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Vyper900
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PostPosted: Sun Sep 09, 2007 11:33 pm


This is the place to show your hard work. Alot of you have made interesting races, classes, and Prcs, but never get to share them with the people that might use them. As of now I'm not adding my own because players in my campaign are just finding these races and I don't want them to know about them just yet.

Post them here and expand the gaming universe.
PostPosted: Mon Sep 10, 2007 7:50 pm


What if you're not a DM type person and/or they weren't really made for a pen/paper RPG? So they don't have official stats or anything, does that count? sweatdrop

Cpt. Harcourt
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Vyper900
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PostPosted: Mon Sep 10, 2007 11:25 pm


Cpt. Harcourt
What if you're not a DM type person and/or they weren't really made for a pen/paper RPG? So they don't have official stats or anything, does that count? sweatdrop

The point of this thread is to share stats and species... so no it doesn't count.
You may ask for help in order to make something but, it should be in your own thread. Sorry to those who don't follow the standards because you post will be deleted.
PostPosted: Sun Sep 16, 2007 10:39 pm


Graathmyr

Hidden deep in the forests of Thornwood, lies ruins of old arcane mystery. In this place where hidden objects of scolarly might and arcane power are common, is where the Graathmyr live. The texts and tomes of wonder, sit upon the laps of these reptilian humans, but escaping their grap of understanding. These ever eluding artifacts are bearly legible by the eldest of chiefs, the answers lying just beound their reach. They gaurd these arctifacts from other races, keeping them secret and not allowing outsiders into their hidden soccieties. They fear the other races discovering the might of the magic they live with. This is one of the best kept secerets of all Sheeni, and the Graathmyr gaurd it with their lives.

Personality:
Graathmyr are prideful but not wo an exreme degree. They can hold a grudge for a great deal of time and might exact revenge when the incodent is forgotten. Graathmyr are happy competitors and always apreaciate a healthy challenge, seeking to improve themselves while enjoying themselves. olai tend to be subtle about their suggestions, and quick to anger. While Rissians tend to be outright with comrades. Rissians tend to be a little greedy.

Description:
The Graathmyr, are Reptilian humanoids resembling lizardfolk but acctualy having little connection with them. Graathmyr have two specific klips (subraces), The hulking Volai, and sleek Rissian. Graathmyr are always born in twins, one of each klip. And commonly of opposite genders.
The Volai are the larger and more brutish apearing of the two klips. They have braud shoulders, and a muscular physique. They stand at 6’3” to 7’6”, and weighing anywhere
from 245lbs to 325lbs. A rare few, tower above the others at 9’5”, wieghing a massive 515lbs.They have a tail that is roughly 1/3 thier height in lenth. Their scales are large and rough, most commonly, they vary in browns, blacks, and violets, but do share colors with the Rissian. Volai hunch slightly giving them a superficially feral look. their eyes remain in the darker hues of colors but don’t have a specific color.
The slick and smooth look of the Graathmyr, belongs to the Rissians. Far smaller than the Volai, Rissians are 5’0” to 5’11” and weigh between 115, and 164lbs. An unfortunate
birth deffect befalls few Rissians. They may stop growth when in younger years stoping at a hieght of around 3’4”and a weight of roughly 74lbs. There scales are ussualy in hues of greens, oranges and reds, but do share the colors found commonly amoung Volai. Eye colors are vibrant and neon in nearly any color that can be.
Commonly, twins are opposites that intermesh masterfully. When the Volai are large, is when their Rissian twin tends to be small.

Relations:
Graathmyr are unaffected by most core races, but reate well with Gnomes and their curiosity. They get along with all that seek adventure, but dislike most who try to uncover the secrets of Thornwood. They are not above hunting those who enter the forest seeking their treasures. Even if their friends, who ussualy receive one warning.

Religion:
Cerixiuos is the god of Graathmyr, and they have their own versions of Epothos, Widis Si, and Nergal. However, they are not hard on religion ussualy, and are openminded about others religious beliefs. Sometimes they enjoy disscussions about
deities and their lore.

Alignment:
Graathmyr adhere to no specific alignment and don’t see good an evil as most do. Ordinarily, they remain neutral between law and chaos.

Language: Graathmyr speak their own language. Especialy to one aonther.

Names: Graathmyr name themselves when they reach proper age. Volai Preffer names that are smooth sounding names, and Rissians like a combination of hard and soft sounds. The twins commonly use the others name wether their together or not.

