These are a couple PC races from my own Fantos campaign world.
Only the overdrow has been playtested, so the dargoyle may be a little
over- or under-powerful. Feel free to increase or decrease the powers of
these races as you choose. Enjoy!
OVERDROW ELF
Ability Score Adjustments: +2 Dex, -1 Con, -1 Cha
Ability Score Range:
Ability
Min/Max
Strength
3/18
Dexterity
6/18
Constitution
7/17
Intelligence
8/18
Wisdom
4/18
Charisma
3/17
Class Restrictions:
Class
Max. Level
WARRIOR
Fighter
12
Ranger
15
Paladin#
--
----------------------------------------------
WIZARD
Mage/Specialist*
15
Illusionist
--
Chronomancer**
15
----------------------------------------------
PRIEST
Cleric
12
Druid
--
Witch Doctor
--
Shaman
--
----------------------------------------------
ROGUE
Thief
12
Bard
--
----------------------------------------------
PSIONICIST
8
#They can become demi-paladins, as per The Complete Paladin’s Handbook,
with a level limit of 10.
*They can become Diviners, Enchanters, and, from Player’s Option:
Skills And Powers, Geometers, and Song Wizards.
**Only if the Chronomancer accessory is used.
They can also be specialty priests of Eilistraee, from FOR2, the Drow
Of The Underdark accessory.
HIT DICE: PC overdrow receive Hit Dice by class.
ALIGNMENT: Overdrow tend towards chaotic good alignment, but PC Overdrow can be of any alignment.
NATURAL ARMOR CLASS: 10
BACKGROUND:
Overdrow elves are a subrace of drow elves that had alignments
other than normal drow. They were forced to the surface by the other, evil
drow. They developed a tolerance for bright lights and sunlight, but being
away from the strange magical aura of the drows’ underdark cities caused
their innate magical abilities to be reduced. Now, only a few (10%) of
all overdrow possess any of the innate abilities common to drow. They resemble
drow, but have slightly lighter skin and slightly darker hair, and tend
to have light grey hair and dark grey skin. Their eyes look grey or blue,
not the feral red normal drow are known for. Still, they resemble drow
closely enough that often they are mistaken for their evil cousins, usually
with hostile results. They tend to live in isolated villages inside deep
forests, sending friendly intermediaries for trading. Because of their
isolated nature, very few are seen in the general world. These are adventurer
overdrow, like the PCs.
LANGUAGES:
Overdrow begin with overdrow, elf, common, gnome, halfling, drow,
& undercommon.
SPECIAL ADVANTAGES:
In addition to the normal abilities possessed by elves (as per
the PHB), an overdrow PC can choose one of the following spell-like
abilities: faerie fire, dancing lights, or darkness, cast
as a wizard or priest of the same level. At fourth level, they can choose
one
other to add. In addition to the abilities available, they may also choose
levitate, detect magic, or know alignment to add to the optional
abilities list at fourth level. This choice may be repeated at eighth level,
twelfth level and so on.
SPECIAL DISADVANTAGES:
Because of their resemblance to drow, and because
drow are known as evil, drow suffer a -3 to reaction rolls in the general
populace. Drow will attack overdrow on sight (excepting, of course, PC
drow, who can choose).
DARGOYLE
Ability Score Adjustments: +1 Str, +1 Int, -2 Cha
Ability Score Range:
Ability
Min/Max
Strength
10/19
Dexterity
3/18
Constitution
6/18
Intelligence
8/18
Wisdom
5/18
Charisma
3/16
Class Restrictions:
Class
Max. Level
WARRIOR
Fighter
14
Ranger
12
Paladin
--
--------------------------------------------
WIZARD
Mage
20
Illusionist
14
Chronomancer**
10
Specialist***
20
-------------------------------------------
PRIEST
Cleric
11
Druid
9
-------------------------------------------
ROGUE
Thief
10
Bard
--
--------------------------------------------
PSIONICIST
--
*** They can be Transmuters, Diviners, Enchanters, Illusionists, Invokers, Necromancers, Elementalists, Wild Mages, Alchemists, & Shadow Mages. Elementalists & Wild Mages are from the Tome Of Magic, Alchemists & Shadow Mages are from Player’s Option: Skills & Powers.
HIT DICE: PC dargoyles receive Hit Dice by class.
ALIGNMENT: Dargoyles can be of any alignment.
NATURAL ARMOR CLASS: 8
BACKGROUND:
Dargoyles are a race of winged reptilian
creatures thought to be a natural form of gargoyle. They resemble scaly
humans with claws, talons, fangs, horns on their heads, long prehensile
tails, and bat-like wings. When a dargoyle is enraged, its eyes glow (white
for good or neutral dargoyles, red for evil-aligned ones). They live in
clans, with one leader and a “second,” or second-in-command. The clan members
are fiercely loyal to each other, and even chaotic evil dargoyles are honorbound
to defend another of the same clan from attack or wounding. In fact, dargoyles
of the same clan cannot fight, or both of the combatants will be disowned
by their clan. Frequently, dargoyle clans coexist with human or demihuman
communities as nocturnal defenders of those communities. Basically, in
exchange for the dargoyles’ nightly protection, the community protects
the clan during the day.
LANGUAGES:
Dargoyle PCs begin play with dargoyle, common,
and two demihuman languages (choose from elf, dwarf, gnome, halfling, or
DM’s choice).
SPECIAL ADVANTAGES:
Dargoyles can glide on air currents at a rate
of 10 (B). They can forego normal weapons and spells for a claw/claw/tail
attack that inflicts 1d6/1d6/1d4. Regardless of class, a dargoyle can Climb
Walls, Move Silently, Hide In Shadows, and Detect Noise as a thief with
a 11% chance of success per level (maximum of 99%). Dargoyles have infravision
up to 60'.
SPECIAL DISADVANTAGES:
Dargoyles turn to stone when exposed to sunlight
(only the real thing will change one). In this form they are AC 5 and have
half their total hit points. A dargoyle cannot escape this except by remaining
underground during the day. In addition they suffer a -4 to reaction rolls
because of their monstrous appearance.
MONSTROUS TRAITS:
Appearance, glowing eyes when angered.
SUPERSTITIONS: None
WEAPON PROFICIENCIES: Any
NONWEAPON PROFICIENCIES: Danger sense#*,direction sense, hiding#*, blind-fighting, endurance, hunting, natural fighting#*, intimidation#*, mountaineering, survival, tracking, wild fighting#*, herbalism.
#*-From The Complete Book Of Humanoids
AVERAGE HEIGHT AND WEIGHT
Hgt.
Wgt.
Base Modifier Base
Modifier
72/65 1d12
300/250 1d6
AGE
Base Age Variable
Maximum Age Average Max. Age
30
1d8 180+2d20
200
AGING EFFECTS
Middle Age* Old Age**
Venerable***
90
120 180
*-1 Str/Con, +1 Int/Wis
**-2 Str/Dex, -1 Con, +1 Wis
***-1 Str/Dex/Con, +1 Int/Wis
THIEVING SKILL RACIAL ADJUSTMENTS
PP OL F/RT MS
HS DN CW RL
--- -5% --- #*#
#*# #*# #*# -15%
#*#--See above under Special Advantages.