Kaihaku
2009-08-03, 09:19 AM
Racial Feature Progression Work in Progress
This is an attempt to lessen the usage of Level Adjustment while opening up a new wider range of options for the playable Races and allowing more diverse multiracial characters. It was originally inspired by the Racial Feat portion of TeeEl's Generic Classes variant (http://www.giantitp.com/forums/showthread.php?t=86469). As that variant was often ambiguous and as TeeEl has abandoned it I thought I would give it a try. I am currently running a game using TeeEl's variant and I intend to use my own variant in the future, so please give me some helpful criticism.
Major Changes
As characters mature they acquire Racial Feature. Each Race has a pool of Features that may be selected from, allowing more diversity from character to character.
Mixed Races no longer exist as such. Aasimar, Half-Elf, Tiefling, Mul, etc are created by selecting Racial Features.
Certain Templates are obtainable as Racial Features with no Level Adjustment.
Basic Mechanics
Each Race has a set of Racial Traits that every individual member of that race possesses. As they mature according to the progression below each individual may select additional Racial Features. Unless otherwise noted a Racial Feature may be selected only once.
Mixed Races
Characters of mixed racial heritage may select Racial Features from their primary Race and up to two additional Races. Only characters whose primary Race is 'Mongrel' can select Racial Features from more than three Races. The racial heritage of a character should be determined at first level. As multiracial characters take Racial Features from a source other than their initial race they become more akin to that Race as detailed in the Multiracial Effect Table for each Race. Characters may also select Racial Features from creature types such as Dragons, Outsiders(Law), or Undead to represent an unusual heritage.
Cultural Traits
Cultural Traits may be selected as Racial Features by individuals of any Race who were raised in a society primarily comprised of that specified Race. Cultural Traits do not count as Racial Features for the purposes of determining Multiracial Effects and a character may only have Cultural Traits from two Races.
In an expansion of this Cultural Traits might be further divorced from physical species and presented as the Traits of certain societies rather than specific Races.
Feats as Racial Features
Racial Feats may be taken as Racial Features by the specified Race. Monstrous Feats may be taken as Racial Features. Requirements must be met as normal.
If a Feat is listed as a Racial Feature it is considered a Racial Feature for the purposes of determining prerequisites only if it is selected as a Racial Feature.
http://th04.deviantart.net/fs27/300W/i/2008/111/f/7/Elagor_the_Half_Breed_by_Twilight_Chronicles.jpg
Picture by Twilight-Chronicles. (http://twilight-chronicles.deviantart.com/art/Elagor-the-Half-Breed-82325069)
Changing Races
Races can be permanently altered or even changed completely through means such as genetic or magical manipulation. Such a procedure is drastic; a character so altered loses all Racial Features and gains the Racial Traits of its new form. At the rate of one per week the character may then select new Racial Features to replace those lost.
Racial Feature Progression
{table=head]Level | Gained per Level | Total Racial Features
1 | Initial Racial Traits + 1 Racial Feature | 1
2 | +1 Racial Feature | 2
3 | | 2
4 | | 2
5 | | 2
6 | +1 Racial Feature | 3
7 | | 3
8 | | 3
9 | | 3
10 | +1 Racial Feature | 4
11 | | 4
12 | | 4
13 | | 4
14 | +1 Racial Feature | 5
15 | | 5
16 | | 5
17 | | 5
18 | +1 Racial Feature | 6
19 | | 6
20 | | 6[/table]
The Races
For this opening stage I want to develop 4 Lesser Features, 3 Features, and 3 Greater Features for all of the Races. There should usually be at least one Ability Boost in Moderate and Greater tiers, but generally the other Features on those levels should be new Abilities. The Lesser tier should mostly be for static improvements, like +1 natural armor or +2 bonus to a specific skill.
Governing Philosophy for Racial Features
{table=head] Number of Type | Strength | Notes | Requirement
4 | Lesser, Minor Improvements | May be taken multiple times |
2 | New Ability | | Level 6
1 | Stat Boost +1 | May be taken twice | Level 6
2 | Greater, Stat Boost +2 | | Level 14
2 | Greater, New Ability | | Level 18[/table]
Human - Humanoid(Human) [Progress 90%]
Human Racial Traits
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any
Human Features
Diverse Expertise(Ex)
Requirements: Humanblood
Benefit: Choose one of the following skills: Appraise, Balance, Climb, Decipher Script, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Knowledge(Any One), Perform(Any One), or Survival. That skill receives a +1 Racial Bonus and is always in-class.
Special: This Feature may be selected multiple times. Each time it applies to a different Skill.
Ready Opportunist(Ex)
Requirements: Humanblood
Benefit: You may take one additional Attack of Opportunity per Round.
Against the Grain(Ex)
Requirements: Humanblood
Benefit: The duration of enchantment and morale effects on you is lessened by one time increment (to a minimum of one time unit). Eg. 4 Rounds becomes 3 Rounds.
Special: You may not select this Feature if you have the With the Fold Feature.
With the Fold(Ex)
Requirements: Humanblood
Benefit: The duration of enchantment and morale effects on you is increased by one time increment. Eg. 4 Rounds becomes 5 Rounds.
Special: You may not select this Feature if you have the Against the Grain Feature.
The Path Less Traveled(Ex)
Requirements: Humanblood, Against the Grain, 1 other Human Feature
Benefit: Once per day, when there are at least four hostile creatures and no allied/friendly creatures within a 30ft radius, gain a +2 morale bonus to Constitution as a free action with a duration of 1 round per Human Feature. This morale bonus is not affected by Against the Grain and immediately ends if an allied/friendly creature comes within 30ft.
Special: You may not select this Feature if you have the Safety in Numbers Feature.
Safety in Numbers(Ex)
Requirements: Humanblood, With the Fold, 1 other Human Feature
Benefit: Once per day, when there are at least two allied/friendly creatures within a 10ft radius, gain a +2 morale bonus to Constitution as a free action with a duration 1 round per Human Feature. This effect immediately ends if less than two allied/friendly creatures are within 10ft.
Special: You may not select this Feature if you have The Path Less Traveled Feature.
Gifted(Ex)
Requirements: Humanblood, 2 Human Features
Benefit: Choose one of the following to gain as a bonus Feat: Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, or Diligent.
Special: This Racial Feature may be selected multiple times. Each time it applies to a different feat.
Balanced(Ex)
Requirements: Humanblood, 2 Human Features
Benefit: +2 to Lowest Ability Score.
Ability Boost(Ex)
Requirements: Humanblood, 4 Human Features
Benefit: +2 to Any One Ability Score
MY Way(Ex)
Requirements: Humanblood, The Path Less Traveled, Against the Grain, 3 other Human Features
Benefit: ???
Special: You may not select this Feature if you have the United We Stand Feature.
United We Stand(Ex)
Requirements: Humanblood, Safety in Numbers, With the Fold, 3 other Human Features
Benefit: ???
