Races (d20)

Two races I created in 3.5 that are, by coincidence, thematically similar to Devas and Dragonborn (especially the latter).

Dapolo

 


Dapolo, 1st-level Aristocrat

Size/Type:

Medium Outsider (Native)

Hit Dice:

1d8+3 (7 hp)

Initiative:

+0

Speed:

20 ft. (4 squares)

Armor Class:

16 (+4 mithril shirt, +2 darkwood shield)

Base Attack/Grapple:

+0/-2

Attack:

Bastard sword -2 melee (1d10-2/19-20)

Full Attack:

Bastard sword -2 melee (1d10-2/19-20)

Space/Reach:

5ft./5ft.

Special Attacks:

Disconcerting Presence

Special Qualities:

Darkvision 60 ft.

Saves:

Fort +0, Ref +0, Will +3

Abilities:

Str 7, Dex 11, Con 10, Int 12, Wis 13, Cha 20

Skills:

Diplomacy +9, Disguise +9, Intimidate +9, Move Silently +2, Sense Motive +5, Spot +5, Tumble +2

Feats:

Toughness

Environment:

Any

Organization:

Solitary or party (1-2 plus 2-4 humans)

Challenge Rating:

½

Treasure:

¼ coins, standard goods (gems only), triple standard items

Alignment:

Usually good (any)

Advancement:

By character class

Level Adjustment:

+2


Some legends tell of an ancient god who was masculine and vain. No matter which planes and alien worlds he searched, he never found a creature he deemed worthy of his affections. After timeless millenia of lonliness, he endeavored to create a perfect woman to be his bride. It is said, however, that the woman he made in this way resented his selfishness. She refused his advances, and, returning his favor with only scorn, abandoned him. The god, eternally embittered, became a god of war and destruction, while the woman he had created went on to wed a human mortal. Thus, the dapolyon race was born.


Dapolos resemble impossibly beautiful human women. All dapolos are born female, the offspring of their mother and a human male. In the rare instance of a son being born (approximately 1 out of every 100 births), the child is a normal human with no special traits. Sometimes, the granddaughter of such a human may be born as a dapolo, and go on to seek out the divine calling of her bloodline, resisting evil wherever it may surface on her home plane. Dapolos often act as a diplomat or ambassador, ending wars before they've begun, or steering the course of an influential noble.


Dapolos mature slowly, reaching adulthood around 30 years, and live exceptionally long lives.


All dapolos speak Common and Celestial.


Combat

Dapolos often keep a low profile, using their disguise skill to pose as normal humans until they wish to be noticed. If hostilities erupt, a dapolo will try to sway the attitude of her enemies using diplomacy or intimidation, in hopes of momentarily quelling them to make a graceful escape. When all else fails, dapolos rely on light, expertly crafted weapons and armor, along with the sheer confidence to succeed in a head-on confrontation.


Disconcerting Presence (Ex)

A dapolo gives off an aura of supreme confidence that can distract her enemies. Activating this ability is a free action. Any hostile creature within 30 feet of the dapolo must make a DC 15 Will save. On a failure, creatures with fewer than or equal HD to the dapolo become shaken for 5d6 rounds, while creatures with more HD than the dapolo become dazzled for 1d6 rounds instead. Whether or not the save is successful, that creature cannot be affected again by the same dapolo’s disconcerting presence for 24 hours.

The save DC for this ability is equal to 10 + (1/2 the dapolo's class levels) + Charisma modifier.

Skills

Dapolos have a +2 racial bonus on Move Silently and Tumble checks.


The dapolo presented here had the following ability scores before racial adjustments: Str 11, Dex 9, Con 8, Int 10, Wis 13, Cha 12.


Dapolo Characters

Dapolo characters possess the following racial traits:

  • -4 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +8 Charisma.

  • Medium size.

  • A dapolo’s base land speed is 20 feet. However, dapolos can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

  • Darkvision: Dapolos can see in the dark up to 60 feet.

  • Racial Skills: Dapolos are especially graceful and have a +2 racial bonus on Move Silently and Tumble checks.

  • Racial Feats: A dapolo gains feats according to its class levels.

  • Weapon Familiarity: Dapolos treat bastard swords as martial weapons, rather than exotic weapons.

  • Special Attacks (see above): Disconcerting Presence.

  • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Elven, Sylvan.

  • Favored Class: Paladin.

  • Level adjustment +2.

