AMZN_Banner

Wednesday, June 27, 2012

PFRPG: Mongrelkin Race

Okay, so for my next post, I shall give you the mongrelkin race! This is a race I created for a friend who wants to run a campaign with only mongrelkin characters. Here is what she had to say about her inspiration for that campaign:

"As I played Dungeons and Dragons, I was always more attracted to playing monsters. I think the most normal character I ever played was a half elf with lycanthropy. Monsters come with prejudices against them. If you stumble upon a band of goblins in the forest, all PC's know it's safe to assume they are evil and it won't affect your Good alignment to slaughter them. So I played monsters. Even if it didn't come out overtly in the story, each of my PC's had to reconcile my race and my place in the team.
So when I was introduced to AD&D Mongrelfolk in Dominic Deegan: Oracle for Hire, one of my favorite webcomics, I fell in love. I tried to research this race, which drops out of the Monster Manual, to reappear as a bland non-racial monster that could disguise itself as most races later on, only to disappear again.

The appeal of mongrelfolk was in it's original form, how Michael Terracciano remembered them. Assymetrical, hideous, unable to hide. I tried to find a way to create a character based on the original stats, but it was too difficult.

Terracciano had his own idea as to why Mongrelfolk were what they are, and it was brilliant for Dominic Deegan. But I had my own ideas. I decided that I wanted Mongrelfolk to be mostly genetic, less magical. Working backward, I designed a hidden city where all the monstrous misfits could leave Dwelhu (Dwarven, Elven, and Human) prejudices and live as people. Centuries of cross breeding (and a little unexplained magic) broke the genetic code and Mongrelfolk emerged.

I put this city in the dangerous Eastern Wilds of a world I had already used for two other campaigns (in two different eras) and decided to make a third.

Of course, prejudices against monsters are mostly valid, and Haven (the monster city) is full of evil and corruption, but that doesn't exactly make it much different than most Dwelhu cities. My campaign begins as a group of young mongrelfolk leave Haven to prove their worth in the Rite of Adulthood, a trial that lasts a year in Dwelhu lands."


This race relies heavily on the Advanced Race Guide Playtest, which is no longer available since the Advanced Race Guide has finally been published. I will list some of the race features that can be purchased a the end of the Racial traits section. The official D&D monster/race is the "mongrelfolk" can be found in the Fiend Folio (3e) and Races of Destiny (3.5e). The Pathfinder equivalent monster is the "mongrelman" which can be found in the Bestiary 2. Since I am not sure if the name "mongrelfolk" is copyrighted by WotC and I did not like the name "mongrelman," I decided to name the race "mongrelkin" (I know, really original).

Mongrelkin Racial Traits
Type: Humanoid (human)*
+2 to One Ability Score:  Mongrelkin characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Size: Choice of Medium or Small*
Normal Speed: Mongrelkin have a base speed of 30 feet.
Asymmetric: Due to their unusual shapes, mongrelkin take a -4 penalty on Disguise checks.
Diffused Blood: Mongrelkin count as humans, dwarves, elves, giants, gnomes, goblinoids, halflings, and orcs for any effect related to race.
Mixed Heritage: Mongrelkin receive 4 bonus Race Points (RP) that they can use to purchase additional racial traits, and may take further weaknesses to be able purchase more powerful racial traits (see below).
Sound Mimicry: Mongrelkin can perfectly imitate specific voices. To do so they make a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person mimicked, it takes a –8 penalty on its Sense Motive check. Mongrelkin have a +8 racial bonus on their Bluff checks to mimic voices (including accents and speech patterns) they have listened to for at least 10 minutes. Mongrelkin cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though they may be able to mimic the sound of those abilities. This ability does not allow Mongrelkin to speak or understand languages they don't know.
Languages: Mongrelkin begin play speaking Pidgin. Mongrelkin with high Intelligence scores can choose from the following: Common, Halfling, Dwarven, Elven, Giant, Gnomish, Goblin, and Orcish.
* Mongrelkin may buy the half-undead subtype or large size by taking weaknesses (see below).

