Pikmin (3.5e Race)

From D&D Wiki

Jump to: navigation, search



Pikmin are curious and inquisitive plant like creatures that usually come in groups of themselves and tend to follow other creatures around as helpers due to their natural curiosity and servile nature. They tend to be shy of other races but are often loyal companions and quite useful to those they serve


Pikmin will usually follow any being that helps them, seeing them as a leader like figure, with elves being the most common beings they run into and follow though druids of any race will often find them as well. They have a fascination with technology and magic and attribute strange properties to items they find or leaders they follow. In terms of groups of their own kind, pikmon usually get along just fine with each other, deligating tasks to which type of pikmin is best suited for the task


pikmin are nearly always lawful neutral due to their organized tendencies and desire for teamwork. They can be of other neutral alignments but lawful neutral is the most common one, though they can be accepting of other alignment creatures if their viewpoint and talents seems needed at the moment


Pikmin usually live in places where nature is quite common, usually forests, caves, deserts, swamps and more natural environments. They find cities and towns incredibly odd and usually won't settle there on their own but will follow a leader who does go into such a place, where they may be more trouble than they are worth with how grabby and curious they are.


Pikmin have a unusual religion, worshipping nature as a whole and the great cycle of life but also attributing divine power to idols they make and remember or beings or events that helped them during dangerous times. They espouse religious tolerance as a rule but don't approve of religious oppression or mindless acts of violence and destruction, seeing all gods as having a role to play in nature


pikmin mainly speak sylvan but usually learn the language of their leader along with the languages of what seem to be local creatures. They also speak their own language of pikish, a series of grunts, squeaks, yelps and screams meant to express general ideas or requests


Pikmin find the names for other creatures weird but aren't opposed to it, enthusiatically naming themselves, other creatures or things once the concept is explained to them. The names for pikmin themselves are short such as calling a red pikmin flare, red or rose, drawing upon a pikmin's natural qualities and percieved talents

Racial Traits[edit]

  • +2 constitution -1 intelligence
  • plant subtye: +2 bonus to saves against paralysis, disease, polymorph and charm effects
  • small size: +1 bonus on hide checks and dodge bonus to ac, -1 penalty to cmb and cmd
  • pikmin base land speed is 30 feet 10 climb
  • depending on the subtype of pikmin, a pikmin gains the following trait: red: resist fire 10, blue: breath underwater, yellow: resist electricity 10, mushroom pikmin: fast healing 2, olimin: resist 10 sonic, +1 bonus to intelligence instead of minus 1, purple: +2 bonus to strength and constitution, -10 penalty to speed, white: +5 bonus on saves against poison, bulbin: constant speak with animals, rock: dr 3/adamantine, treat natural attacks as adamantine, flying: fly speed 20 feet (good manuverability), cyan: resist cold 10, green: speak with plants as a constant feature, orange: burrow speed 20 feet
  • throwable. : can be thrown as a thrown weapon that deals d6 damage with a 40 feet range increment. A pikmin can make a grapple check to grab on to the target as part of this attack
  • illiterate : can't read or write unless they expend one rank in linguistics to do so
  • Spell-Like Ability: 1 times per day each, light, stabilize and detect magic, caster level is a pikmin's character level with a save dc based on constitution
  • Psi-Like Ability: once per day, inertial armor, manifester level is a pikmin's character level with a save dc based on constitution
  • Automatic Languages: pikish, sylvan. bonus languages: common, goblin, dwarven, undercommon, elven, giant, orc, auran, terran, aquan, tengu, ignan
  • Favored Class: any.
  • Level Adjust: +0

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple Moderate Complex
years +d4 +2d4 +3d4
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 225 years 300 years + 400 years
  1. At middle age, +;1 to Str, Dex, and Con; −1 to Int, Wis, and Cha.
  2. At old age, −1 to Str, Dex, and Con; +2 to Int, Wis, and Cha.
  3. At venerable age, −2 to Str, Dex, and Con; +3 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5feet +1d10 100 lb. 0lb.
Female 5feet +1d10 100lb. 0lb

Back to Main Page3.5e HomebrewRaces [[Category:LA<!-#->]] [[Category:ECL<!-#->]]

Home of user-generated,
homebrew pages!