Special: You may not select this Feature if you have the MY Way Feature.
{table=head]Multiracial Effect |
1 Human Feature | Change Size One Step Towards Medium
4 Human Features | Qualify as Human as well as initial Race for all purposes.
10% per Human Feature | Shift lifespan x% towards 75 years.[/table]
Dwarf - Humanoid(Dwarf) [Progress 100%]
"How fare the gods?
how fare the elves?
Loud roar the dwarfs
by the doors of stone,
The masters of the rocks;
would you know yet more?"
~Prophecy of the Seeress
Dwarves are renowned as legendary craftsmen of metal and stone. Dwelling among the rocks of the earth they are also respected as unflinching foes with nearly legendary resilience.
Typically, Dwarves are stubborn and secretive around strangers, it is well known that the other other races desire the rewards of a Dwarf's work. Though if one can win their favor they make loyal and good friends. A proud race, they do not suffer insults lightly and their enmity is long-lasting.
{table=head]Dwarf Racial Traits |
Size: Medium | Speed: 20 Feet (4 Spaces) *Not reduced when encumbered.
+2 Constitution | -2 Charisma
Darkvision (60ft) | Stability
Stonecutting | Hearty: +2 racial bonus on saving throws against poison, spells, and spell-life effects.
1 Cultural Trait | 1 Cultural Trait
1 Cultural Trait | 1 Cultural Trait[/table]
Dwarf Features
Superior Darkvision
Requirements: Dwarfblood
Benefit: Increase Range of Darkvision by 30ft (or you gain Darkvision 30ft).
Special: This Feature may be selected multiple times. It's effects stack.
Poison Resistance(Ex)
Requirements: Dwarfblood
Benefit: Your racial bonus on saving throws against poison increases to +3 (or you gain +1 racial bonus on saving throws against poison.)
Magic Resistance(Ex)
Requirements: Dwarfblood
Benefit: Your racial bonus on saving throws against spells and spell-like effects increases to +3 (or you gain +1 racial bonus on saving throws against spells and spell-like effects.)
Sturdy Frame(Ex)
Requirements: Dwarfblood
Benefit: Treat Strength as +2 for the purpose of determining Carrying Capacity (including Lifting and Dragging).
Special: This Racial Feature may be selected multiple times. It's effects stack.
Resilience(Ex)
Requirements: Dwarfblood, 2 Dwarf Features
Benefit: On successful saving throw against death from massive damage you gain temporary hitpoints equal to your constitution score. These temporary hitpoints fade after 1 round per Dwarf Feature possessed.
Special: The temporary hitpoints granted by this Feature do not stack with temporary hitpoints from any other source.
Talented Artifice(Ex)
Requirements: Dwarfblood, 2 Dwarf Features
Benefit: All stone or metal items crafted are considered of Masterwork quality at no additional cost. Furthermore, the rate at which stone and metal items are crafted is increased; measure progress per week in Gold and progress per day in Silver.
Lesser Ability Boost(Ex)
Requirements: Dwarfblood, 2 Dwarf Features
Benefit: +1 Wisdom
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Dwarfblood, 4 Dwarf Features
Benefit: +2 Constitution
Masterful Artifice(Ex)
Requirements: Dwarfblood, Talented Artifice, 4 other Dwarf Features
Benefit: All stone or metal items crafted grant double the standard benefit for being Masterwork quality. Furthermore, the rate at which stone and metal items are crafted is increased; measure progress per week in Platinum and progress per day in Gold.
Great Resilience(Ex)
Requirements: Dwarfblood, Resilience, 4 other Dwarf Features
Benefit: Your Resilience ability improves to grant temporary hitpoints equal to twice your Constitution score on a successful saving throw against death from massive damage or any other death effect.
Special: The temporary hitpoints granted by this Feature do not stack with temporary hitpoints from any other source.
{table=head]Dwarf Cultural Traits | Requirements | Effect | Special
Dwarven Crafter(Ex) | Raised by Dwarfs | +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.
Dwarven Weapon Training(Ex) | Raised by Dwarfs | Gain proficiency with battleaxes, heavy picks, and warhammers. Treat any weapon with the word “Dwarven” in its name as a martial weapon. |
Defensive Training(Ex) | Raised by Dwarfs, Medium or Smaller Size | +4 dodge bonus to Armor Class against monsters of the giant type. |
Offensive Training(Ex) | Raised by Dwarfs | +1 racial bonus on attack rolls against orcs and goblinoids. |[/table]
{table=head]Multiracial Effect |
1 Dwarf Feature | Change Size One Step Towards Medium
4 Dwarf Features | Qualify as Dwarf as well as initial Race for all purposes.
10% per Dwarf Racial Feature | Shift lifespan x% towards 250 years.[/table]
Elf - Humanoid(Elf) [Progress 40%]
{table=head]Elf Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
+2 Dexterity | -2 Constitution
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. | Low-light Vision
+2 Racial Bonus on Listen, Search, and Spot checks | Passive Search Check for hidden passages.
1 Cultural Trait | 1 Cultural Trait[/table]
Elf Features
Resist Enchantment(Ex)
Requirements: Elfblood
Benefit: Your racial bonus on saving throws against enchantment spells or effects increases to +3 (or you gain +1 racial bonus on saving throws against enchantment spells or effects.)
Elven Awareness(Ex)
Requirements: Elfblood
Benefit: Your racial bonus on Listen, Search, and Spot checks increases to +3 (or you gain +1 racial bonus on Listen, Search, and Spot checks.)
Lightfeet(Ex)
Requirements: Elfblood
Benefits: As Feat (RotW p151).
Special: If taken as Feature ignore Feat prerequisites.
Elfsight(Ex)
Requirements: Elfblood
Benefit: Your low-light vision increases in range, allowing you to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination (or you gain low-light vision allowing you to see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination).
Greater Lightstep(Su)
Requirements: Elfblood, Lightstep, 1 other Elf Feature
Benefit: While wearing light armor and carrying no more than a light load you suffer no movement penalties from deep snow or sand, and you can cross quicksand with no penalty.
Lesser Ability Boost(Ex)
Requirements: Elfblood, 2 Elf Features
Benefit: +1 Charisma
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Elfblood, 4 Elf Features
Benefit: +2 Intelligence
{table=head]Elven Cultural Traits | Requirements | Effect | Special
Ranged Weapon Training(Ex) | Raised by Elves | Gain Proficiency with longbows (including composite longbows) and shortbows (including composite shortbows). Treat any ranged weapon with the word “Elven” in its name as a martial weapon. |
Melee Weapon Training(Ex) | Raised by Elves | Gain Proficiency with longswords and rapiers. Treat any melee weapon with the word “Elven” in its name as a martial weapon. |
Magic Training(Ex) | Raised by Elves | +1 racial bonus on caster level checks to overcome spell resistance. | [/table]
{table=head]Multiracial Effect |
1 Elf Feature | Change Size One Step Towards Medium
4 Elf Features | Qualify as Elf as well as initial Race for all purposes.
10% per Elf Feature | Shift lifespan x% towards 350 years.[/table]
Gnome - Humanoid(Gnome) [Progress 10%]
{table=head]Gnome Racial Traits |
Size: Small | Speed: 20 Feet (4 Spaces)
+2 Constitution | -2 Strength
Low-light Vision | +2 Racial bonus on Listen checks
+2 Racial bonus on Craft(Alchemy) checks | +2 Racial bonus on save vs. Illusions
+1 DC to any Illusion spell cast | Able to cast the following spells 1/day at 1st level: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing mammals only).