Additonal Traits [Here are just a few from the Advanced Race Guide Playtest]

Climb (1 RP): Prerequisites: Normal speed trait; Mongrelkin with this trait have a climb speed of 20 ft., and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Darkvision 60 ft. (2 RP): Mongrelkin with this trait can see in the dark up to 60 feet.
Darkvision 120 ft. (3 RP): Mongrelkin with this trait can see in the dark up to 120 feet.
Defensive Training, Lesser (1 RP): Choose one subtype of humanoid. Mongrelkin with this trait gain a +4 dodge bonus to AC against humanoids of the chosen subtype. 
Defensive Training, Greater (3 RP): Mongrelkin with this trait gain a +2 dodge bonus to Armor Class.
Dual-Minded (1 RP): Mongrelkin with this trait gain a +2 bonus on all Will saving throws.
Flight (4 RP): Mongrelkin with this trait have a fly speed of 30 ft. with clumsy maneuverability. Special: This trait can be taken more than once. Each time it is taken, the Mongrelkin’s fly speed is increased by +10 ft. and the maneuverability improves by one step for each additional 2 RP spent.
Gift of Tongues (2 RP): Mongrelkin with this trait gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Half-undead (5 RP): Half-undead Mongrelkin are strange or unholy fusions of the living and the undead. Half-undead Mongrelkin have the following features. 
• Darkvision 60 ft. 
• +2 racial bonus on saving throws against disease and mind-affecting effects. 
• Half-undead Mongrelkin take no penalties from energy draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws. 
• Half-undead Mongrelkin are harmed by positive energy and healed by negative energy. Half-undead Mongrelkin with the fast healing special quality still benefit from that quality.
Large (7 RP): Large Mongrelkin gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large Mongrelkin take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large Mongrelkin takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Low-Light Vision (1 RP): Mongrelkin with this trait can see twice as far as a race with normal vision in conditions of dim light.
Natural Armor (2 RP): Mongrelkin with this trait gain a +1 natural armor bonus.
Natural Armor, Improved (1 RP): Prerequisites: Natural Armor trait; Mongrelkin with this trait gain a +1 natural armor bonus. Special: This trait can be taken multiple times. Its effects stack.
Natural Attack (1 RP): Choose one of the following natural attacks: bite, claw, gore, slam, or wings (if the Mongrelkin has flight).  Mongrelkin with this trait receive one natural attack f the chosen type. Bite is a primary attack, or a secondary attack if the Mongrelkin is wielding manufactured weapons, claw, gore, and slam are primary attacks, while wings is a secondary attack. The damage is based on the Mongrelkin’s size. Special: This trait can be taken multiple times. Each time, pick a different natural attack.
Plagueborn (2 RP): Mongrelkin with this trait gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Powerful Swimmer (1 RP): Prerequisites: Swim trait; Mongrelkin with this trait receive a +10 ft. bonus to their swim speed. Special: This trait can be taken twice. Its effects stack.
Reach (1 RP): Prerequisites: Large; Mongrelkin with this trait have a reach of 10 feet.
See in Darkness (4 RP): Mongrelkin with this trait can see perfectly in darkness of any kind, including that created by deeper darkness.
Scent (4 RP): Mongrelkin with this trait gain the scent ability.
Spell Resistance, Lesser (2 RP): Mongrelkin with this trait gain spell resistance equal to 6 + their level.
Spell Resistance, Greater (3 RP): Mongrelkin with this trait gain spell resistance equal to 11 + their level.
Sprinter (1 RP): Prerequisites: Normal speed trait; Mongrelkin with this trait gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.
Swamp Stride (1 RP): Prerequisites: Normal speed trait; Mongrelkin with this trait can move through difficult terrain at their normal speed while within a swamp. Magically altered terrain affects them normally.
Swim (1 RP): Prerequisites: Normal speed trait; Mongrelkin with this trait have a swim speed of 30 ft. and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Weaknesses [These can be taken to give Mongrelkin the ability to purchase some of the more expensive additional traits]
Light Blindness (–2 RP): Prerequisites: Darkvision or see in darkness trait; Abrupt exposure to bright light blinds Mongrelkin with this weakness for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Light Sensitivity (–1 RP): Prerequisites: Any darkvision trait; Mongrelkin with this weakness are dazzled as long as they remain in an area of bright light.
Resurrection Vulnerability (–1 RP): Prerequisites: Half-undead subtype; A raise dead spell cast on a Mongrelkin with this weakness can destroy it (Will negates). Using the spell in this way does not require a material component.
Weak Ability Score, Major** (-3 RP): Mongrelkin with this weakness take a -4 penalty on any single ability score of their choice.
Weak Ability Score, Minor** (-1 RP): Mongrelkin with this weakness take a -2 penalty on any single ability score of their choice.
**New weakness not in Advanced Race Guide Playtest.

Saturday, June 2, 2012

PFRPG: The Planetouched Race

Ok. So, for my inaugural post, I will post the Pathfinder planetouched race that I have had bouncing around my head for over a year and have finally designed. So, with not further ado, the planetouched:

Planetouched
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider. Each planetouched has both a mortal heritage and planar heritage.
Planetouched Racial Traits
·         Outsider (native): As native outsiders, all planetouched are native to the Material Plane and must eat and sleep like normal humanoids.
·         Darkvision: All planetouched can see in the dark up to 60 feet.
·         Mortal Heritage: The second subtype, size, and physical ability scores, as well as racial abilities associated with their base race are determined by their mortal heritage.
·         Planar Heritage: The mental ability scores and the rest of their racial abilities are determined by their planar heritage.
·         Languages: Planetouched begin play speaking Common and the language of their mortal heritage. Planetouched with high Intelligence scores can choose learn the language associated with their planar heritage, as well as the bonus languages associated with their mortal heritage.

