Have you ever wanted to play an angel or a
devil? An archon or a demon? I have. But for some reason (maybe a good one, but
I don’t think so), we aren’t allowed to in the given rules. So, here are some
rules for building outsider races using the Advanced Race Guide race
builder rules.
Outsider Type
To begin, here is a new type for the race
builder. This is the foundation for making any outsider race. I know that it is
the same cost as an outsider with the native subtype. However, I think that the
inability to be raised from the dead really balances out the fact that
outsiders do not need to eat or sleep.
Outsider
Type (3 RP)
An outsider is at least partially composed of
the essence (but not necessarily the material) of some plane other than the
Material Plane. An outsider has the following features.
- Outsiders gain darkvision out to 60 feet.
- Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
- Outsiders breathe, but do not need to eat or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an angel can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Outsider Subtypes
Okay, this is where it gets fun! I simplified
most of the outsider subtypes found in the Bestiaries so you can make
almost any outsider as a viable advanced race. I did my best to distill each to
its most basic form but still keep them different. You can add other racial
traits as normal to try and emulate a specific variety of Outsider. A race must
have the Outsider type before applying any of these subtypes.
Aeon
Subtype (7 RP)
Aeons are a race of neutral outsiders who
roam the planes maintaining the balance of reality. Lesser aeons possess the
following traits.
- Lesser aeons gain a +4 racial bonus on all saving throws against poison.
- Lesser aeons gain a +4 racial bonus to AC against critical hits.
- Lesser aeons gain resistance to cold 10.
- Limited Envisaging (Su): A lesser aeon is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the envisaging ability.
Agathion
Subtype (7 RP)
Agathions are beast-aspect outsiders native
to Nirvana. Lesser agathions have the following traits.
- Lesser agathions gain low-light vision.
- Lesser agathions gain a +4 racial bonus on all saving throws against petrification.
- Lesser agathions gain resistance to electricity 5.
- Speak with Animals (Su): Lesser agathions have the ability to converse with animals as if subject to a continual speak with animals spell.
- Truespeech (Su): Lesser agathions have the ability to speak with any creature that has a language as if subject to a continual tongues spell.
Angel
Subtype (7 RP)
Angels are a race of celestials, or good
outsiders, native to the good-aligned outer planes. Lesser angels have the
following traits.
- Lesser angels gain low-light vision.
- Lesser angels gain a +4 racial bonus on all saving throws against petrification and poison.
- Lesser angels gain resistance to acid 5 and cold 5.
- Truespeech (Su): Lesser angels have the ability to speak with any creature that has a language as if subject to a continual tongues spell.
Archon
Subtype (7 RP)
Archons are a race of celestials, or good
outsiders, native to lawful good-aligned outer planes. Lesser archons have the
following traits.
- Lesser archons gain low-light vision
- Lesser archons gain a +4 racial bonus on all saving throws against petrification.
- Lesser archons gain electricity 5.
- Menacing Gaze (Su): Once per day, a lesser archon can attempt to demoralize a single target as per the spell bane (caster level equal to its character level). The effects of the menacing gaze lasts only 1 round.
Asura
Subtype (7 RP)
Asuras are immortal beings whose origins are
rooted in rejection and destruction. Lesser asuras have the following traits.
- Lesser asuras gain a +4 racial bonus on saves against curses, disease, and poison.
- Lesser asuras gain a +2 racial bonus on saving throws against enchantment spells.
- Limited Elusive Aura (Su): Lesser asuras gain the following spell-like abilities: constant—nondetection.
- Skill Bonus: Lesser asuras receive a +2 racial bonus on Escape Artist checks.
Azata
Subtype (6 RP)
Azatas are a race of celestials, or good
outsiders, native to chaotic good-aligned outer planes. Lesser azatas have the
following traits.
- Lesser azatas gain low-light vision.
- Lesser azatas gain a +4 racial bonus on all saving throws against petrification.
- Lesser azatas gain resistance to electricity 10.
- Truespeech (Su): Lesser azatas have the ability to speak with any creature that has a language as if subject to a continual tongues spell.
Daemon
Subtype (7 RP)
Daemons are construct-like outsiders built by
the axiomites to enforce law. Lesser daemons have the following traits.
- Lesser daemons gain a +4 on saves against death effects, disease, and poison.
- Limited Telepathy (Su): A lesser daemon is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.
- Limited Summon (Sp): A lesser daemon gains the following spell-like ability: 1/day—summon monster I (fiendish creatures only).
Demodand Subtype (7 RP)
Demodands are chaotic evil outsiders who
stalk the Abyss. Lesser demodands have the following traits.
- Lesser demodands gain a +4 on saves against poison, divine spells, and scrying.
- Lesser demodands gain resistance to acid 10.