Graathmyr Adventurers: When a Graathmyr heads from the home in Thornwood, he seeks just adventure, and looks for ways that the ruins of home to be better understood.
Commonly Volai are the muscle of a party and a Rissian suits the rouge or scout possition well

Volai traits
=+2 Str -4Cha, Volai are Strong, but thier savage and feral look intimidates others easily.
=Medium
===10% (chance) chance Large. -1 AC, -1 attack penalty, +4 grapple, -4 hide, +2 Str, -2 Cha (stacked with medium traits)
=Speed 30 (large 40)
=Subtype- Reptilian.
=Darkvision 60ft
=+1 Natural armor
=Unusual Humanoid - Graathmyr have an unusual structure, any armor that a Graathmyr wears must be purchased at 1.5 the price, armor that is to be retaylored at x1.4 the cost per point of AC bonus.
=Natural attacks, 1d6 claw, ld4 bite.
=+2 balance, and swim, their tail provides the extra equilibrium.
=+2 Intimidate
=Cold Blooded- In cold weather or terrain, Graathmyr must make, a fortitude save every 5 minutes (DC19 +1/check) or be fatuiged. After 3 failures, the Graathmyr is exhausted and takes 3 damage every failed check until sheltered.
=-2 Bluff, Diplomacy, The uncultured aprearance makes Volai disbelivable and makes it hard to negotiate.
=-2 ref.
=LA +1 (If large.)
=Favorite Class: Barbarian

Rissian traits
=+2 Dex, -2 Str, -2 Int, +2 Cha, Rissian are lithe, and agile, lack the muscular build of their bretheren. A Rissans glassy stature, fine como-like scales make them more apealing
to other races.
=Medium:
===10% (chance)Small - +1 AC, +1 Attack rolls +4 hide -4 Grapple
=Lowlightvision
=Unusual Humanoid - Graathmyr have an unusual structure, any armor that a Graathmyr wears must be purchased at 1.5 the price, armor that is to be retaylored at x1.4 the cost per point of AC bonus.
=Natural attacks- claw 1d4, tail 1d6.
=+2 hide and Move silently, Rissians scales have a diluted form of camoflage, and have pads on their feet.
=Cold Blooded- In cold weather or terrain, Graathmyr must make, a fortitude save every 5 minutes (DC19 +1/check) or be fatuiged. After 3 failures, the Graathmyr is exhausted and takes 3 damage every failed check until sheltered.
=-2 Intimidate, and bluff, Rissans are less intimidating that the Volai, and are bad liars.
=Necromantic weakness - Rissan are unusualy suseptible to necromancy spells, there for they recieve a -2 on saves vs necromancy spells. When the target of a ability affecting
spell, Rissans loose 1 additional point of ability drain or damage.
=Favored class- Rouge or Scout. One class must be chosen at the time of character creation
and it cannot be changed.

sabyr400
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sabyr400
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PostPosted: Sun Sep 16, 2007 10:47 pm


Birdkin

Scattered throughout the skies of Sheeni, pieces of a great flying city. On these cities pieces, live the birdkin. Soaring across the skies with no need for magic or a flying steed,
the birdkin are a seldom sight for one to see. On the boarder line of being thought of as mythical creatures, the birdkin are revealing their existence to the world slowly once
again.

Personality:
Birdkin are friendly by nature, but can hold a grudge their entire life if the matter goes unattended. They also are a little egotistical because their ancestry created the first and only flying cities on Sheeni. and until recently, few knew what the birdkin mean when they say that.

Physical Appearance:
Birdkin are roughly elven sized and incredibly lean. Their head is bald, Their wing structure is a very unique one. Instead of a pinkie finger, the wingspan of a Birdkin is exactly double their arm span. This pinkie “replacement” is capable of tucking
under the main part of their arm. At the elbow, the wing bends to complement the elbow itself. A series of muscles in the skin of the wing flex when the wing expands or contracts to fit the grain of the feathers on the forearm and biceps. Their backs are feathered as are their outer thighs and calves. Feather color ranges to nearly any color but are most commonly white and fade into a light or deep blue. A birdkin’s feet are shaped like a hawks talons and scaled like so.

Relations:
Birdkin have been secluded in the skies for a long time, but their relations with other races have changed very little. The only relation that has change since they reintroduced themselves to the world is the relations with elves. The elves before were militaristic, honed in combat and hell-bent on forcing the world to see things their way. the new elves are serene and egotistical, as before. Birdkin will act politely to an elf’s face, but is always on the lookout for their military forces to rise and try to reestablish domination. all other races are viewed as promising allies and able comrades.

Alignment:
Most birdkin are kind and egotistical by nature and have their own fully functional government, although it’s not entirely lawful. Thus Birdkin are nearly every alignment.

