CoPaP Guide to Custom Races

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Drysh
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CoPaP Guide to Custom Races

Post by Drysh »

It's so confusing to know which race is from which world... And it seems that they are not exactly the same thing in every world... And there are many implementations of very similar races... How about organizing this?
My idea:

CoPaP Guide to Custom Races

Bantmar
Base Races: elf, half-elf
Worlds: Mystara
+2 Str, -2 Dex, -4 Cha. +1 Natural Armor (scales). Cold Blooded. Whipping tongue natural weapon.
The Bantmar are a race of reptilian humanoids. They are strong, but lack physical finess and their demon taint tends to disturb people whith whom they interact. Their whipping tongue also makes it difficult for them to speak common without hissing too much.
The Bantmar are tribal reptiles living at the River Styx. They consist of 3 Tribes controlling all the bridges crossing the River Styx. As a race, the Bantmar are very competive and cunning. They delight in showing off their physical prowess and humiliating other beings. A Bantmar will never admit to any sign of weakness.

Alfheim Elf
Base Race:
Worlds:
+2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha. Immunity to Sleep, Hardiness vs. Enchantments, Elven weapon proficiencies, Skill Affinity Listen, Skill Affinity Search, Skill Affinity Spot, Keen Senses, Low-Light Vision.
Alfheim Elf are strong but slight, and tend to be less cerebral and intuitive than other elves.
These greenish toned skined elves are also noticed for there red hair, they can be found mostly in Alfheim, but also are known to travel

Shadow Elf
Base Race: elf
World:
The Shadow Elves have an almost black tone to there skin.
+2 Dex, -2 Con, +2 Int, +2 Cha.
The Shadow Elves took to the underdark 5000 years ago when a strange explosion Blackmoor, shifted the axis of the world throwing what is now Glantri into an ice age. when they decided to come to the surface, they came up in the Broken Lands(Region of the orcs and goblins, unstable lands, vucanic eruptions, etc..) and went back down

Lizardmen
Base Race:
World:
Lizardmen are tall reptillian creatures with a cruel and cunning nature.
Natural AC bonus.
Lizardmen are one of the nine major races on Avlis. They hold a good deal of land on the east coast where they rule over the other jungle races with an iron fist. Their society is based on "might makes right", though some individuals escape that area to prusue a more refined lifestyle that doesn't involve eating your enemies.

Wemic
Base Race:
World:
+7 Str, +1 Dex, -2 Cha. +1 Con, +1 Natural Armor (hide). other cool stuff.
Everybody loves wemics! (e.g., go see Avlis.org for a full description)

Fire Genasi
Base Race:
World:
Fire genasi are descendants of fire-elemental related creatures. They have bright mind, but are impatient and quick to anger.
+2 Int, -2 Cha. +1 Save vs Fire. Burning Hands (1/day). Darkvision. ECL 1.Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend. [Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 20.]

Aasimar
Base Race:
World:
Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Aasimar are blessed with insight and personal magnetism.
+2 Wisdom, +2 Charisma. Acid, cold, and electricity resistance 5. Light (1/day). Skill Affinity Listen, Skill Affinity Spot. Darkvision. ECL 1.
Some aasimar have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith. [Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18.]

Githzerai
Base Race:
World:
The githzerai are a hard humanlike people who dwell in the plane of Limbo. The githzerai highly regard their lightning reflexes and iron will; both traits are essential for survival in the tumult of Limbo. Creative thought, however, is not.
+4 Dex, +2 Wis, -2 Int. Darkvision. Daze (3/day), Feather fall (3/day), Shatter (3/day). Inertial Armor. Spell Resistance. Level Adjustment +2.
Githzerai are taller and thinner than humans, with sharp features, long faces, and eyes of gray and yellow. Severe and serious, the githzerai tend toward somberness both in dress and personality. As a rule, githzerai are close-mouthed, keep their own counsel, and trust few outside their own kind. Many githzerai are monks; however, sorcercers, rogues, and multiclass githzerai (called zerths) are also indispensable members of a monastery. [Source: Manual of the Planes by Jeff Grubb, Bruce R. Cordell, and David Noonan. Published by Wizards of the Coast. p.175-176. Also PS3E, Chapter 2, p.24]

Tiefling
Base Race:
World:
Tieflings are descendants of evil outsiders. Their tainted blood grants them heightened reflexes and cunning, but also tends to disturb people with whom they interact. I love Tieflings.
+2 Dex, +2 Int, -2 Cha. Acid, fire, and electricity resistance 5. Darkness (1/day). +2 racial bonus on Persuade and Hide. Darkvision. ECL 1.
Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just and unnatural aura of wrongness. Those descended from an infernal minion of a deity often carry a birthmark of the deity's unholy symbol or another trait related to that faith. [Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 20.]

Githzerai
Base Race:
World:
Githyanki are an ancient line of militaristic humanlike beings who reside in the Astral Plane. Generations of combat training have made the githyanki agile and sturdy. However, their single-minded devotion to warfare has stolen much of their intuition and judgment.
+2 Dex, +2 Con, -2 Wis. Darkvision. Clairaudience/clairvoyance 3/day. Dimension door 3/day. Mage hand 3/day. Telekinesis 3/day. Spell resistance. Level Adjustment +2.
Githyanki are gaunt, averaging 6 feet 3 inches tall and typically weighing around 170 points. They possess rough, yellow skin and black hair that is often pulled into one or more topknots. Their eyes gleam darkly and their ears are pointed and serrated in back. [Source: Manual of the Planes by Jeff Grubb, Bruce R. Cordell, and David Noonan. Published by Wizards of the Coast. p.174-175. Also PS3E, Chapter 2, p.19-22]

Minotaur
Base Race:
World:
Minotaurs are known for there brute strength and there lust for mazes. This particular minotaur is a bit more social than the ladder
+5 Str, -2 Cha. +3 Con, Knockdown, (they are not immune to knockdown anymore, afaik)

Water Genasi
Base Race:
World:
Water genasi are descendants of water-elemental related creatures. They have high endurance, but are cold and emotionally distant.
+2 Con, -2 Cha. +1 Save vs Acid. Neutralize Poison (1/day). Acid Splash (1/day). Darkvision. ECL 1.
Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have on or more traits that reflect their quasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater. They dress sparsely, preferring clothing that won't bind when in the water and ripples like waves when dry. [Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 20.]