- Faith-Stealing Strike (Su): Once per day as a swift action, a lesser demodand can call on the power of the Abyss to shroud its arms in energy that disrupts divine magic. When a lesser demodand’s natural attacks or melee weapons damage a creature capable of casting divine spells, that creature must make a Will saving throw (DC 10 + 1/2 the lesser demodand’s character level + the lesser demodand’s Charisma modifier) or be unable to cast any divine spells for 1 round. Once a creature makes this save, it is immune to further faith-stealing strikes from that particular lesser demodand for 24 hours. The energy lasts for 1 round per character level. The lesser demodand may end the effects of its faith-stealing strike early as a free action.
- Limited Summon (Sp): A lesser demodand gains the following spell-like ability: 1/day—summon monster I (fiendish creatures only).
Demon Subtype (7 RP)
Demons are chaotic evil outsiders that call
the Abyss their home. Lesser demons have the following traits.
Lesser demons gain immunity
to poison.
Lesser demons gain
resistance to electricity 10.
Limited Telepathy (Su): A lesser demon is able to mentally
communicate with any creature within 30 feet with whom it shares a language.
Otherwise this ability is identical to the telepathy ability.
Devil Subtype (7 RP)
Devils are lawful evil outsiders that hail
from the plane of Hell. Lesser devils have the following traits.
- Lesser devils gain immunity to poison.
- Lesser devils gain resistance to fire 10.
- See in Darkness (Su): Lesser devils can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. This replaces the darkvision trait that all outsiders gain.
- Limited Summon (Sp): A lesser devil gains the following spell-like ability: 1/day—summon monster I (fiendish creatures only).
Div Subtype (7 RP)
Divs are neutral evil outsiders that sow
misfortune and ruin. Lesser divs have the following traits.
- Lesser divs gain a +4 racial bonus on all saving throws against poison.
- Lesser divs gain resistance to fire 5.
- See in Darkness (Su): Lesser div can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. This replaces the darkvision trait that all outsiders gain.
- Limited Telepathy (Su): A lesser div is able to mentally communicate with any creature within 30 feet with whom it shares a language. Otherwise this ability is identical to the telepathy ability.
Elemental Subtype (13 RP)
An elemental is a being composed entirely
from one of the four classical elements: air, earth, fire, or water. Elementals
have the following traits.
- Elementals gain immunity to bleed, paralysis, poison, sleep effects, and stunning.
- Elementals are not subject to critical hits or flanking, and do not take additional damage from precision-based attacks, such as sneak attack.
- Elementals do not breathe, eat, or sleep.
Inevitable
Subtype (13 RP)
Inevitables are construct-like outsiders
built by the axiomites to enforce law. Lesser inevitables have the following
traits.
- Lesser inevitables gain low-light vision.
- Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), lesser inevitables count as both outsiders and constructs. Lesser inevitables gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Lesser inevitables can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
- Truespeech (Su): Lesser inevitables have the ability to speak with any creature that has a language as if subject to a continual tongues spell.
Kyton
Subtype (7 RP)
Kytons are a race of lawful evil outsiders
native to the Plane of Shadow who feed on fear and pain. Lesser kytons have the
following traits.
- Lesser kytons gain resistance to cold 5.
- Unnerving Gaze (Su): Creatures within 30 feet of a lesser kyton that meet its gaze must succeed at a Will saving throw (DC 10 + 1/2 lesser kyton's character level + the lesser kyton's Charisma modifier) or become shaken for 1d3 rounds. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the lesser kyton's unnerving gaze for 24 hours.
Protean
Subtype (11 RP)
Proteans are serpentine outsiders of pure
chaos. Lesser proteans have the following traits.
- Lesser proteans gain blindsense out to 30 feet.
- Amorphous Anatomy (Ex) A lesser protean's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
- Limited Change Shape (Su) A lesser protean's form is not fixed. Once per day as a standard action, a lesser protean may change shape into any Small, Medium, or Large animal, humanoid, magical beast, monstrous humanoid, plant, or vermin, save that the lesser protean does not adjust its ability scores. A lesser protean can resume its true form as a free action.
Qlippoth
Subtype (9 RP)
Qlippoth are chaotic evil outsiders from the
deepest reaches of the Abyss. Lesser qlippoth have the following traits.
- Lesser qlippoth gain a +4 racial bonus on all saving throws against mind-affecting effects and poison.
- Lesser qlippoth gain resistance to cold 5.
- Horrific Appearance (Su) A lesser qlippoth has such a horrific and mind-rending shape that those who gaze upon it become physically ill. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. Affected creatures must succeed at a Will saving throw (DC 10 + 1/2 lesser qlippoth‘s character level + the lesser qlippoth’s Charisma modifier) or become sickened for 1d3 rounds. This ability is a mind-affecting gaze attack. A target that successfully saves cannot be affected by the lesser qlippoth’s horrific apearance for 24 hours.
Example Outsider
Races
Here are couple of outsider races that I have
built that do not use the above subtypes.
Lesser
Axiomites
Lesser Axiomites are agents of order on the
Material Planes. They often have many complex, far-reaching plans in motion;
some of them spanning centuries before they will reach fruition.
