Jergmo
2009-06-22, 04:07 PM
I've revised the statistics of various races in my campaign (it's still a work in progress) and I'd like to know what everyone thinks of what I have so far. Thus far I haven't statted out halfbreeds; they're a little more ambiguous. I got rid of halflings as I felt they served no purpose than to be a reference to Tolkien's hobbits, and the archetypes of elves and gnomes are there to break the pattern of creating new subraces just because there are minute differences. Seriously, eight elven races in the core info?
Humans (Not sure if they need to be pumped up a teeny bit more)
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Skill Mastery: Humans receive a +2 racial bonus in any two skills of their choice. These skills are considered class skills.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Favored Class: Any
Dwarves
+2 Con, +2 Wis, -2 Cha (trying to figure out a way to be rid of their Cha pen)
Medium: As medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarfcan use the Search skill to find stonework traps as a rogue can.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped while standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Favored Class: Cleric or Druid
Elves
Archetypes (Inquisitive, Spiritual, Sensual)
+2 Dex, (+2 Int, +2 Wis, or +2 Cha)
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Low-Light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+2 to Listen, Search, and Spot.
+2 racial saving throw bonus against enchantment spells or effects.
Favored class: Wizard, Ranger, or Sorcerer
My elves aren't frail, and are larger. Same height and weight as half-elves.
Gnomes
Archetypes (Inquisitive, Spiritual*, Sensual)
-2 Str, +2 Dex, +2 Con, (+2 Int, +2 Wis, or +2 Cha)
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Gnomes retain the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus to a Craft skill of their choice.
Favored Class: Rogue, Druid, or Bard
*Gnomes with the Spiritual archetype gain a +2 competence bonuses on Knowledge(Nature) checks rather than a Craft skill of their choice.
Ideally, I figure a four person party with a member of each race would be comprised of a human fighter, a dwarf cleric, an elf wizard, and a gnome rogue.
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GOBLINS
-2 Str, +2 Dex, +2 Con
Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Low-Light Vision: A goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Goblins retain the ability to distinguish color and detail under these conditions.
Goblin base land speed is 30 feet.
+2 racial bonus on Balance, Escape Artist, Move Silently and Listen checks.
+1 racial bonus on Reflex saves.
Favored Class: Rogue
HOBGOBLINS
+2 Dex, +2 Con
Medium: As Medium creatures, Hobgoblins have no special bonuses or penalties due to their size.
Hobgoblin base land speed is 30 feet.
Low-Light Vision: A hobgoblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Hobgoblins retain the ability to distinguish color and detail under these conditions.
+2 racial bonus to Climb, Jump, and Listen checks.
+1 racial bonus on Reflex saves.
Favored Class: Any
BUGBEARS
+4 Str, +2 Dex, +2 Con, -2 Cha
Medium: As medium creatures, bugbears have no special bonuses or penalties due to their size.
A bugbear's base land speed is 30 feet.
Racial Hit Dice: A bugbear begins with two levels of humanoid, which provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of +0, +2, +0
Racial Skills: A bugbear's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear's humanoid levels give it one feat.
+1 natural armor bonus.
+2 racial bonus on Climb, Jump, Move Silently and Listen checks.
Low-Light Vision: A bugbear can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Bugbears retain the ability to distinguish color and detail under these conditions.
Favored Class: Ranger
Level adjustment: +1
Orcs
Archetypes (Seafaring, Nomadic, Agrarian)
+2 Str, +2 Con
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orc base land speed is 30 feet.
Low-Light Vision: An orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Orcs retain the ability to distinguish color and detail under these conditions.
Seafaring: +2 bonus on Balance and Profession(Sailor) checks, as well as +2 Survival and Knowledge(Nature) checks dealing with fishing/aquatic animals and weather.
Nomadic: +2 bonus on Survival and Knowledge(Nature) checks dealing with animals, plants, seasons and cycles, and weather, as well as a +1 competence bonus on ranged attacks.
Agrarian: +2 bonus on Handle Animal and Profession(Farmer) checks, as well as Knowledge(Nature) checks dealing with animals, plants, seasons and cycles, and weather.