Mortal Heritages

Dwarf
·         +2 Constitution, -2 Dexterity
·         Medium: Planetouched with dwarven heritage are medium creatures and have no bonuses or penalties due to their size.
·         Slow and Steady: Planetouched with dwarven heritage have a base speed of 20 feet, but their speed is never modified by armor or encumberance.
·         Defensive Training: Planetouched with dwarven heritage get a +4 dodge bonus to AC against monsters of the giant subtype.
·         Hardy: Planetouched with dwarven heritage receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
·         Stability: Planetouched with dwarven heritage receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
·         Stonecunning: Planetouched with dwarven heritage receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
·         Weapon Familiarity: Planetouched with dwarven heritage are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Elf
·         +2 Dexterity, -2 Constitution
·         Medium: Planetouched with elven heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with elven heritage have a base speed of 30 feet.
·         Low-Light Vision: Planetouched with elven heritage can see twice as far as humans in conditions of dim light.
·         Elven Immunities: Planetouched with elven heritage are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
·         Weapon Familiarity: Planetouched with elven heritage are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Gnome
·         +2 Constitution, -2 Strength
·         Small: Planetouched with gnome heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Slow Speed: Planetouched with gnome heritage have a base speed of 20 feet.
·         Low-Light Vision: Planetouched with gnome heritage can see twice as far as humans in conditions of dim light.
·         Gnome Magic: Planetouched with gnome heritage add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
·         Illusion Resistance: Planetouched with gnome heritage get a +2 racial saving throw bonus against illusion spells or effects.
·         Master Tinker: Planetouched with gnome heritage gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon you have personally crafted.
·         Weapon Familiarity: Planetouched with gnome heritage treat any weapon with the word “gnome” in its name as a martial weapon.

Halfling
·         +2 Dexterity, -2 Strength
·         Small: Planetouched with halfling heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Slow Speed: Planetouched with halfling heritage have a base speed of 20 feet.
·         Fearless: Planetouched with halfling heritage receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
·         Halfling Luck: Planetouched with halfling heritage receive a +1 racial bonus on all saving throws.
·         Nimble Attacks: Planetouched with halfling heritage receive Weapon Finesse as a bonus feat.
·         Weapon Familiarity: Planetouched with halfling heritage treat any weapon with the word “halfling” in its name as a martial weapon.

Human
·         +2 to One Physical Ability Score
·         Medium: Planetouched with human heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with human heritage have a base speed of 30 feet.
·         Bonus Feat: Planetouched with human heritage select one extra feat at 1st level.

Drow
·         +2 Dexterity, -2 Constitution
·         Medium: Planetouched with drow heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with drow heritage have a base speed of 30 feet.
·         Darkvision: Planetouched with drow heritage can see in the dark up to 120 feet.
·         Drow Immunities: Planetouched with drow heritage are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
·         Spell Resistance: Planetouched with drow heritage possess spell resistance equal to 6 plus their class levels.
·         Light Blindness: Abrupt exposure to bright light blinds planetouched with drow heritage for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
·         Weapon Familiarity: Planetouched with drow heritage are proficient with the hand crossbow, rapier, and short sword.

Goblin
·         +4 Dexterity, -2 Strength
·         Small: Planetouched with goblin heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Normal Speed: Planetouched with goblin heritage have a base speed of 30 feet.
·         Furtive Rider: Planetouched with goblin heritage always treat Ride and Stealth as class skills.

Hobgoblin
·         +2 Dexterity, +2 Constitution
·         Medium: Planetouched with hobgoblin heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with hobgoblin heritage have a base speed of 30 feet.
·         Furtive: Planetouched with hobgoblin heritage always treat Stealth as a class skill.

