Other Races (The Silver Lands Supplement)

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Banshees[edit]

Banshees are just a tad bit too insane for my taste...
—Shask, ogress priestess.

The banshees are a race of brutal and cunning warriors, charging into battle, but also thinking before they do so. They live on the fringes of Rythan and Bas'Meran society, claiming work as mercenaries for either realm, but retaining their ancient tribal pride. The most signature ability of the banshees is their deadly wail, which can harm their foes while bolstering their own confidence. A typical banshee stands between five and six feet tall in height.

  • +2 dexterity, -2 wisdom, +2 charisma.
  • medium humanoid (banshee).
  • banshee base land speed is 40 ft.
  • improved lowlight vision.
  • +2 racial bonus on will saves against fear effects.
  • banshee's wail (su): once per day, a banshee can let out a horrific wail which deals 1d6 + (banshee's charisma modifier) damage to any creature within 60 ft. in addition, that creature also becomes shaken for rounds equal to 1d4 + banshee's charisma modifier. a will save (dc 10 + banshee's charisma modifier) halves the damage and eliminates the shaken effect. when a banshee reaches 5 hd, they can use this ability twice per day, at 10 hd three times, etc. when a banshee uses their wail, they also gain an additional +2 to will saving throws against fear for rounds equal to their charisma modifier.
  • +2 racial bonus on intimidate and sense motive checks.
  • automatic languages: 'Sheean.
  • favored class: barbarian.

Changelings[edit]

No! Of course I'm not a changeling spy sent to assassinate you!
—Rafe, changeling spy speaking to ogre priest he was sent to assassinate.

The changeling clans, or kelashyi, as they call themselves, are wanderers who are tolerated by most peoples. Their home is their caravans and the road, and they have wandered the face of the Silver Lands for millenniums. The changelings have the ability to shift their forms, which is one of the reasons they are disliked by most people. Most changelings are between five and six feet tall.

  • +2 dexterity, -2 strength, -2 constitution, +2 charisma.
  • medium humanoid (shapechanger).
  • changeling base land speed is 30 ft.
  • lowlight vision.
  • +2 racial bonus on bluff, gather information, and sense motive checks.
  • +2 racial bonus on will saves against mind influencing effects.
  • minor change shape (su): a changeling can alter their features at will to gain a +10 racial bonus on disguise checks. this ability works exactly like a disguise self spell, except the changeling cannot change clothing or equipment, there is no duration, and it is a transmution effect. changing shape is a full round action which provokes attacks of opportunity.
  • natural linguist (ex): speak language is always a class skill for changelings.
  • automatic languages: Kelashyian, one other.
  • favored class: bard or rogue.

Shifters[edit]

I prefer fighting in the shadows, because I can see my victim, but they can't see me.
—Swift, shifter assassin.

Shifters are a ruthless race that lives in the shadows, serving as assassins and scouts for any with money to pay. Along with the daemonborn, they are considered one of the most hated races of The Northern Continent. Shifters stand around five or six feet in height.

  • +2 charisma.
  • medium humanoid (shapechanger).
  • shifter base land speed is 40 ft.
  • improved lowlight vision.
  • +2 racial bonus on bluff and sense motive checks.
  • +2 racial bonus on will saves against mind influencing effects.
  • shift (su): a shifter has the ability to slightly change their physical shape to become better combatants. at will, they can shift themselves to gain either a +4 bonus on any physical ability score or a +2 bonus on two physical ability scores (str and dex, str and con, or dex and con). shifting is a full-round action that provokes attacks of opportunity. a shifter instantly loses any other shifts they have once they shift to a new one. there is no duration for a shift.
  • automatic languages: Shifter Kelashyian, one other.
  • favored class: rogue.

Daemonborn[edit]

Daemonborn are the result of some drunken peasant woman's fling with a pleasure seeking daemon. And that's just the start of their emotional complexes...
—Klythrostos, crysaeli mage, having an intellectual discussion with a faery sorceress.