 

 

Tuataran


Tuataran

Tuataran Mage, 7th-level Sorcerer

Size/Type:

Medium Dragon

Medium Dragon

Hit Dice:

2d12 + 2 (13 hp)

2d12 + 7d4 + 9 (38 hp)

Initiative:

-1

+5 (+1 Dex, +4 Improved Initiative)

Speed:

30 ft. (6 squares)

30 ft. (6 squares)

Armor Class:

15 (-1 Dex, +2 natural, +4 masterwork chain shirt)

21 (+1 Dex, +2 natural, +6 +1 mithril breastplate, +2 +1 mithril buckler)

Base Attack/ Grapple:

+2/+4

+5/+5

Attack:

Longspear +4 melee (1d8+3/×3) or unarmed strike +4 melee (d3+2) or spear +1 ranged (d8+2/×3)

Masterwork cold iron spear +6 melee (d8/×3)

Full Attack:

Longspear +4 melee (1d8+3/×3) or unarmed strike +4 melee (d3+2) or spear +1 ranged (d8+2/×3)

Masterwork cold iron spear +6 melee (d8/×3)

Space/Reach:

5ft./5ft.

5ft./5ft.

Special Attacks:

-

Spells

Special Qualities:

Darkvision 60 ft., immunity to sleep and paralysis, low-light vision

Darkvision 60 ft., immunity to sleep and paralysis, low-light vision

Saves:

Fort +4, Ref +2, Will +2

Fort +6, Ref +6, Will +8

Abilities:

Str 15, Dex 8, Con 12, Int 13, Wis 9, Cha 12

Str 10, Dex 12, Con 13, Int 11, Wis 10, Cha 15.

Skills:

Bluff +6, Diplomacy +3, Intimidate +4, Knowledge (arcana) +3, Listen +4, Search +4, Sense Motive +4, Spot +4, Swim +1

Bluff +7, Concentration +8, Diplomacy +3, Intimidate +3, Knowledge (arcana) +5, Listen +5, Search +5, Spellcraft +7, Spot +5, Swim +1

Feats:

Combat Expertise, Improved Unarmed StrikeB

Improved Unarmed StrikeB, Improved Initiative, Spell Focus (Evocation), Greater Spell Focus (Evocation), Combat Casting

Environment:

Any temperate

Any temperate

Organization:

Gang (2-4), band (6-11), or tribe (20-80 plus 20% noncombatants)

Solitary, mated pair, or with band

Challenge Rating:

1

8

Treasure:

Standard

Standard

Alignment:

Often neutral

Chaotic Good

Advancement:

3-11 HD (Medium)

By character class

Level Adjustment:

+1

-


Tuatarans are the bipedal descendants of dragons and humanoids, similar to half-dragons. They are generally around six feet tall and weigh from 200 to 300 pounds, with a muscular frame and chisled, draconic features. A tuataran's body is covered in fine bronze-colored scales; however, a tuataran's coloration and markings vary greatly depending on the tribe and geography. The scales of a mountain tuataran are generally silver at the edges, while the hide of a forest tuataran is a dark, mottled brown and green. The scales of tuatarans native to arid climates have a spectacular contrasting blue-on-yellow pattern. Tuatarans have small, vestigial tails, and some tribes exhibit small, wing-like appendages.


Tuatarans are a well-rounded lot; each member of the tribe is unique in choice of feats and skills, even among those who choose to advance their natural abilities instead of training in a character class. High-level tuatarans often split their dragon levels and class levels equally, gaining some class benefits such as spellcasting ability, but letting their premium racial progression round them out.


When taking levels in a character class, comparatively few tuatarans have (or wish to embrace) the rigid discipline necessary for classes such as the monk, paladin, or even wizard. Because of this, many tuatarans choose to hone their innate spellcasting abilities and become sorcerers. Others choose more martial paths, relying on racial benefits like high Strength and Constitution and adequate natural armor. Surprisingly, tuataran barbarians are almost unheard of.


All tuatarans speak Common and Draconic. Many tribes worship dragon totems.

Combat

Tuatarans normally try to use thrown weapons and reach weapons (and long-range spells if a tuataran sorcerer is present) to keep their foes at a distance. When forced into melee combat, tuatarans fight fiercely, preferring two-handed weapons.

 

Tuatarans who take fighter levels often gain the Exotic Weapon Proficiency (spiked chain) feat to take advantage of that weapon's variable reach. A tuataran can also use its clawlike hands as effectively as if it were holding a weapon.