Kobold
·         +2 Dexterity, -4 Strength
·         Small: Planetouched with kobold heritage are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
·         Normal Speed: Planetouched with kobold heritage have a base speed of 30 feet.
·         Crafty: Planetouched with kobold heritage gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a planetouched with kobold heritage.
·         Armor: Planetouched with kobold heritage have a +1 natural armor bonus.
·         Claws: Planetouched with kobold heritage have two claws attacks. These are primary attacks that deal 1d3 damage each.
·         Light Sensitivity: Planetouched with kobold heritage are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Orc
·         +4 Strength
·         Medium: Planetouched with orc heritage are medium creatures and have no bonuses or penalties due to their size.
·         Normal Speed: Planetouched with orc heritage have a base speed of 30 feet.
·         Orc Ferocity: Once per day, when a planetouched with orc heritage is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
·         Light Sensitivity: Planetouched with orc heritage are dazzled in areas of bright sunlight or within the radius of a daylight spell.
·         Weapon Familiarity: Planetouched with orc heritage are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Planar Heritages

Aasimar (Celestial)
·         +2 Wisdom
·         Spell-Like Ability: Planetouched with celestial heritage can use daylight once per day as a spell-like ability (caster level equals the aasimar's character level).
·         Celestial Resistance: Planetouched with celestial heritage have acid resistance 5, cold resistance 5, and electricity resistance 5.

Ifrit (Fire)
·         +2 Charisma
·         Spell-Like Ability: Planetouched with fire heritage can use burning hands once per day as a spell-like ability (caster level equals the ifrit's character level).
·         Elemental Resistance: Planetouched with fire heritage have fire resistance 10.
·         Elemental Affinity: Planetouched with fire heritage who are sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with fire heritage who are spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
·         Sprinter: Planetouched with fire heritage gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.

Nadiri (Chaotic)
·         +2 Charisma
·         Spell-Like Ability: Planetouched with chaotic heritage can use displacement once per day as a spell-like ability (caster level equals the nadiri’s character level).
·         Anarchic Resistance: Planetouched with chaotic heritage have acid resistance 5, cold resistance 5, and sonic resistance 5.

Oread (Earth)
·         +2 Wisdom
·         Spell-Like Ability: Planetouched with earth heritage can use magic stone once per day as a spell-like ability (caster level equals the oread's character level).
·         Elemental Resistance: Planetouched with earth heritage have acid resistance 10.
·         Elemental Affinity: Planetouched with earth heritage who are sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with earth heritage who are spellcasters with the Earth domain use their domain powers and spells at +1 caster level.
·         Slam: Planetouched with earth have a slam attack. This is a primary attack that deals 1d4 (1d3 small) damage.

Penumbral (Shadow)
·         +2 Charisma
·         Spell-Like Abilities: Planetouched with shadow heritage can use disguise self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability. When a penumbral reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A penumbral's caster level is equal to its character level.
·         Shadow Resistance: Planetouched with shadow heritage have cold resistance 5 and electricity resistance 5.
·         Shadow Blending: Attacks against a penumbral in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
·         Light Sensitivity: Planetouched with shadow heritage are dazzled in areas of bright sunlight or within the radius of a daylight spell. If a penumbral’s mortal heritage also has light sensitivity, then it instead has light blindness.

Sylph(Air)
·         +2 Intelligence
·         Spell-Like Ability: Planetouched with air heritage can use feather fall once per day as a spell-like ability (caster level equals the sylph's character level).
·         Elemental Resistance: Planetouched with air heritage have electricity resistance 10.
·         Elemental Affinity: Planetouched with air heritage who are sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with air heritage who are spellcasters with the Air domain use their domain powers and spells at +1 caster level.
·         Elemental Assault: Once per day as a swift action, a sylph can call on the elemental power lurking in its veins to shroud its arms in electricity. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of electricity damage. This lasts for 1 round per level. The sylph can end the effects of its elemental power early as a free action.

Tiefling (Fiendish)
·         +2 Intelligence
·         Spell-Like Ability: Planetouched with fiendish heritage can use darkness once per day as a spell-like ability (caster level equals the tiefling’s character level).
·         Fiendish Resistance: Planetouched with fiendish heritage have cold resistance 5, electricity resistance 5, and fire resistance 5.
·         Fiendish Sorcery: Planetouched with fiendish heritage who are sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
·         Stalker: Planetouched with fiendish heritage always treat Perception and Stealth as class skills.

Undine (Water)
·         +2 Wisdom
·         Spell-Like Ability: Planetouched with water heritage can use hydraulic push APG once per day as a spell-like ability (caster level equals the undine's character level).
·         Elemental Resistance: Planetouched with water heritage have cold resistance 10.
·         Elemental Affinity: Planetouched with water heritage who are sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Planetouched with water heritage who are spellcasters with the Water domain use their domain powers and spells at +1 caster level.
·         Swim: Planetouched with water have a swim speed of 30 feet.

Vertyx (Lawful)
·         +2 Intelligence
·         Spell-Like Abilities: Planetouched with lawful heritage can use command and true strike each once per day as a spell-like ability (caster level equals the vertyx’s character level).
·         Axiomatic Resistance: Planetouched with lawful heritage have electricity resistance 5, fire resistance 5, and sonic resistance 5.
·         Sociable: When a vertyx attempts to change a creature’s attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.