The daemonborn are born to an unfortunate lot: they are the result of daemonic ancestry. They are few in number, but are reviled by all for a trait that they cannot suppress; their daemonic heritage is in their very nature. Some daemonborn manage to hide this demonic taint, masquerading as a member of some other race, and the daemonborn species is varied enough that some indeed can pull this difficult feat off. Daemonborn generally stand about six feat tall.

  • +2 strength, -2 wisdom, -2 charisma.
  • medium outsider (native).
  • daemonborn base land speed is 30 ft.
  • darkvision 60 ft.
  • lowlight vision.
  • immunity to disease.
  • +2 racial bonus on saves against poison and petrification.
  • -2 racial penalty on diplomacy and gather information checks.
  • SR 8 + hd.
  • spell-like abilities: 1/day: Resist Energy.
  • automatic languages: Any one.
  • favored class: fighter or rogue.


Gnomes[edit]

Wow... Everything's so big...
—Gnome adventurer leaving Chirrika for the first time.

The gnome race dwells in the peaceful, bountiful realm of Chirrika, which lies between the lands of Rytha and Bas'Mera. Chirrika is a land of farmland and verdant forests, and the horrors of war rarely touch its peaceful shores. Neither Bas'Mera or Rytha dares to conquer Chirrika and it's small inhabitants, because doing so would mean instant retaliation from the other country. Gnomes rarely hit above three feet in height.

  • +2 dexterity, -4 strength, +2 wisdom.
  • small humanoid (gnome).
  • gnome base land speed is 20 ft.
  • lowlight vision.
  • +2 racial bonus on move silently, hide, spot, listen, and craft (any two) checks.
  • woodland meld (su): gnomes have an innate ability to blend in with natural settings. this ability works similarly to the Tree Shape spell, but you can also become a log or rock or other natural object. the closest inspection cannot reveal that you are actually a magically concealed gnome. to all normal tests you are, in fact, the object you are disguised as, although a detect magic spell reveals a faint transmutation on you. the woodland meld ability is usable at will, and has an indefinate duration. while under the effects of this ability you cannot move, speak, attack, or use any spells or other abilities.
  • automatic languages: Chirrikan.
  • favored class: druid.


Godslayers[edit]

We are the last true defenders of the Silver Lands. We will not back down, we will not be intimidated. We shall stand between all who seek to destroy our homeland.
—Fourth Brother Pax, defender of Nectar Island.

The godslayers are one of the most ancient of races of the silver lands, and it is said by crysaeli and duergar historians that they were a race bred by directly by the deva. Although "Godslayer" seems a pretentious name for this race, the name actually refers to the gigantic "armor" the godslayers used to use. On it's own, the armor is an automation that must be given constant commands to function. However, with the addition of a godslayer, the armor is a force to be reckoned with. The deva are said to have created the armor in this fashion so that the godslayers would not rebel against the them, as the deva had the key to shutting the armor down. Godslayers are usually around six feet tall.

  • +4 strength, +2 dexterity, +2 constitution.
  • medium humanoid (godslayer).
  • godslayer base land speed is 40 ft.
  • lowlight vision.
  • darkvision 60 ft.
  • resistance to fire and electricity 10.
  • SR equal to 11 + hd.
  • DR 5/-
  • fast healing 3.
  • Spell-like abilities: 3/day: magic weapon.
  • powerful build (ex): a godslayer functions as if they were one size category larger as long as it is beneficial to them. they can freely use weapons of up to one size category larger than themselves (large weapons). this ability does not give the godslayer any of the other bonuses or penalties associated with large size (including ac penalty, attack penalty, grapple bonus, and hide penalty). godslayers can also use weapons of their own size if they wish to.
  • +4 racial bonus on attack and damage rolls against outsiders.
  • automatic languages: Ancient.
  • favored class: fighter.
  • level adjustment: +3.


Onlar[edit]

Let's see here... The bow will cost you 13 suns, the string 1 1/2, extra string packet at a special discount of only 2 suns, and the arrows 10 for 3 suns. 30 arrows... 9 suns. So that's a total of... 28 suns. Cash, please.
—Cort, onlar businessman.