Cultural Trait | Cultural Trait
Cultural Trait |[/table]
Gnome Features
Gnomevision(Ex)
Requirements: Gnomeblood
Benefit: Your low-light vision increases in range, allowing you to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination (or you gain low-light vision allowing you to see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination).
{table=head]Gnome Cultural Traits | Requirements | Effect | Special
Gnome Weapon Training(Ex) | Raised by Gnomes | Treat any weapon with the word “Gnome” in its name as a martial weapon. |
Defensive Training(Ex) | Raised by Gnomes, Medium or Smaller Size | +4 dodge bonus to Armor Class against monsters of the giant type. |
Offensive Training(Ex) | Raised by Gnomes | +1 racial bonus on attack rolls against kobolds and goblinoids. |[/table]
Halfling - Humanoid(Halfling) [Progress 0%]
Orc - Humanoid(Orc) [Progress 80%]
Approaching us along the shore, astound,
The orc, that fearful monster, we discern.
God grant, fair sir, he never may confound
Your eyesight with his semblance foul and stern!
Better it is of him by fame to hear,
Than to behold him by approaching near.
To calculate the griesly monster's height,
(So measureless is he) exceeds all skill;
Of fungus-hue, in place of orbs of sight,
Their sockets two small bones like berries fill.
Towards us, as I say, he speeds outright
Along the shore, and seems a moving hill.
Tusks jutting out like savage swine he shows,
A beast with drivel foul, and pointed nose.
~Orlando Furioso, Ludovico Ariosto
{table=head]Orc Racial Traits |
+4 Strength | - 2 Intelligence
-2 Wisdom | -2 Charisma
Darkvision 60ft | Light Sensitivity: –1 to Attack rolls, Spot checks, & Search checks in bright light.[/table]
Note: I'm always a bit taken aback by just how much Orcs got hosed.
Orc Features
Superior Darkvision(Ex)
Requirements: Orcblood
Benefit: Increase Range of Darkvision by 30ft (or you gain Darkvision 30ft).
Special: This Feature may be selected multiple times. It's effects stack.
Crushing Blow(Ex)
Requirements: Orcblood
Benefit: When you make a melee attack you may ignore up to 5 points of a target's Damage Reduction. This benefit cannot reduce the effective DR to less than 0.
Bite back the Bile(Ex)
Requirements: Orcblood
Benefit: You may delay becoming sickened or nauseated by 1 round. Furthermore, you may take a single attack action or a single move action while nauseated.
Normal: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Cornered Ferocity(Ex)
Requirements: Orcblood
Benefit: When panicked you do not drop what you are holding but you still must flee at top speed from the source of your fear, as well as any other dangers you encounter, along a random path. You can't take any other actions. In addition, you take the standard –2 penalty on all saving throws, skill checks, and ability checks. If cornered, you may take attack and full attack actions, though if an avenue of escape presents itself you must take it.
Normal: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat.
Tusks(Ex)
Requirements: Orcblood
Benefit: You gain a Bite attack (1d6).
Squint-eyed(Ex)
Requirements: Orcblood, Light Sensitivity
Benefit: You no longer suffer from Light Sensitivity.
Frenzied Masochist(Ex)
Requirements: Orcblood, 2 Orc Features
Benefit: Those who attempt to use pain to quell you receive an unpleasant surprise. You do not suffer the standard penalties of pain spells or effects. Additionally, while subjected to a pain spell or effect you gain a +4 bonus to attack rolls and saving throws. For the purposes of this feature, a pain spell or effect is any that specifically mentions 'pain' or 'wracking pain'.
Frenzied Sadist(Ex)
Requirements: Orcblood, 2 Orc Features
Benefit: ???
Lesser Ability Boost(Ex)
Requirements: Orcblood, 2 Orc Features
Benefit: +1 Constitution
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Orcblood, 4 Orc Features
Benefit: +2 Strength
Not Dead Yet(Ex)
Requirements: Orcblood, Bite back the Bile, Frenzied Masochist, 3 other Orc Features
Benefit: You may delay becoming disabled, dying, or dead for 1 round. You remain conscious and may take actions as normal for that round. At the end of the round you begin dying if you have not been restored to positive hitpoints or die if you failed a saving throw versus a death effect or are at below -10 hitpoints.
Special: Spells or effects that destroy the body completely (such as Disintegrate) bypass this Feature.
Bloodlust(Ex)
Requirements: Orcblood, 5 Orc Features
Benefit: ???
{table=head]Multiracial Effect |
1 Orc Feature | Change Size One Step Towards Medium
4 Orc Features | Qualify as Orc as well as initial Race for all purposes.
10% per Orc Racial Feature | Shift lifespan x% towards 60 years.[/table]
Gnoll - Humanoid(Gnoll) [Progress 0%]
Changeling - Humanoid(Shapechanger) [Progress 95%]
All that he had dreaded and surmised was coming to pass in reality. His breath failed him, his head was in a whirl. The stranger, also in his coat and hat, was sitting before him on his bed, and with a faint smile, screwing up his eyes, nodded to him in a friendly way. Mr. Golyadkin wanted to scream, but could not - to protest in some way, but his strength failed him. His hair stood on end, and he almost fell down with horror. And, indeed, there was good reason. He recognised his nocturnal visitor. The nocturnal visitor was no other than himself - Mr. Golyadkin himself, another Mr. Golyadkin, but absolutely the same as himself - in fact, what is called a double in every respect. . . .
~The Double, Fyodor Dostoevsky
What can be said of Changelings? It is rumored that they are the descendants of Doppelgangers, their shapeshifting weakened by generations of breeding with other Races. They have no culture of their own, no traditions that bind them together.
What can be said of Changelings is that they are ghoulish figures capable of taking on the form of other beings. This miraculous ability is at once a blessing and a curse. Often, they can be accepted as anyone they wish save for themselves. Their lives as outsiders on the inside has left them many of them suspicious and cautious, constantly searching for the treasure, the thrill, the technique, the identity that will fulfill their longing.