GNOLLS
+2 Str, +2 Dex, +2 Con, -2 Int -2 Cha
Medium: As medium creatures, gnolls have no special bonuses or penalties due to their size.
A gnoll's base land speed is 30 feet.
Gnolls have low-light vision and scent.
Racial Hit Dice: A gnoll begins with two levels of humanoid, which provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A gnoll's humanoid levels give it skill points equal to 5 x (2 + int modifier). Its class skills are Listen, Spot, Hide, Move Silently, and Survival.
Racial Feats: A gnoll's humanoid levels give it one feat.
Natural Weapons: Bite (1d6)
+2 racial bonus to Listen, Spot and Survival.
+2 natural armor bonus.
Favored Class: Ranger
Level adjustment: +1
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Kobolds
-4 Str, +2 Dex
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold has a +4 racial bonus on Search, as well as either Profession (miner) or a Craft skill of their choice. In addition, a kobold receives a +2 racial bonus in any one skill of their choice.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Natural weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus.
+2 racial bonus to Reflex saves.
+2 natural armor bonus.
Special Qualities: Light sensitivity.
Favored Class: Sorcerer
Level Adjustment: +0
LIZARDFOLK
+4 Strength, +4 Constitution, -2 Int, -2 Cha
Medium: As medium creatures, lizardfolk have no special bonuses or penalties due to their size.
A lizardfolk's base land speed is 30 feet.
Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0
Racial Skills: A lizardfolk's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, and Swim. Lizardfolk have a +4 racial bonus on Balance and Swim checks.
Racial Feats: A lizardfolk's humanoid levels give it one feat.
+3 natural armor bonus.
Natural Weapons: Bite (1d6) and tail slap (1d6)
Hold breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Favored Class: Barbarian
Level adjustment: +1
TROGLODYTES
-2 Str, +4 Dex, +2 Con, -2 Int, -2 Cha
Medium: As medium creatures, troglodytes have no special bonuses or penalties due to their size.
A troglodyte's base land speed is 30 feet. They have a climb speed of 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Hide, Climb and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings) and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Troglodytes use their Dexterity modifier instead of their Strength modifier for Climb checks.
Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
+3 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4)
Favored Class: Rogue
Level adjustment: +1
Humans (Not sure if they need to be pumped up a teeny bit more)
Medium: As medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Skill Mastery: Humans receive a +2 racial bonus in any two skills of their choice. These skills are considered class skills.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Favored Class: Any
Dwarves
+2 Con, +2 Wis, -2 Cha (trying to figure out a way to be rid of their Cha pen)
Medium: As medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarfcan use the Search skill to find stonework traps as a rogue can.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped while standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Favored Class: Cleric or Druid
Elves
Archetypes (Inquisitive, Spiritual, Sensual)
+2 Dex, (+2 Int, +2 Wis, or +2 Cha)
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Low-Light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
+2 to Listen, Search, and Spot.
+2 racial saving throw bonus against enchantment spells or effects.
Favored class: Wizard, Ranger, or Sorcerer
My elves aren't frail, and are larger. Same height and weight as half-elves.
Gnomes
Archetypes (Inquisitive, Spiritual*, Sensual)
-2 Str, +2 Dex, +2 Con, (+2 Int, +2 Wis, or +2 Cha)
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Gnomes retain the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus to a Craft skill of their choice.
Favored Class: Rogue, Druid, or Bard
*Gnomes with the Spiritual archetype gain a +2 competence bonuses on Knowledge(Nature) checks rather than a Craft skill of their choice.
Ideally, I figure a four person party with a member of each race would be comprised of a human fighter, a dwarf cleric, an elf wizard, and a gnome rogue.
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GOBLINS
-2 Str, +2 Dex, +2 Con
Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but uses smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Low-Light Vision: A goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Goblins retain the ability to distinguish color and detail under these conditions.
Goblin base land speed is 30 feet.
+2 racial bonus on Balance, Escape Artist, Move Silently and Listen checks.
+1 racial bonus on Reflex saves.
