User:Sasaisen/Kyudai (3.5e Campaign Setting)/Races
Contents
Humans
The descendants of ancient elves and now-extinct celestials, humans are the most widespread and influential species in Kyudai. Their relatively short lifespans compared to their contemporary species give them a drive to explore and achieve which, backed by an ancestral affinity for divine magic, propelled them into power after the decline of the elves. However, their ascendance means that the problems of the world are now theirs to solve.
- Type: Humans are Humanoids with the Human subtype.
- Size: Humans are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Humans have a base land speed of 30 feet.
- Languages: Humans speak Common, along with additional languages based on their Intelligence modifier.
- Eternal Hope: Humans receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
- Adept: Humans receive a +2 racial bonus to either Crafts, Linguistics, or Profession checks, chosen at first level, and automatically learn one subskill of that type.
- Bonus Feat: Humans possess one extra feat at first level.
- Glib: Humans receive a +2 racial bonus to Diplomacy and Subterfuge checks.
- Skilled: Humans gain four additional skill points at first level, and one additional skill point whenever they gain a level.
- Divine Heritage (Alternate Trait): Humans treat their attributes as 2 higher for purposes of any divine spellcasting ability. This affects the highest level spell they can cast, their spell DCs, and the bonus spells they receive (if any).
Aasimar
- Ability Scores: Aasimar have a natural magnetism and presence that draw others to them, but are weakened from the curse that afflicts the celestial bloodline. They receive a +2 bonus to Charisma and a -2 penalty to Constitution.
- Type: Aasimar are Humanoids, with both the Human and Planetouched subtypes.
- Size: Aasimar are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Aasimar have a base land speed of 30 feet.
- Languages: Aasimar speak Common and Celestial, along with additional languages based on their Intelligence modifier.
- Otherworldly: Aasimar receive a +4 racial bonus to saves against effects that specifically target Humanoids or would not affect Outsiders.
- Celestial Resistance: Aasimar gain acid resistance, cold resistance, electricity resistance, fire resistance, and sonic resistance 2.
- Eternal Hope: Aasimar receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
- Deathless Spirit (Alternate Trait): Aasimar receive a +2 racial bonus to saves against death effects and necromancy spells or effects.
- Bonus Feat: Aasimar possess one extra feat at first level.
- Divine Heritage: Aasimar treat their attributes as 2 higher for purposes of any divine spellcasting ability. This affects the highest level spell they can cast, their spell DCs, and the bonus spells they receive (if any).
- Skilled (Alternate Trait): Aasimar gain four additional skill points at first level, and one additional skill point whenever they gain a level.
Elves
Many races inhabit the world, and none had so tumultuous a history of the elves. With their long lifespans and innate psionic abilities, elves were long the dominant species in Kyudai, their mighty civilization built upon powerful psitechnology and spanning the continent; however, through a combination of (un)natural disasters, civil wars, and opportunistic assaults, they've fallen to a fraction of their former strength and numbers. Now, largely relegated to a handful of strongholds and settlements in less-desirable territories, modern elves only survive through concentrated efforts to retain their history and lineage.
- Ability Scores: Elves are quick-minded and knowledge-focused, but understandably their history leads them to withdraw from others, even of their own kind. They receive a +2 bonus to Intelligence and a -2 penalty to Charisma.
- Type: Elves are Humanoids with the Elf subtype.
- Size: Elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Elves have a base land speed of 30 feet.
- Languages: Elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
- Elven Immunities: Elves are immune to magic sleep effects and receive a +2 racial bonus to saves against enchantment spells and effects.
- Artisan: Elves receive a +1 racial bonus to Craft and Focus checks.
- Psionic Talent: All elves are psionically gifted and thus gain Wild Talent as a bonus feat.
- Gifted Crafter (Alternate Trait): When elves craft psionic items, the cost of creating them is reduced to ⅓ of the base price in raw materials.