{table=head]Changeling Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
Minor Change Shape (Su) | +2 Racial Bonus vs. Sleep and Charm effects
+2 Racial Bonus Bluff, Intimidate, and Sense Motive | There are no multiracial Changelings. The child of a Changeling and another Race is either a Changeling or a member of the other Race. [/table]
Changeling Features
Mutable Anatomy(Su)
Requirements: Minor Change Shape
Benefit: Gain Fortification 25% against Critical Hits and Precision Damage.
Persona Immersion(Ex)
Requirements: Minor Change Shape
Benefit: As Feat (RoE 110).
Special: This Racial Feature may be taken multiple times. Each time the Spell/Power level affected increases by 1.
Malleable Form(Su)
Requirements: Minor Change Shape
Benefit: +2 Racial Bonus on Escape Artist checks.
Second Nature(Su)
Requirements: Minor Change Shape, Racial Emulation, 1 other Changeling Feature
Benefit: You gain one Racial Feature of the Race you are currently emulating. You qualify as the Race for the purposes of qualifying but must meet all other prerequisites.
Thanks for the Memories(Su)
Requirements: Minor Change Shape, 2 Changeling Features
Benefit: You gain the ability to draw on the imprinted knowledge stored in the head of a corpse. Once per week after you spend 10 minutes attuning yourself to the mind of a person slain within the last day you gain a +4 Circumstance Bonus on all Bluff and Disguise Checks to impersonate the dead person. Furthermore, you know the general circumstances of the person's death and gain a +2 Circumstance Bonus on all Knowledge Skills that the dead person had been trained in. These Bonuses last for 1 day per Changeling Feature or until you attune yourself to a new corpse. If the head of the corpse is heavily damaged or missing this Feature cannot be used.
Adaptable Bonus Feat(Ex)
Requirements: Minor Change Shape, 3 Changeling Features
Benefit: You gain a Bonus Feat. You must meet the prerequisites for this feat. At the start of the day, you can choose to choose to change your bonus feat to any other feat for which you meet the prerequisites.
Adaptable Ability Boost(Su)
Requirements: Minor Change Shape, 4 Changeling Features
Benefit: +2 Racial Bonus to one Ability Score of your choice. At the start of each day you may choose to transfer this bonus to a different Ability Score.
Change Shape(Su)
Requirements: Minor Change Shape, 5 Changeling Features
Benefit: You can assume the shape of any Small or Medium humanoid. This Feature is identical to the Doppleganger ability.
Note: Changelings have no culture of their own and thus have no cultural traits. Though a Changeling only setting would be interesting, eh Odo?
Centaur - Monstrous Humanoid [Progress 60%]
Nor did his beauty ransom the centaur Cyllarus, fighting that day, if hybrids such as he be granted beauty. His beard was just beginning, a golden beard, and golden tresses fell down on his shoulders reaching to his flanks. High-mettled grace shone in his face; his neck, chest, shoulders, hands and every manly part seemed like a sculptor’s much-praised masterpiece. Unblemished too his equine shape, nor less fine than his man’s. With horse’s head and neck he’s make fit mount for Castor, so high stood his chest-muscles, so rideable his back. Jet black he was, the whole of him, save that his tail was white and legs were milk-white too.
~Ovid, Metamorphoses
As free and wild as untamed horses, Centaurs are known for their good cheer and swift temper.
{table=head]Centaur Racial Traits |
Size: Medium | Speed: 40 Feet (8 Spaces)
+2 Strength | -2 Intelligence
Darkvision 60ft | Ladderbaned: -8 Penalty on all Climb checks, can't climb ladders.
+1 Natural Armor | Gain Natural Attack(Hooves)[/table]
Thick Hide(Ex)
Requirements: Centaurblood
Benefit: +1 Natural Armor
Pack Mule(Ex)
Requirements: Centaurblood
Benefit: Treat Strength as +4 for the purpose of determining Carrying Capacity (including Lifting and Dragging).
Special: This Racial Feature may be selected multiple times. It's effects stack.
Full Gallop(Ex)
Requirements: Centaurblood, 2 Centaur Features
Benefit: +10 Movement
Lesser Ability Boost(Ex)
Requirements: Centaurblood, 2 Centaur Features
Benefit: +1 Dexterity
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Centaurblood, 4 Centaur Features
Benefit: +2 Strength
{table=head]Multiracial Effect |
1 Centaur Feature | Gain Ladderbaned Trait, Gain Horse Bottom.
4 Centaur Features | Qualify as Centaur as well as initial Race for all purposes.
10% per Centaur Feature | Shift lifespan x% towards 150 years.[/table]
Minotaur - Monstrous Humanoid[Progress 0%]
Warforged - Living Construct [Progress 0%]
Goblinoid - Humanoid(Goblinoid) [Progress 75%]
{table=head]Goblin Racial Traits |
Size: Small | Speed: 30 Feet (6 Spaces)
-2 Strength | -2 Charisma
+2 Dexterity | Darkvision 60ft
+4 Racial bonus on Move Silently checks. | +4 Racial bonus on Ride checks.
[/table]
{table=head]Hobgoblin Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
Darkvision 60ft | +4 Racial bonus on Move Silently checks. |
[/table]
{table=head]Bugbear Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
+2 Strength | -2 Charisma
Darkvision 60ft | +4 Racial bonus to Move Silently checks [/table]
Goblinoid Features
Superior Darkvision(Ex)
Requirements: Goblinblood
Benefit: Increase Range of Darkvision by 30ft (or you gain Darkvision 30ft).
Special: This Feature may be selected multiple times. It's effects stack.
Thick Hide(Ex)
Requirements: Goblinblood, Bugbear
Benefit: +1 Natural Armor
Stealthy Critter(Ex)
Requirements: Goblinblood
Benefit: Your racial bonus on Move Silently checks increases to +6 (or you gain +2 racial bonus on Move Silently checks.)
Cruel Opportunist(Ex)
Requirements: Goblinblood
Benefit: +2 bonus to damage on attacks of Opportunity.
Special: This Feature may be selected multiple times. It's effects stack.
Animal Companion(Ex)
Requirements: Goblinblood, 2 Goblin Features
Benefit: You gain an animal companion that must be selected from the following list: Wolf, Dire Wolf (effective druid level - 3), and Worg (effective druid level -3). This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that your effective druid level is equal to your Goblin Features x 2. Like a druid, you cannot select an animal if the choice would reduce your effective druid level below 1st.
Swarm Fighting(Ex)
Requirements: Goblinblood, 2 Goblin Features
Benefit: When you are flanking an opponent you gain an additional +2 bonus on attack rolls. All of your allies gain a +1 bonus to their melee attack rolls against that same opponent even if they are not in a flanking position.
Special: The bonus provided by this Feature does not stack with itself.
Lesser Ability Boost(Ex)
Requirements: Goblinblood, 3 Goblin Features
Benefit: +1 Constitution
Special: This Feature may be selected twice. It's effects stack.