Birdkin Lands:
Birdkin have no one set of organized land, instead a flying city. Or what was once a city. Their Great city Flaxion, was a large city constructed with many different kinds of soils to grow their own crops from everywhere around Sheeni. and these
were each sector, and then the various industrial sectors, on top of the Ministry’s sector etc. were all magically and technologically bound and clasped together. A traitor to the
ministry dispelled these magics and broke the bindings and the city broke apart. Now the sectors scavenge the world looking for the rare metal that held the city together, as well as
the lost knowledge of the magic.

Religion:
Birdkin have one religion, the Sky. The Sky is the first birdkin. He soared across the expance of the sky creating all that is seen. the day and night, the trees and water, the mountains and the plains as well as all that is. The Sky however was his
masterpiece. He created the birdkin in his image to rule it’s vast expanse with chivalry and wonder. It is uncommon for a birdkin to take another god into their heart.

Language:
Birdkin have a hard language to master. Their language consists of whistles and chirps, like small birds, as well as loud squawks as those of Ravens and crows, combined with the screams of falcons and Hawks.

Names:
Birdkin are given a name at the time of hatching. This name is often agreed upon by the parents but is ultimately up to the mother. The hatchling will respond to the first word it hears as it’s name. So noises are very controlled when hatching begins. For the first 10 years of the hatchling’s life, it responds to this name. but once the birdkin learns how to speak and understand things, He/she may choose their own name. Names are Generally soft sounding or incredibly rough sounding.

Age, Height and Weight:
A Birdkin ages like a half-elf. During the first 10 years of their
life, a birdkin can be influenced extremely easily. They are born with no instincts and must be taught by the parent of the same gender. During this time, the hatchling has no outside contact even with the other parent. While in this age period, the hatchling’s Intelligence and Wisdom is 2.
When the Birdkin reach 10 years of age, they step out of confinement, and into the world. They then are taught by both parents for another 6 years and attends basic forms of
schooling. Their intelligence and Wisdom after these 6 years is increased to 10
Afterward for 4 years, the birdkin attends a prep school for whatever they wish to advance in as a career. by adulthood (age 20) the birdkin will most often know what to pursue for his/her lifetime. Birdkin Intelligence and Wisdom increase to whatever was rolled.

Birdkin Base height Height Modifier Base Weight Weight Modifier

Male 5’2” +2d4 85lbs x(2d12) + 3lbs
Female 5’0” +2d4 80lbs x(2d12)lbs

Age adulthood Middleage Old Venerable Maximum Age.
20years 62years 93years 125years +3d20 years

Birdkin Racial traits
=+2 Dex, +2 Cha, -2 Con -2 Int, Birdkin are fast and are good with others, but have a hollow bone structure and are not as intelligent as they let on.
=Medium: Birdkin are medium sized creatures and therefore gain no bonuses based on size
=Birdkin base land speed is 30ft.
=Birdkin have a base fly speed of 30ft(good). A birdkin has a +8 racial bonus to any balance check to perform some special action to avoid a hazard. A birdkin can always take 10 on any balance check made in the air, even if distracted or endangered. A birdkin may use a run action for their flight speed so long as it’s in a straight line.
=Soar: A number of times per day as the birdkin has a Constitution bonus, a birdkin can increase their base fly speed to 90 feet for as many rounds as they have a Constitution
modifier. After this quick expulsion of energy, the birdkin becomes fatigued until they can rest.
=Fly by attack: Birdkin gain Fly by Attack as a bonus feat, weather the prerequisites are met or not.
=Natural attack: 1d4 talons, birdkin have razorsharp talons.
=Low light vision: A birdkin can see twice as far as a human can is low illumination.
=Thermalvision 60 feet: A birdkin can see in the heat that radiates from a creature.
=+2 Spot and Listen, birdkin have keen senses due to their bird like blood.
=-2 Will saves, birdkin are considered weak-minded, this is a side effect of naturally keeping an open mind
=-2 search on checks, Birdkin have keen eyesight but tend to overlook the smaller details.
=Critical Weakness: When calcularing a critical hit, the critical multiplier is treated as +1 (i.e. normally a long sword has a x2 critical, against a birdkin it is a x3). This is because the bones of a birdkin are lightweight and fragile. Bludgeoning weapons also deal a +2 damage against a birdkin. and risk a 5% chance of breaking a bone.
PostPosted: Tue Sep 18, 2007 2:10 am


Nalarian

-2 STR -2 CON +2 DEX +2 INT -2 CHA
Dark Vision
Thermal Vision: 30m
Regression (+4 STR, +4 CON, 3 INT, 3 CHA)

It’s not easy to write down what Nalarians are to me, what they stand for, what they mean. They are my muse so to speak and they are an extension or a distilled version of myself. So they change as I find out more about them, I’ll do my best to paint the clearest picture I can. I have tried before, but I have never been completely satisfied….

