Half Strider (3.5e Race)

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Half Ocean Strider (Half Strider)[edit]

Disclaimer: Much of the information provided in this section is stated in the 3.5 Monster Manual II and has been edited to fit the formatting of a playable character for your convenience. This race may be unbalanced.


Once an half strider claims a particular stretch of water, it considers all creatures not native to those waters, or to the skies above, to be intruders. It begins by approaching ships that enter its realm and ordering them to turn back or face destruction. Usually, an half strider is content to allow ships’ crews to reverse course, or even to negotiate if they wish. Those who promise to travel carefully, without dumping their trash overboard or killing more fish than they can eat, can sometimes negotiate safe passage with an half strider.

Only when an intruder attempts to sail past without parleying or attacks does the half strider become openly aggressive. But woe to those who behave properly only until they believe themselves out of danger, because half striders have been known to follow ships for many miles if they have doubts about a crew’s commitment to proper use of the ocean’s gifts. Many a ship’s captain has tried to persuade an half strider to reveal the limits of its demesne, but these canny sea-dwellers prefer to not to let intruders know the true extent of their ability to observe and punish wrongdoers.

Physical Description[edit]

An Half Strider resembles a cross between an elf and a killer whale. Like an orca, it has a mouth full of pointed teeth and has rubbery skin. Like Ocean Striders, they have a dorsal fin on top of their head, but it has been reduced to a slight ridge. Their markings are shades of grey's and cream's. They have a similar body shape to elves and large pointed ears.


Half Striders get along fine with all water-races. They have a positive view of Elves due to their natural respect for the ocean and it's creatures. They are generally apathetic to other land-dwellers


Chaotic neutral


Any aquatic.


Half strider clerics worship Deep Sashelas and may choose any two of the following domains: Chaos, Protection, and Water.


Half striders speak Common, Elven, and Aquan.


Half Striders don't typically have names, but may chose one for themselves when interacting with other intelligent races.

Racial Traits[edit]

  • +2 Wisdom, +2 Strength, -2 Charisma :
  • Humanoid (Aquatic):
  • Large: As a Large creature, a half strider takes a -1 size penalty on to Armor Class and attack bonuses. The weapons they use are one and a half times the size a medium creature uses.
  • Half strider base land speed is 30 feet: swim 40 feet.
  • Underwater Vision: Half Striders can see unto 60 feet underwater.
  • Frightful Presence (Ex): The mere presence of an half strider inspires terror in all creatures within 100 feet of it that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 32) or become shaken—a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to that half strider’s frightful presence for 24 hours.
  • Ramming (Ex): As a standard action during its turn each round, a half strider can swim at up to quadruple speed (240 feet) and ram a waterborne target (such as a ship or another creature). To ram, the half strider must end its movement in the target’s space. This attack deals 2d8+6 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a Reflex save (DC 29) for half damage. Upon ramming a ship, the half strider can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DUNGEON MASTER’s Guide for information about ships.) Regardless of the check result, every creature aboard must attempt a Reflex saving throw (DC 15). Success means the creature takes 1d10 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.
  • Water Breathing (Ex): An half strider has gills as well as lungs, so it can breathe water as well as it can air.
  • Water Walk (Su): An half strider continuously produces an effect like that of a water walk spell (caster level 20th).
  • Spell-Like Ability: 6/day — control water, obscuring mist; 5/day— elemental swarm (water only), summon nature’s ally IX (water or aquatic creatures only). Caster level is 20th. The save DC is 17 + spell level -based.
  • Automatic Languages: Common, Elvish, and Aquan. Bonus Languages: Fey.
  • Favored Class: Ranger.

Vital Statistics[edit]

Table: Aasimar Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d6 +2d6 +3d6
Table: Aasimar Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
200 years 300 years 400 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Table: Aasimar Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 10' 0" +1d12 250 lb. × (2d4) lb.
Female 10' 0" +1d12 250 lb. × (2d4) lb.

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