Goblin Ability Boost(Ex)
Requirements: Goblinblood, Goblin, 4 Goblin Features
Benefit: +2 Dexterity
Hobgoblin Ability Boost(Ex)
Requirements: Goblinblood, Hobgoblin, 4 Goblin Features
Benefit: +2 Intelligence
Bugbear Ability Boost(Ex)
Requirements: Goblinblood, Bugbear, 4 Goblin Features
Benefit: +2 Strength
Swarm of Opportunity(Ex)
Requirements: Goblinblood, Cruel Opportunist, Swarm Fighting, 3 other Goblin Features
Benefit: You may make an Attack of Opportunity against an opponent that you flank who attacks a target other than you.
Gremlin(Ex)
Requirements: Goblinblood, 5 Goblin Features
Benefit: You gain a +2 Racial Bonus on Disable Device checks. The amount of time you need to make a Disable Device check is decreased as noted below. {table=head]Device | Time
Simple | 1 Standard Action
Tricky | 1 Round
Difficult | 1d4 Rounds
Wicked | 1d4 Rounds[/table]
{table=head]Multiracial Effect |
4 Goblin Features | Qualify as Goblin as well as initial Race for all purposes.
10% per Goblin Feature | Shift lifespan x% towards 40 years.[/table]
Mongrel - Humanoid(???) [Progress 100%]
Note: The union of a half-elf and an Aasimar would result in an half-elf aasimar, however, as three is the multiracial cap, what would be the result of the union of a Fire Orc and a Tiefling? The protege of such a union would be a Mongrel, a creature who belongs to no Race.
{table=head]Mongrel Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
Immune to all effects that target a subtype of Humanoid. | +2 Racial Bonus on Bluff, Disguise, and Use Magic Device checks to impersonate Race.
1 Racial Feature* | 1 Racial Feature*
1 Cultural Trait. | 1 Cultural Trait[/table]
*A Mongrel's two Bonus Racial Features and the standard Racial Feature gained at First Level must all be from different sources.
Mongrel Racial Features
{table=head]Adulthood | Middle Age | Old | Venerable | Maximum Age | Height
6d4 | +10d4 | + 10d4 | +10d4 | +2d% | 3'2" + 3d12 [/table]
This is an attempt to lessen the usage of Level Adjustment while opening up a new wider range of options for the playable Races and allowing more diverse multiracial characters. It was originally inspired by the Racial Feat portion of TeeEl's Generic Classes variant (http://www.giantitp.com/forums/showthread.php?t=86469). As that variant was often ambiguous and as TeeEl has abandoned it I thought I would give it a try. I am currently running a game using TeeEl's variant and I intend to use my own variant in the future, so please give me some helpful criticism.
Major Changes
As characters mature they acquire Racial Feature. Each Race has a pool of Features that may be selected from, allowing more diversity from character to character.
Mixed Races no longer exist as such. Aasimar, Half-Elf, Tiefling, Mul, etc are created by selecting Racial Features.
Certain Templates are obtainable as Racial Features with no Level Adjustment.
Basic Mechanics
Each Race has a set of Racial Traits that every individual member of that race possesses. As they mature according to the progression below each individual may select additional Racial Features. Unless otherwise noted a Racial Feature may be selected only once.
Mixed Races
Characters of mixed racial heritage may select Racial Features from their primary Race and up to two additional Races. Only characters whose primary Race is 'Mongrel' can select Racial Features from more than three Races. The racial heritage of a character should be determined at first level. As multiracial characters take Racial Features from a source other than their initial race they become more akin to that Race as detailed in the Multiracial Effect Table for each Race. Characters may also select Racial Features from creature types such as Dragons, Outsiders(Law), or Undead to represent an unusual heritage.
Cultural Traits
Cultural Traits may be selected as Racial Features by individuals of any Race who were raised in a society primarily comprised of that specified Race. Cultural Traits do not count as Racial Features for the purposes of determining Multiracial Effects and a character may only have Cultural Traits from two Races.
In an expansion of this Cultural Traits might be further divorced from physical species and presented as the Traits of certain societies rather than specific Races.
Feats as Racial Features
Racial Feats may be taken as Racial Features by the specified Race. Monstrous Feats may be taken as Racial Features. Requirements must be met as normal.
If a Feat is listed as a Racial Feature it is considered a Racial Feature for the purposes of determining prerequisites only if it is selected as a Racial Feature.
http://th04.deviantart.net/fs27/300W/i/2008/111/f/7/Elagor_the_Half_Breed_by_Twilight_Chronicles.jpg
Picture by Twilight-Chronicles. (http://twilight-chronicles.deviantart.com/art/Elagor-the-Half-Breed-82325069)
Changing Races
Races can be permanently altered or even changed completely through means such as genetic or magical manipulation. Such a procedure is drastic; a character so altered loses all Racial Features and gains the Racial Traits of its new form. At the rate of one per week the character may then select new Racial Features to replace those lost.
Racial Feature Progression
{table=head]Level | Gained per Level | Total Racial Features
1 | Initial Racial Traits + 1 Racial Feature | 1
2 | +1 Racial Feature | 2
3 | | 2
4 | | 2
5 | | 2
6 | +1 Racial Feature | 3
7 | | 3
8 | | 3
9 | | 3
10 | +1 Racial Feature | 4
11 | | 4
12 | | 4
13 | | 4
14 | +1 Racial Feature | 5
15 | | 5
16 | | 5
17 | | 5
18 | +1 Racial Feature | 6
19 | | 6
20 | | 6[/table]
The Races
For this opening stage I want to develop 4 Lesser Features, 3 Features, and 3 Greater Features for all of the Races. There should usually be at least one Ability Boost in Moderate and Greater tiers, but generally the other Features on those levels should be new Abilities. The Lesser tier should mostly be for static improvements, like +1 natural armor or +2 bonus to a specific skill.
Governing Philosophy for Racial Features
{table=head] Number of Type | Strength | Notes | Requirement
4 | Lesser, Minor Improvements | May be taken multiple times |
2 | New Ability | | Level 6
1 | Stat Boost +1 | May be taken twice | Level 6
2 | Greater, Stat Boost +2 | | Level 14
2 | Greater, New Ability | | Level 18[/table]
Human - Humanoid(Human) [Progress 90%]
Human Racial Traits
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any
Human Features
Diverse Expertise(Ex)
Requirements: Humanblood
Benefit: Choose one of the following skills: Appraise, Balance, Climb, Decipher Script, Escape Artist, Forgery, Gather Information, Handle Animal, Heal, Knowledge(Any One), Perform(Any One), or Survival. That skill receives a +1 Racial Bonus and is always in-class.
Special: This Feature may be selected multiple times. Each time it applies to a different Skill.
Ready Opportunist(Ex)
Requirements: Humanblood
Benefit: You may take one additional Attack of Opportunity per Round.