Favored Class: Rogue
HOBGOBLINS
+2 Dex, +2 Con
Medium: As Medium creatures, Hobgoblins have no special bonuses or penalties due to their size.
Hobgoblin base land speed is 30 feet.
Low-Light Vision: A hobgoblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Hobgoblins retain the ability to distinguish color and detail under these conditions.
+2 racial bonus to Climb, Jump, and Listen checks.
+1 racial bonus on Reflex saves.
Favored Class: Any
BUGBEARS
+4 Str, +2 Dex, +2 Con, -2 Cha
Medium: As medium creatures, bugbears have no special bonuses or penalties due to their size.
A bugbear's base land speed is 30 feet.
Racial Hit Dice: A bugbear begins with two levels of humanoid, which provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of +0, +2, +0
Racial Skills: A bugbear's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear's humanoid levels give it one feat.
+1 natural armor bonus.
+2 racial bonus on Climb, Jump, Move Silently and Listen checks.
Low-Light Vision: A bugbear can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Bugbears retain the ability to distinguish color and detail under these conditions.
Favored Class: Ranger
Level adjustment: +1
Orcs
Archetypes (Seafaring, Nomadic, Agrarian)
+2 Str, +2 Con
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
Orc base land speed is 30 feet.
Low-Light Vision: An orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Orcs retain the ability to distinguish color and detail under these conditions.
Seafaring: +2 bonus on Balance and Profession(Sailor) checks, as well as +2 Survival and Knowledge(Nature) checks dealing with fishing/aquatic animals and weather.
Nomadic: +2 bonus on Survival and Knowledge(Nature) checks dealing with animals, plants, seasons and cycles, and weather, as well as a +1 competence bonus on ranged attacks.
Agrarian: +2 bonus on Handle Animal and Profession(Farmer) checks, as well as Knowledge(Nature) checks dealing with animals, plants, seasons and cycles, and weather.
GNOLLS
+2 Str, +2 Dex, +2 Con, -2 Int -2 Cha
Medium: As medium creatures, gnolls have no special bonuses or penalties due to their size.
A gnoll's base land speed is 30 feet.
Gnolls have low-light vision and scent.
Racial Hit Dice: A gnoll begins with two levels of humanoid, which provides 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A gnoll's humanoid levels give it skill points equal to 5 x (2 + int modifier). Its class skills are Listen, Spot, Hide, Move Silently, and Survival.
Racial Feats: A gnoll's humanoid levels give it one feat.
Natural Weapons: Bite (1d6)
+2 racial bonus to Listen, Spot and Survival.
+2 natural armor bonus.
Favored Class: Ranger
Level adjustment: +1
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Kobolds
-4 Str, +2 Dex
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold has a +4 racial bonus on Search, as well as either Profession (miner) or a Craft skill of their choice. In addition, a kobold receives a +2 racial bonus in any one skill of their choice.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Natural weapons: Kobolds have two primary claw attacks that deal 1d3 points of slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus.
+2 racial bonus to Reflex saves.
+2 natural armor bonus.
Special Qualities: Light sensitivity.
Favored Class: Sorcerer
Level Adjustment: +0
LIZARDFOLK
+4 Strength, +4 Constitution, -2 Int, -2 Cha
Medium: As medium creatures, lizardfolk have no special bonuses or penalties due to their size.
A lizardfolk's base land speed is 30 feet.
Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0
Racial Skills: A lizardfolk's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, and Swim. Lizardfolk have a +4 racial bonus on Balance and Swim checks.
Racial Feats: A lizardfolk's humanoid levels give it one feat.
+3 natural armor bonus.
Natural Weapons: Bite (1d6) and tail slap (1d6)
Hold breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Favored Class: Barbarian
Level adjustment: +1
TROGLODYTES
-2 Str, +4 Dex, +2 Con, -2 Int, -2 Cha
Medium: As medium creatures, troglodytes have no special bonuses or penalties due to their size.
A troglodyte's base land speed is 30 feet. They have a climb speed of 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Hide, Climb and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings) and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Troglodytes use their Dexterity modifier instead of their Strength modifier for Climb checks.
Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
+3 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4)
Favored Class: Rogue
Level adjustment: +1