Lesser
Axiomite Racial Abilties (16 RP)
+2 Constitution, +2
Intelligence, –2 Charisma: Lesser axiomites are tough and calculating, but not very
charming.
Outsider (3 RP): Lesser axiomites outsiders
with the shapchanger subtype. Outsiders cannot be raised or resurrected. It
takes a different magical effect, such as limited wish, wish, miracle, or true
resurrection to restore them to life. Outsiders breathe, but do eat or not
sleep, unless they want to gain some beneficial effect from one of these
activities. This means that an outsider can drink potions to benefit from their
effects and can sleep in order to regain spells, but neither of these
activities is required to survive or stay in good health.
Medium: Lesser axiomites are
Medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Lesser axiomites have
a base speed of 30 feet.
Darkvision: Lesser axiomites can
see in the dark up to 60 feet.
Body and Mind (2 RP): Lesser axiomites
receive a +4 racial bonus on saves against disease and mind-affecting effects
Crystalline Form (2
RP):
Lesser axiomites receive a +2 racial bonus to AC against rays. Once per day,
they can deflect a single ray attack targeted at them as if they were using the
Deflect Arrows feat.
Energy Resistance (1
RP):
Lesser axiomites have resistance to electricity 5.
Gifted Linguist (2
RP):
Lesser axiomites receive a +4 racial bonus on Linguistics checks, and they
learn one additional language every time they put a rank in the Linguistics
skill.
Shape Change (3 RP): Lesser axiomites can assume the appearance of a single form of a
single humanoid race of its size. The form is static and cannot be changed each
time it takes this form. The lesser axiomite gains a +10 racial bonus
on Disguise checks made to appear as the member of the race whose
appearance it assumes. Changing its shape is a standard action. This trait
otherwise functions as alter self, save that the
creature does not adjust its ability scores.
Spell Resistance (2
RP):
Lesser axiomites possess spell resistance equal to 6 plus their class levels.
Languages: Lesser axiomites
begin play speaking Common and Draconic. Lesser axiomites with high
Intelligence scores can choose from the following languages: Abyssal, Aquan,
Auran, Celestial, Ignan, Infernal, and Terran.
Lesser
D’ziriaks
Lesser D’ziriaks are not that different from
their human-sized insectoid cousins. However, they seem more likely to
exploration and adventure, and are more likely to choose a side if presented
with conflict.
Lesser
D’ziriak Racial Abilties (17 RP)
+2 Dexterity, +2
Charisma, –2 Intelligence: Lesser d’ziriaks are engaging and quick, but lack the
shrewdness that keeps their cousins from travelling.
Outsider (3 RP): Lesser d’ziriaks outsiders.
Outsiders cannot be raised or resurrected. It takes a different magical effect,
such as limited wish, wish, miracle, or true resurrection to restore them to
life. Outsiders breathe, but do eat or not sleep, unless they want to gain some
beneficial effect from one of these activities. This means that an outsider can
drink potions to benefit from their effects and can sleep in order to regain
spells, but neither of these activities is required to survive or stay in good
health.
Medium: Lesser d’ziriaks are
Medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Lesser d’ziriaks have
a base speed of 30 feet.
Darkvision: Lesser d’ziriaks can
see in the dark up to 60 feet.
Low-Light Vision (1
RP):
Lesser d’ziriaks can see twice as far as a race with normal vision in
conditions of dim light..
Brilliant Glow (1
RP):
The colorful runes that decorate a lesser d'ziriak's body create dim light in a
20-foot radius from its body.
Dazzling Burst (1
RP):
Once per day, a lesser d'ziriak can cause its body to flare with intense,
colorful light as a swift action. Non-d'ziriaks within a 20-foot radius must make
a Fortitude save (DC 10 + 1/2 the lesser d'ziriak's character level + the lesser
d'ziriak's Constitution modifier) or be dazzled for 1 minute. After using this
ability, the d'ziriak's brilliant glow is extinguished for 24 hours. This
ability is a light effect, and creatures that cannot see are immune to it.
Limited Telepathy (3
RP):
A lesser d’ziriak is able to mentally communicate with any creature within 30
feet with whom it shares a language. Otherwise this ability is identical to the
telepathy ability.
Natural Armor (2 RP): Lesser d’ziriaks gain
a +1 natural armor bonus to their Armor Class.
Claws (2 RP): Lesser d’ziriaks receive
two claw attacks. These are primary natural attacks that deal 1d4 damage.
Secondary Arms (4
RP):
Lesser d’ziriaks possess two secondary arms that can be used to carry objects.
They cannot wield weapons with these arms, but they can retrieve small, stowed
objects carried on their persons as a swift action.
Languages: Lesser d’ziriaks
begin play speaking Undercommon and D'ziriak. Lesser d’ziriaks with high
Intelligence scores can choose from the following languages: Aklo, Common, Dark
Folk, Draconic, Dwarf, Infernal, and Orc.
No comments:
Post a Comment