Against the Grain(Ex)
Requirements: Humanblood
Benefit: The duration of enchantment and morale effects on you is lessened by one time increment (to a minimum of one time unit). Eg. 4 Rounds becomes 3 Rounds.
Special: You may not select this Feature if you have the With the Fold Feature.
With the Fold(Ex)
Requirements: Humanblood
Benefit: The duration of enchantment and morale effects on you is increased by one time increment. Eg. 4 Rounds becomes 5 Rounds.
Special: You may not select this Feature if you have the Against the Grain Feature.
The Path Less Traveled(Ex)
Requirements: Humanblood, Against the Grain, 1 other Human Feature
Benefit: Once per day, when there are at least four hostile creatures and no allied/friendly creatures within a 30ft radius, gain a +2 morale bonus to Constitution as a free action with a duration of 1 round per Human Feature. This morale bonus is not affected by Against the Grain and immediately ends if an allied/friendly creature comes within 30ft.
Special: You may not select this Feature if you have the Safety in Numbers Feature.
Safety in Numbers(Ex)
Requirements: Humanblood, With the Fold, 1 other Human Feature
Benefit: Once per day, when there are at least two allied/friendly creatures within a 10ft radius, gain a +2 morale bonus to Constitution as a free action with a duration 1 round per Human Feature. This effect immediately ends if less than two allied/friendly creatures are within 10ft.
Special: You may not select this Feature if you have The Path Less Traveled Feature.
Gifted(Ex)
Requirements: Humanblood, 2 Human Features
Benefit: Choose one of the following to gain as a bonus Feat: Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, or Diligent.
Special: This Racial Feature may be selected multiple times. Each time it applies to a different feat.
Balanced(Ex)
Requirements: Humanblood, 2 Human Features
Benefit: +2 to Lowest Ability Score.
Ability Boost(Ex)
Requirements: Humanblood, 4 Human Features
Benefit: +2 to Any One Ability Score
MY Way(Ex)
Requirements: Humanblood, The Path Less Traveled, Against the Grain, 3 other Human Features
Benefit: ???
Special: You may not select this Feature if you have the United We Stand Feature.
United We Stand(Ex)
Requirements: Humanblood, Safety in Numbers, With the Fold, 3 other Human Features
Benefit: ???
Special: You may not select this Feature if you have the MY Way Feature.
{table=head]Multiracial Effect |
1 Human Feature | Change Size One Step Towards Medium
4 Human Features | Qualify as Human as well as initial Race for all purposes.
10% per Human Feature | Shift lifespan x% towards 75 years.[/table]
Dwarf - Humanoid(Dwarf) [Progress 100%]
"How fare the gods?
how fare the elves?
Loud roar the dwarfs
by the doors of stone,
The masters of the rocks;
would you know yet more?"
~Prophecy of the Seeress
Dwarves are renowned as legendary craftsmen of metal and stone. Dwelling among the rocks of the earth they are also respected as unflinching foes with nearly legendary resilience.
Typically, Dwarves are stubborn and secretive around strangers, it is well known that the other other races desire the rewards of a Dwarf's work. Though if one can win their favor they make loyal and good friends. A proud race, they do not suffer insults lightly and their enmity is long-lasting.
{table=head]Dwarf Racial Traits |
Size: Medium | Speed: 20 Feet (4 Spaces) *Not reduced when encumbered.
+2 Constitution | -2 Charisma
Darkvision (60ft) | Stability
Stonecutting | Hearty: +2 racial bonus on saving throws against poison, spells, and spell-life effects.
1 Cultural Trait | 1 Cultural Trait
1 Cultural Trait | 1 Cultural Trait[/table]
Dwarf Features
Superior Darkvision
Requirements: Dwarfblood
Benefit: Increase Range of Darkvision by 30ft (or you gain Darkvision 30ft).
Special: This Feature may be selected multiple times. It's effects stack.
Poison Resistance(Ex)
Requirements: Dwarfblood
Benefit: Your racial bonus on saving throws against poison increases to +3 (or you gain +1 racial bonus on saving throws against poison.)
Magic Resistance(Ex)
Requirements: Dwarfblood
Benefit: Your racial bonus on saving throws against spells and spell-like effects increases to +3 (or you gain +1 racial bonus on saving throws against spells and spell-like effects.)
Sturdy Frame(Ex)
Requirements: Dwarfblood
Benefit: Treat Strength as +2 for the purpose of determining Carrying Capacity (including Lifting and Dragging).
Special: This Racial Feature may be selected multiple times. It's effects stack.
Resilience(Ex)
Requirements: Dwarfblood, 2 Dwarf Features
Benefit: On successful saving throw against death from massive damage you gain temporary hitpoints equal to your constitution score. These temporary hitpoints fade after 1 round per Dwarf Feature possessed.
Special: The temporary hitpoints granted by this Feature do not stack with temporary hitpoints from any other source.
Talented Artifice(Ex)
Requirements: Dwarfblood, 2 Dwarf Features
Benefit: All stone or metal items crafted are considered of Masterwork quality at no additional cost. Furthermore, the rate at which stone and metal items are crafted is increased; measure progress per week in Gold and progress per day in Silver.
Lesser Ability Boost(Ex)
Requirements: Dwarfblood, 2 Dwarf Features
Benefit: +1 Wisdom
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Dwarfblood, 4 Dwarf Features
Benefit: +2 Constitution
Masterful Artifice(Ex)
Requirements: Dwarfblood, Talented Artifice, 4 other Dwarf Features
Benefit: All stone or metal items crafted grant double the standard benefit for being Masterwork quality. Furthermore, the rate at which stone and metal items are crafted is increased; measure progress per week in Platinum and progress per day in Gold.
Great Resilience(Ex)
Requirements: Dwarfblood, Resilience, 4 other Dwarf Features
Benefit: Your Resilience ability improves to grant temporary hitpoints equal to twice your Constitution score on a successful saving throw against death from massive damage or any other death effect.
Special: The temporary hitpoints granted by this Feature do not stack with temporary hitpoints from any other source.
{table=head]Dwarf Cultural Traits | Requirements | Effect | Special
Dwarven Crafter(Ex) | Raised by Dwarfs | +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.
Dwarven Weapon Training(Ex) | Raised by Dwarfs | Gain proficiency with battleaxes, heavy picks, and warhammers. Treat any weapon with the word “Dwarven” in its name as a martial weapon. |
Defensive Training(Ex) | Raised by Dwarfs, Medium or Smaller Size | +4 dodge bonus to Armor Class against monsters of the giant type. |
Offensive Training(Ex) | Raised by Dwarfs | +1 racial bonus on attack rolls against orcs and goblinoids. |[/table]
{table=head]Multiracial Effect |
1 Dwarf Feature | Change Size One Step Towards Medium
4 Dwarf Features | Qualify as Dwarf as well as initial Race for all purposes.
10% per Dwarf Racial Feature | Shift lifespan x% towards 250 years.[/table]
Elf - Humanoid(Elf) [Progress 40%]
{table=head]Elf Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
+2 Dexterity | -2 Constitution
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. | Low-light Vision
+2 Racial Bonus on Listen, Search, and Spot checks | Passive Search Check for hidden passages.