Nalarians are much like humans in their behaviors, they smile and laugh, they experience greed and lust, they cry at loss, and cry out in pain. The reason for this is they evolved on what was essentially earth, just a different earth either indefinitely far or indefinitely close depending upon how one looks at it. Some of them have altered the way their minds or their souls or their hearts are structured such that they are very close to the nature of things; they can reach out and touch and be touched by the some basic elements of the universe. This is not to say they fully understand these things, but they are affected by them. Through this connection they can bleed, for lack of a better term, across histories and universes near and far.

Fully grown Nalarians stand anywhere from 1.5 meters to 1.7 meters. Their arms and legs are longer than those of a human and their spine is both longer and more flexible terminating in a prehensile tail about half their body length. Females and males have about the same musculature, with the only difference being the female’s small breasts and slightly narrower waist. Nalarians have one less finger on each hand, and walk digit grade on three toed feet with a smaller fourth toe further up on the inside of each foot. All digits have sharp claw-like nails, two centimeters for fingers and three for toes. Their skin appears shiny and smooth, closer inspection reveals a fine coat of tightly packed scales. Nalarians do not shed their skin.

Their heads are angular with long snouts ending with a hard, sharp bit on the upper jaw. Their eyes are not placed so far apart that they are unable look forward. They will occasionally look at something with one eye and a turned head, but this more an expression of indignation or resignation. Both females and males have frills sprouting from the sides of their heads, covering their ears. Females have larger frills, but males have two small, swept back horns growing from just above and behind their frills.

Coloration is usually dark reds, blues, greens, and yellows, but there are occasionally variations. The palms of hands and feet, and the chest, abdomen and thighs are a paler shade of the scale’s color. Both males and females have a brighter pattern usually in a contrasting color on their frills, chest, lower abdomen, and inner thighs used to attract mates. Eye color is usually also in a bright, contrasting color to the scales, pupils are dark vertical slits.

Nalarish culture is base around improving your self and improving the world. The purpose to being alive is to both make the world a better place and have a hell of a good time doing it. They are always testing themselves, trying to be smarter and faster. One of the most important and rewarding challenges a Nalarian faces is the times of regression. Regressing is letting go of everything you know and acting on instincts, it’s time to stop thinking and start being an animal. After being regressed for a time Nalarians are stronger and more hardy as their body chemistry changes, but they give up their sentience. Regressed Nalarians hunt in packs, usually ones in the same clan regress together. Being regressed also allows the females to produce eggs and the males to produce seed, something they cannot do unless regressed. Babies can only be made in the wild.

Litters usually consist of between three and six live newborns who are raised in the wilderness, regressed. This is where they learn to be Nalarians, to be alive. For eight years they must compete for food and survival. After that time is up the survivors participate in the second birth where their minds are awoken and they begin to learn how to think. Another eight years and they are adults ready to face the world, but they never ever stop learning.

Possibly one of the most interesting attributes of the species the ability to broadcast their emotions. The ability is not voluntary and is nearly impossible to control without a good deal of training. This training is very circumstantial and usually only given to top ambassadors and specialist military units. Almost all other species encountered are able to feel this aura depending on proximity. As a result of this unusual ability Nalarish culture is extremely frank and open. Nalarians will almost always tell you what they think or what they feel regardless of weather or not the information is considered acceptable.

Nalarians mate for life, and usually do so between 20 and 30 years of age. The bond between mates is very strong, and they can often feel each others emotions at great distances, some say even across layers of reality. This bond is central in Nalarish culture as most everything is done as a unit. Teachers, doctors, government officials, soldiers on the battle field, having the bond means that your desires affect on another and often even out to one particular thing. This is not always the case, but a pair doing vastly different things is often the exception.

Love, kindness, empathy, and respect for life. Contribute to the whole but emphasize the individual. Make of yourself and the world everything that you can. These are the doctrine of the Nalarians.

Cyric Varadell
Crew


Cyric Varadell
Crew

PostPosted: Tue Jul 01, 2008 7:49 pm


Hey look, a Nalarian!
User Image
PostPosted: Sat Jul 26, 2008 3:28 pm


She is scary. To say the least. I think what scares me the most is that it looks like she is smilling. Yeah that is it.

Vyper900
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Cyric Varadell
Crew

PostPosted: Sun Jul 27, 2008 11:47 am


She is and she is.
PostPosted: Sun Jul 27, 2008 6:33 pm


NO, she isn't I love her!

Vyper900
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