Nothing is valued more to Tuataran sorcerers than Mithril armor, which grants them some protection from attacks with a lesser chance of spell failure than normal armor.


The tuataran presented here had the following ability scores before racial adjustments: Str 13, Dex 8, Con 10, Int 11, Wis 9, Cha 12.

 


Tuataran Mage

Tuataran mages are well-respected within the tuataran society. Sorcery comes naturally to their race (thanks to their draconic heritage) and proves a valuable asset to any tribe. 

Combat

Typically, a tuataran mage will attack with long range spells such as magic missile and lightning bolt while staying as far away as possible by casting fly at the beginning of an encounter. If enemies close in, a mage might use alter self to gain the natural armor and natural weapons of a small green dragon wyrmling (though this lowers their armor class significantly). If a given mage often travels alone, consider exchanging fly for a different spell, such as hold person. Such a mage would cast alter self at the beginning of any encounter, enjoying the benefits of their transformation throughout (including the wyrmling's fly speed).


Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level)

0—arcane mark, daze, detect magic, mage hand, mending, prestidigitation, resistance; 1st—alarm, charm person, color spray, mage armor, magic missile; 2nd—alter self , eagle’s splendor , scorching ray; 3rd—fly, lightning bolt.


This sorcerer casts with a 15% chance of arcane spell failure.


The tuataran mage presented here had the following ability scores before racial adjustments: Str 8, Dex 12, Con 11, Int 9, Wis 10, Cha 13.

 

Tuataran Characters

Tuataran characters possess the following racial traits:

  • +2 Strength, +2 Constitution, +2 Intelligence. Tuatarans are physically fit and quick-to-learn.

  • Medium size.

  • A tuataran’s base land speed is 30 feet.

  • Darkvision out to 60 feet.

  • Low-light vision.

  • Immunity to magic sleep effects and paralysis effects.

  • Racial Hit Dice: Tuatarans begin with two levels of dragon, which provides 2d12 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

  • Racial Skills: A tuataran's dragon levels give it skill points equal to 5 × (6 + Int modifier). Its class skills are Bluff, Craft (any), Concentration, Diplomacy, Hide, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, and Swim.

  • Racial Feats: A tuataran’s dragon levels gives it one feat.

  • Weapon and Armor Proficiency: A tuataran is automatically proficient with simple weapons and light armor, but not with shields. In addition, tuatarans gain Improved Unarmed Strike as a bonus feat.

  • +2 natural armor bonus.

  • Automatic Languages: Common, Draconic. Bonus Languages: Auran, Dwarven, Giant, Goblin, Ignan, Orc.

  • Favored Classes: Dragon and Sorcerer. A multiclass tuataran's sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing. In addition, a character's “monster class” (in this case, dragon) is always a favored class.

  • Level adjustment +1. 


     

    Table: The Tuataran Paragon class



Level

Base
Attack
Bonus


Fort
Save


Ref
Save


Will
Save



Special

1st

+1

+2

+2

+2

Sorcerous blood

2nd

+2

+3

+3

+3

Natural armor increase

3rd

+3

+3

+3

+3

Charisma +2

 

  

Tuataran paragons have the following game statistics.


Abilities

Thanks to their Dragon type, tuatarans are already very well-rounded in terms of skills, hit points, and attack bonus. Most tuataran paragons are sorcerers, favoring a high Charisma score which increases their spellcasting ability as well as being (along with Wisdom) important for many tuataran paragon class skills.


Alignment

Any.


Hit Die

d12.


Class Skills

The tuataran paragon's class skills are Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot, and Swim.


Skill Points at Each Level

6 + Int modifier.


Class Features

All of the following are class features of the tuataran paragon class.


Weapon and Armor Proficiency

Tuataran paragons gain no proficiency with any weapons or armor.


Sorcerous Blood (Ex)

A character's tuataran paragon levels stack with sorcerer levels for purposes of determining the caster level of arcane spells granted through sorcerer levels. For example, a 2nd-level sorcerer/3rd-level tuataran paragon's caster level is 5th for the spells she can cast as a sorcerer. This increased caster level affects only spells that the character can cast; it does not give her access to higher-level spells or more spells per day.


Natural Armor Increase (Ex)

At 2nd level, a tuataran paragon's natural armor bonus improves by 1.


Ability Boost (Ex)

At 3rd level, a tuataran paragon's Charisma score increases by 2 points.