1 Cultural Trait | 1 Cultural Trait[/table]
Elf Features
Resist Enchantment(Ex)
Requirements: Elfblood
Benefit: Your racial bonus on saving throws against enchantment spells or effects increases to +3 (or you gain +1 racial bonus on saving throws against enchantment spells or effects.)
Elven Awareness(Ex)
Requirements: Elfblood
Benefit: Your racial bonus on Listen, Search, and Spot checks increases to +3 (or you gain +1 racial bonus on Listen, Search, and Spot checks.)
Lightfeet(Ex)
Requirements: Elfblood
Benefits: As Feat (RotW p151).
Special: If taken as Feature ignore Feat prerequisites.
Elfsight(Ex)
Requirements: Elfblood
Benefit: Your low-light vision increases in range, allowing you to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination (or you gain low-light vision allowing you to see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination).
Greater Lightstep(Su)
Requirements: Elfblood, Lightstep, 1 other Elf Feature
Benefit: While wearing light armor and carrying no more than a light load you suffer no movement penalties from deep snow or sand, and you can cross quicksand with no penalty.
Lesser Ability Boost(Ex)
Requirements: Elfblood, 2 Elf Features
Benefit: +1 Charisma
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Elfblood, 4 Elf Features
Benefit: +2 Intelligence
{table=head]Elven Cultural Traits | Requirements | Effect | Special
Ranged Weapon Training(Ex) | Raised by Elves | Gain Proficiency with longbows (including composite longbows) and shortbows (including composite shortbows). Treat any ranged weapon with the word “Elven” in its name as a martial weapon. |
Melee Weapon Training(Ex) | Raised by Elves | Gain Proficiency with longswords and rapiers. Treat any melee weapon with the word “Elven” in its name as a martial weapon. |
Magic Training(Ex) | Raised by Elves | +1 racial bonus on caster level checks to overcome spell resistance. | [/table]
{table=head]Multiracial Effect |
1 Elf Feature | Change Size One Step Towards Medium
4 Elf Features | Qualify as Elf as well as initial Race for all purposes.
10% per Elf Feature | Shift lifespan x% towards 350 years.[/table]
Gnome - Humanoid(Gnome) [Progress 10%]
{table=head]Gnome Racial Traits |
Size: Small | Speed: 20 Feet (4 Spaces)
+2 Constitution | -2 Strength
Low-light Vision | +2 Racial bonus on Listen checks
+2 Racial bonus on Craft(Alchemy) checks | +2 Racial bonus on save vs. Illusions
+1 DC to any Illusion spell cast | Able to cast the following spells 1/day at 1st level: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing mammals only).
Cultural Trait | Cultural Trait
Cultural Trait |[/table]
Gnome Features
Gnomevision(Ex)
Requirements: Gnomeblood
Benefit: Your low-light vision increases in range, allowing you to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination (or you gain low-light vision allowing you to see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination).
{table=head]Gnome Cultural Traits | Requirements | Effect | Special
Gnome Weapon Training(Ex) | Raised by Gnomes | Treat any weapon with the word “Gnome” in its name as a martial weapon. |
Defensive Training(Ex) | Raised by Gnomes, Medium or Smaller Size | +4 dodge bonus to Armor Class against monsters of the giant type. |
Offensive Training(Ex) | Raised by Gnomes | +1 racial bonus on attack rolls against kobolds and goblinoids. |[/table]
Halfling - Humanoid(Halfling) [Progress 0%]
Orc - Humanoid(Orc) [Progress 80%]
Approaching us along the shore, astound,
The orc, that fearful monster, we discern.
God grant, fair sir, he never may confound
Your eyesight with his semblance foul and stern!
Better it is of him by fame to hear,
Than to behold him by approaching near.
To calculate the griesly monster's height,
(So measureless is he) exceeds all skill;
Of fungus-hue, in place of orbs of sight,
Their sockets two small bones like berries fill.
Towards us, as I say, he speeds outright
Along the shore, and seems a moving hill.
Tusks jutting out like savage swine he shows,
A beast with drivel foul, and pointed nose.
~Orlando Furioso, Ludovico Ariosto
{table=head]Orc Racial Traits |
+4 Strength | - 2 Intelligence
-2 Wisdom | -2 Charisma
Darkvision 60ft | Light Sensitivity: –1 to Attack rolls, Spot checks, & Search checks in bright light.[/table]
Note: I'm always a bit taken aback by just how much Orcs got hosed.
Orc Features
Superior Darkvision(Ex)
Requirements: Orcblood
Benefit: Increase Range of Darkvision by 30ft (or you gain Darkvision 30ft).
Special: This Feature may be selected multiple times. It's effects stack.
Crushing Blow(Ex)
Requirements: Orcblood
Benefit: When you make a melee attack you may ignore up to 5 points of a target's Damage Reduction. This benefit cannot reduce the effective DR to less than 0.
Bite back the Bile(Ex)
Requirements: Orcblood
Benefit: You may delay becoming sickened or nauseated by 1 round. Furthermore, you may take a single attack action or a single move action while nauseated.
Normal: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Cornered Ferocity(Ex)
Requirements: Orcblood
Benefit: When panicked you do not drop what you are holding but you still must flee at top speed from the source of your fear, as well as any other dangers you encounter, along a random path. You can't take any other actions. In addition, you take the standard –2 penalty on all saving throws, skill checks, and ability checks. If cornered, you may take attack and full attack actions, though if an avenue of escape presents itself you must take it.
Normal: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat.
Tusks(Ex)
Requirements: Orcblood
Benefit: You gain a Bite attack (1d6).
Squint-eyed(Ex)
Requirements: Orcblood, Light Sensitivity
Benefit: You no longer suffer from Light Sensitivity.
Frenzied Masochist(Ex)
Requirements: Orcblood, 2 Orc Features
Benefit: Those who attempt to use pain to quell you receive an unpleasant surprise. You do not suffer the standard penalties of pain spells or effects. Additionally, while subjected to a pain spell or effect you gain a +4 bonus to attack rolls and saving throws. For the purposes of this feature, a pain spell or effect is any that specifically mentions 'pain' or 'wracking pain'.
Frenzied Sadist(Ex)
Requirements: Orcblood, 2 Orc Features
Benefit: ???
Lesser Ability Boost(Ex)
Requirements: Orcblood, 2 Orc Features
Benefit: +1 Constitution
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Orcblood, 4 Orc Features
Benefit: +2 Strength
Not Dead Yet(Ex)
Requirements: Orcblood, Bite back the Bile, Frenzied Masochist, 3 other Orc Features
Benefit: You may delay becoming disabled, dying, or dead for 1 round. You remain conscious and may take actions as normal for that round. At the end of the round you begin dying if you have not been restored to positive hitpoints or die if you failed a saving throw versus a death effect or are at below -10 hitpoints.