Kobold
Base Race:
World:
Kobolds are small reptillian humanoids, dangerous only in great numbers.
-1 Str -1 Con Size Category: 2 Feats: Alertness
While Kobolds are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Avlis, kobolds are often the slave labor for lizard man societies, though they do occasionally make small settlements of their own in humid jungle areas. Unlike other worlds, they are not so much the rubbish and filth race of cookie cutter monsters that people kill on sight, but rather a race with real ideals and goals.

Half-Ogre
Base Race:
World:
Half-ogres arise from unions between other humanoids and an ogre, with the non-ogre parent most often being human. They are not as big and strong as a full ogre, but they dwarf most other humanoid races. (Ogrillons are actually half-ogres but they aren't used for some reason...)
+3 Str -1 Dex -2 Int -1 Cha Feats: Cleave
Depending on which society the half-ogre tries to live, it can have varying success in life. Those who try to live with ogres often find themselves either living a bullied existence in squalor, or under the dominion of orcs. Those who strike it out on their own with the other races can sometimes find peace through extreme trials.

Goblin
Base Race:
World:
Goblins are small and often dirty little creatures with skin ranging from brown to green, with an orange tinge. Their small frame makes them weak, though they make up for it in numbers when necessary.
-1 Str -1 Cha Size Category: 2 Feats: Alertness
While Goblins are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Avlis, goblins can often act as second class citizens of a nation or town, especially in orcish societies. Unlike other worlds, they are not so much the rubbish and filth race of cookie cutter monsters that people kill on sight, but rather a race with real ideals and goals.

Orc
Base Race:
World:
Orcs are classic creatures from Dungeons & Dragons. They have dark rough skin, and a snout-like nose. Often they are stocky, and of unstable demeanor.
+2 Str -2 Dex +1 Int Feats: Orctrain (Orctrain gives +1 ab vs. orcs afaik)
Orcs are proliferative humanoids who survive on strength and cunning. They are amazingly versatile and adept at making a living in various professions. This is especially true on Avlis, where orcs are one of the nine major races that inhabit the planet. They build cities and nations of their own, and are generally of the lawful evil philosophy, as well as being extremely distrustful of magic users.

Gnoll
Base Race:
World:
Gnolls are dog-headed humanoids that tend to live in roving packs.
ECL = 2 +4 Str +2 Con -2 Int -2 Cha Feats: SkillAfinity-Listen, SkillAffinity-Search ,SkillAffinity-Spot, Keen sense, darkvision Special Abilities: Natural AC Bonus
Gnolls are the nomadic wanderers of Avlis. They never call an area their home for very long, preferring to move from place to place, scrounging off of others. If their moods suits them, they will become involved in the local dealings for a time, but they are often too scattered to make any meaningful headway in society.

Pygmy
Base Race:
World:
A pygmy looks like a cross between a goblin and a halfling. Their skin is often greenish in color, and covered in natural stripes and tribal tattoos. They are about 3 feet tall though robustly built.
+2 Dex, +2 Con, -2 Int, -2 Wis, -2 Cha. Small stature.
Myths and theories point to them as the long lost "missing link" primitive ancestor race that evolved into many of the humanoid races such as humans and demihumans, goblinoids, and orc etc. Whether these theories are true or not is still to be discovered. Lost Pygmies who do know of this theory always take it as the truth and take great pride in their belief that they were the original humanoid race. Though there are still undiscovered tribes of Lost Pygmies in the Lost Layer, many of them have either been captured and put to work as slaves by the demons or githyanki, or have been assimilated into the bizarre patchwork culture of some of the free settlements.

Shadow Dwarf
Base Race:
World:
The Shadow Dwarves (Kurwarf) are unique by there almost black skin tone, a striking resemblance to the Shadow Elves.
+2 Con, -4 Cha. +4 bonus on Move Silently, +1 bonus on Listen and Spot, Enlarge (1/day), Invisibility (1/day), Light Sensitivity, Stonecunning, Darkvision, Hardiness vs. Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs and Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore). ECL 2.
he Shadow Dwarves aka Kurwarf took too the underdark after the Great Rain of Fire, along with the shadow elves, formed a society for 2000 years forming an alligance with the shadow elves.

I'm looking for each world's post about races. I'm still editing this, when it's done I'll remove this message!
Last edited by Drysh on Thu Jun 16, 2005 2:57 pm, edited 1 time in total.
Cheers.
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Drysh
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Posts: 24
Joined: Mon Jun 28, 2004 10:34 am
Location: Brasil

Post by Drysh »

I'm just saving space in case I need more than a page.
Cheers.
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teleri
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Posts: 497
Joined: Thu Jul 01, 2004 2:24 pm
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Post by teleri »

I have been working on some standardized hides for planar races. I have finished a few and will have the rest done.... as time permits.
Cheers,
teleri

Building the Outlands one GateTown at a Time
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