The onlar are said to come, in ages past, from the brutal and primitive realm of Elgador, the home of the athames, manes, and wendego. Although onlar are far less bestial than the savage denizens of Elgador, there may be some truth to that claim, though the onlar generally deny it. Onlar settlements spring up in random places in the Silver Lands, and most people (Rythans, Bas'Merans, or other) as a rule welcome the clever onlar. Onlar are about three to four feet tall.

  • +2 constitution, -2 strength.
  • small humanoid (onlar).
  • onlar base land speed is 20 ft.
  • lowlight vision.
  • scent 60 ft.
  • +2 racial bonus on saves against illusion or enchantment effects.
  • +2 racial bonus on bluff, diplomacy, gather information, spot, listen, move silently, and hide checks.
  • onlar gain Dodge as a bonus feat.
  • automatic languages: any one.
  • favored class: rogue.


Roane[edit]

Ha! you think we've seen anything yet? Just wait till we round the Cape of Dark Shadows... Then you're in for a real treat!
—Eiliam, roane seacaptain addressing his passengers.

The roane are a bold race of seafarers and explorers. They live upon their ships, deep in underwater cliff-caves, and, most of all, in the ocean. The roane nation, as a whole, is called Roane'Danon, and stretches throughout the southern and eastern coasts. Roane have dealings with both the so-called "dry-land" races and the "under-sea" races. They can hold their breaths for an astoundingly long period of time, and can visit underwater treasure troves that other races never even knew to exist. The average roane stands between five and six feet tall.

  • +2 dexterity, -2 wisdom.
  • medium humanoid (roane).
  • roane base land speed is 30 ft. base swim speed is 30 ft.
  • improved lowlight vision.
  • breath-holding (ex): a roane can hold its breath for minutes equal to 3x constitution score before it risks drowning.
  • +2 racial bonus on fortitude saves against cold effects.
  • +2 racial bonus on seafarer checks.
  • +8 racial bonus on swim checks. a roane can always take ten on a swim check, even when rushed or threatened. a roane can use the run action while swimming, provided he swims in a straight line.
  • automatic languages: Roanish.
  • favored class: rogue.


Salamanders[edit]

Ouch. That hurt...
—General Hack, after being hit with a salahandrian-steel weapon.

The salamanders are a race of artisans and blacksmiths, who dwell in the fiery realm of Salahandrae, to the west of Bas'Mera and Rytha. Salamanders are the ultimate weapon smiths, and Salahandrian-Steel weapons are much in demand by all. The salamanders are ruled by a council of elders, who are elected by a majority vote. Salamanders are usually between five and six feet in height.

  • +2 constitution.
  • medium humanoid (fire).
  • salamander base land speed is 30 ft.
  • darkvision 60 ft.
  • resistance to fire 10.
  • +1 natural armor bonus.
  • -2 racial penalty on fortitude saves to resist cold.
  • secrets of steel (ex): salamanders have a +2 racial bonus on craft (weapon and armor smithing) and craft (metalwork) checks, and a +2 racial bonus on appraise checks related to metal items. salamanders can also work with salahandrian-steel without the usual -4 penalty.
  • automatic languages: Salahandrian, one other.
  • favored class: fighter.

Sylphs[edit]

I don't want to hurt you...
—Arial, sylph spell-caster.

The sylph are a kindly, mostly harmless race of beings who dwell in the farther peaks of the Mountains of the Sun. Although they have a reputation as harmless pushovers, sylph are actually clever and able people, defending themselves in ingenious ways, although they are weak combatants and favor being healers or enchanters. Sylph usually stand only five feet in height.

  • +2 dexterity, +4 intelligence, +2 charisma, +2 wisdom, -4 strength, -4 constitution.
  • medium humanoid (air).
  • sylph base land speed is 30 ft. base fly speed is 80 ft (good).
  • lowlight vision.
  • +2 racial bonus on diplomacy, sense motive, heal, and move silently checks. +4 racial bonus on spot and listen checks.
  • sleight build: a sylph can function as if they were one size category smaller as long as it is beneficial for them. they gain a +1 racial bonus on ac and attack bonus, and a +4 bonus on hide checks. they can still use medium weapons, and gains no penalty on grapple checks. sylphs may use small weapons if they wish to.
  • automatic languages: Paracal.
  • favored class: wizard.



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