- Survivalist: Having been forced out of their ancestral territories, elves have learned to live in the harsh environments left to them. Depending on their upbringing, they receive a +4 racial bonus to Nature checks and move normally through naturally-occurring difficult terrain when in one of the following environments:
- Crag: Any rugged environment, including mountains, hills, and cliffsides.
- Deep: This is instead a bonus to Delving, and applies when underground.
- Mire: Any wetland environment, including marshes and swamps.
- Sea: Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
- Waste: Any barren environment, including deserts, icecaps, and tundras.
- Adaptation: Though still one species, elves have begun to adapt physiologically to their new homes. This usually, but not always, matches the environment selected for Survivalist.
- Crag: Crag elves gain a climb speed of 20ft, which also grants them a +8 racial bonus on any Athletics checks for climbing; don't suffer any ill effects from altitude; and gain cold resistance 2.
- Deep: Deep elves gain darkvision to 60ft, supplementing their low-light vision; receive a +2 racial bonus on Legerdemain checks to move through a tight space or slip bonds; receive a +2 racial bonus on Perception checks to notice unusual stonework; automatically make a check to notice such features whenever they pass within 10 feet of them (even if not actively looking); and can intuitively sense their approximate depth underground.
- Mire: Mire elves receive a +2 racial bonus on Fortitude saves against disease, poison, and being sickened or nauseated; receive a +2 racial bonus to Athletics checks for swimming; and gain acid resistance 2.
- Sea: Sea elves gain a swim speed of 30ft, which also grants them a +8 racial bonus on any Athletics checks for swimming; gain darkvision to 60ft, supplementing their low-light vision; may hold their breath for ten times their Constitution score in rounds before they risk drowning or suffocating; and don't suffer any ill effects from depth or pressure.
- Waste: Waste elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid ill effects from running, forced marches, starvation, thirst, or temperatures; and gain cold and fire resistance 2.
- Low-Light Vision: Elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Half-Elves
- Type: Half-elves are Humanoids, with both the Human and Elf subtypes.
- Size: Half-elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Half-elves have a base land speed of 30 feet.
- Languages: Half-elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
- Elven Immunities: Half-elves are immune to magic sleep effects and receive a +2 racial bonus to save against enchantment spells and effects.
- Eternal Hope: Half-elves receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
- Artisan: Half-elves receive a +1 racial bonus to Craft and Focus checks.
- Bonus Feat: Half-elves possess one extra feat at first level.
- Survivalist: Half-elves often learn as their elven parents before them. They receive a +4 racial bonus to Nature checks and move normally through naturally-occurring difficult terrain when in one of the following environments:
- Crag: Any rugged environment, including mountains, hills, and cliffsides.
- Deep: This is instead a bonus to Delving, and applies when underground.
- Mire: Any wetland environment, including marshes and swamps.
- Sea: Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
- Waste: Any barren environment, including deserts, icecaps, and tundras.
- Skilled (Alternate Trait): Half-elves gain four additional skill points at first level, and one additional skill point whenever they gain a level.
- Low-Light Vision: Half-elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Orcs
- Ability Scores: Orcs are naturally hardy, yet prone to rash decisions. They receive a +2 bonus to Strength and a -2 penalty to Wisdom.
- Type: Orcs are Humanoids with the Orc subtype.
- Size: Orcs are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Orcs have a base land speed of 30 feet.
- Languages: Orcs speak Orc and Common, along with additional languages based on their Intelligence modifier.
- Fearless: Orcs receive a +4 racial bonus to saves against fear effects.
- Militant: Orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
- Animal Ken (Alternate Trait): Orcs receive a +2 racial bonus to Creatures checks, and any creature trained at least partially by an orc can learn an additional two maximum tricks.
- Rugged: Orcs receive a +2 racial bonus to Intimidation and Nature checks.
- Psionic Talent: All orcs are psionically gifted and thus gain Wild Talent as a bonus feat.
- Bonding (Alternate Trait): Orcs may treat their level as one higher for purposes of any special mount, animal companion, familiar, or other similar abilities.
