Racial Feats: A rakshasa’s outsider levels give it three feats.
  • +9 natural armor bonus.
  • Weapon and Armor Proficiency: A rakshasa is automatically proficient with all simple and martial weapons.
  • Natural Weapons: Bite (1d6) and 2 claws (1d4).
  • Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
  • Damage Reduction (Ex): 15/piercing.
  • Damage Reduction (Su): 15/good.
  • Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will negates). It can suppress or resume this ability as a free action. The save DC is 13 + the character’s Cha modifier.
  • Spell resistance equal to 27 + class levels.
  • Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
  • Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
  • Favored Class: Sorcerer.
  • Level Adjustment: +5

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