- Ferocity: When orcs fall below 0 hit points but are not yet dead, they may choose to keep fighting. They are considered disabled instead of dying, thus acting as if they were staggered and automatically losing 1 hit point each round. At any point they may cease being disabled and start dying (which entitles them to attempt to stabilize), and they still die when their hit points reach their death threshold.
- Superior Darkvision: Orcs can see up to 120 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.
Half-Orcs
- Type: Half-orcs are Humanoids, with both the Human and Orc subtypes.
- Size: Half-orcs are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Half-orcs have a base land speed of 30 feet.
- Languages: Half-orcs speak Orc and Common, along with additional languages based on their Intelligence modifier.
- Fearless: Half-orcs receive a +4 racial bonus to saves against fear effects.
- Bonus Feat: Half-orcs possess one extra feat at first level.
- Rugged: Half-orcs receive a +2 racial bonus to Intimidation and Nature checks.
- Ferocity: When half-orcs fall below 0 hit points but are not yet dead, they may choose to keep fighting. They are considered disabled instead of dying, thus acting as if they were staggered and automatically losing 1 hit point each round. At any point they may cease being disabled and start dying (which entitles them to attempt to stabilize), and they still die when their hit points reach their death threshold.
- Skilled: Half-orcs gain four additional skill points at first level, and one additional skill point whenever they gain a level.
- Militant (Alternate Trait): Half-orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
- Darkvision: Half-orcs can see up to 60 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.
Juudai
- Type: Juudai are Humanoids with the Human and Shapechanger subtypes.
- Size: Juudai are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Juudai have a base land speed of 30 feet.
- Languages: Juudai speak Common, along with additional languages based on their Intelligence modifier.
- Eternal Hope: Juudai receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
- Stable Form: Juudai receive a +4 racial bonus to saves against polymorph and other form-altering effects, and may attempt a new save each round to end any such ongoing or permanent effects that affect them.
- Bonus Feat: Juudai possess one extra feat at first level.
- Discerning: Juudai receive a +2 racial bonus to Insight and Perception checks.
- Wild Tongue: Juudai possess the ability to converse with one category of animal, including monstrous versions thereof, as if they were under a continuous speak with animals effect.
- Skilled (Alternate Trait): Juudai gain four additional skill points at first level, and one additional skill point whenever they gain a level.
- Low-Light Vision: Juudai see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Juudai's Curse: While silver doesn't have as adverse an effect as with their kindred, it still proves extremely uncomfortable and distracting to a "pure" Juudai. Each round they are in contact with silver, including taking damage from a silvered weapon, and for one minute after contact ceases, they receive a -2 penalty to all skill checks except Acrobatics, Athletics, Creatures, Intimidation, and Perception. Additionally, any ability (such as spellcasting) that requires patience or concentration is interrupted unless they succeed on a DC 15 Focus check.
Tainted Juudai
Strix
- Ability Scores: Strix are swift and elusive, but tend to be stubborn and swift to anger. They receive a +2 bonus to Dexterity and a -2 penalty to Charisma.
- Type: Strix are Humanoids with the Strix subtype.
- Size: Strix are Medium creatures, and thus receive no bonuses or penalties due to their size.
- Base Speed: Strix have a base land speed of 30 feet.
- Fly Speed: Strix have a fly speed of 60ft, with average maneuverability.
- Languages: Strix speak Common and Strix, along with additional languages based on their Intelligence modifier.
- Suspicious: Strix receive a +2 racial bonus to saves against illusion spells or effects.
- Ancestral Recall: Strix receive a +5 racial bonus to any skill checks made to know or recall information.
- Battle Lore (Alternate Trait): Strix who possess the ability to use martial maneuvers may learn and ready one additional maneuver.
- Nocturnal: Strix receive a +2 racial bonus to Perception and Stealth checks in conditions of dim light or darkness. They also gain darkvision to 60ft, supplementing their low-light vision.
- Dayguard (Alternate Trait): Strix receive a +2 racial bonus to Perception checks, and may speak an additional language of their choice.
- Low-Light Vision Strix see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.