Special: Spells or effects that destroy the body completely (such as Disintegrate) bypass this Feature.
Bloodlust(Ex)
Requirements: Orcblood, 5 Orc Features
Benefit: ???
{table=head]Multiracial Effect |
1 Orc Feature | Change Size One Step Towards Medium
4 Orc Features | Qualify as Orc as well as initial Race for all purposes.
10% per Orc Racial Feature | Shift lifespan x% towards 60 years.[/table]
Gnoll - Humanoid(Gnoll) [Progress 0%]
Changeling - Humanoid(Shapechanger) [Progress 95%]
All that he had dreaded and surmised was coming to pass in reality. His breath failed him, his head was in a whirl. The stranger, also in his coat and hat, was sitting before him on his bed, and with a faint smile, screwing up his eyes, nodded to him in a friendly way. Mr. Golyadkin wanted to scream, but could not - to protest in some way, but his strength failed him. His hair stood on end, and he almost fell down with horror. And, indeed, there was good reason. He recognised his nocturnal visitor. The nocturnal visitor was no other than himself - Mr. Golyadkin himself, another Mr. Golyadkin, but absolutely the same as himself - in fact, what is called a double in every respect. . . .
~The Double, Fyodor Dostoevsky
What can be said of Changelings? It is rumored that they are the descendants of Doppelgangers, their shapeshifting weakened by generations of breeding with other Races. They have no culture of their own, no traditions that bind them together.
What can be said of Changelings is that they are ghoulish figures capable of taking on the form of other beings. This miraculous ability is at once a blessing and a curse. Often, they can be accepted as anyone they wish save for themselves. Their lives as outsiders on the inside has left them many of them suspicious and cautious, constantly searching for the treasure, the thrill, the technique, the identity that will fulfill their longing.
{table=head]Changeling Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
Minor Change Shape (Su) | +2 Racial Bonus vs. Sleep and Charm effects
+2 Racial Bonus Bluff, Intimidate, and Sense Motive | There are no multiracial Changelings. The child of a Changeling and another Race is either a Changeling or a member of the other Race. [/table]
Changeling Features
Mutable Anatomy(Su)
Requirements: Minor Change Shape
Benefit: Gain Fortification 25% against Critical Hits and Precision Damage.
Persona Immersion(Ex)
Requirements: Minor Change Shape
Benefit: As Feat (RoE 110).
Special: This Racial Feature may be taken multiple times. Each time the Spell/Power level affected increases by 1.
Malleable Form(Su)
Requirements: Minor Change Shape
Benefit: +2 Racial Bonus on Escape Artist checks.
Second Nature(Su)
Requirements: Minor Change Shape, Racial Emulation, 1 other Changeling Feature
Benefit: You gain one Racial Feature of the Race you are currently emulating. You qualify as the Race for the purposes of qualifying but must meet all other prerequisites.
Thanks for the Memories(Su)
Requirements: Minor Change Shape, 2 Changeling Features
Benefit: You gain the ability to draw on the imprinted knowledge stored in the head of a corpse. Once per week after you spend 10 minutes attuning yourself to the mind of a person slain within the last day you gain a +4 Circumstance Bonus on all Bluff and Disguise Checks to impersonate the dead person. Furthermore, you know the general circumstances of the person's death and gain a +2 Circumstance Bonus on all Knowledge Skills that the dead person had been trained in. These Bonuses last for 1 day per Changeling Feature or until you attune yourself to a new corpse. If the head of the corpse is heavily damaged or missing this Feature cannot be used.
Adaptable Bonus Feat(Ex)
Requirements: Minor Change Shape, 3 Changeling Features
Benefit: You gain a Bonus Feat. You must meet the prerequisites for this feat. At the start of the day, you can choose to choose to change your bonus feat to any other feat for which you meet the prerequisites.
Adaptable Ability Boost(Su)
Requirements: Minor Change Shape, 4 Changeling Features
Benefit: +2 Racial Bonus to one Ability Score of your choice. At the start of each day you may choose to transfer this bonus to a different Ability Score.
Change Shape(Su)
Requirements: Minor Change Shape, 5 Changeling Features
Benefit: You can assume the shape of any Small or Medium humanoid. This Feature is identical to the Doppleganger ability.
Note: Changelings have no culture of their own and thus have no cultural traits. Though a Changeling only setting would be interesting, eh Odo?
Centaur - Monstrous Humanoid [Progress 60%]
Nor did his beauty ransom the centaur Cyllarus, fighting that day, if hybrids such as he be granted beauty. His beard was just beginning, a golden beard, and golden tresses fell down on his shoulders reaching to his flanks. High-mettled grace shone in his face; his neck, chest, shoulders, hands and every manly part seemed like a sculptor’s much-praised masterpiece. Unblemished too his equine shape, nor less fine than his man’s. With horse’s head and neck he’s make fit mount for Castor, so high stood his chest-muscles, so rideable his back. Jet black he was, the whole of him, save that his tail was white and legs were milk-white too.
~Ovid, Metamorphoses
As free and wild as untamed horses, Centaurs are known for their good cheer and swift temper.
{table=head]Centaur Racial Traits |
Size: Medium | Speed: 40 Feet (8 Spaces)
+2 Strength | -2 Intelligence
Darkvision 60ft | Ladderbaned: -8 Penalty on all Climb checks, can't climb ladders.
+1 Natural Armor | Gain Natural Attack(Hooves)[/table]
Thick Hide(Ex)
Requirements: Centaurblood
Benefit: +1 Natural Armor
Pack Mule(Ex)
Requirements: Centaurblood
Benefit: Treat Strength as +4 for the purpose of determining Carrying Capacity (including Lifting and Dragging).
Special: This Racial Feature may be selected multiple times. It's effects stack.
Full Gallop(Ex)
Requirements: Centaurblood, 2 Centaur Features
Benefit: +10 Movement
Lesser Ability Boost(Ex)
Requirements: Centaurblood, 2 Centaur Features
Benefit: +1 Dexterity
Special: This Feature may be selected twice. It's effects stack.
Ability Boost(Ex)
Requirements: Centaurblood, 4 Centaur Features
Benefit: +2 Strength
{table=head]Multiracial Effect |
1 Centaur Feature | Gain Ladderbaned Trait, Gain Horse Bottom.
4 Centaur Features | Qualify as Centaur as well as initial Race for all purposes.
10% per Centaur Feature | Shift lifespan x% towards 150 years.[/table]
Minotaur - Monstrous Humanoid[Progress 0%]
Warforged - Living Construct [Progress 0%]
Goblinoid - Humanoid(Goblinoid) [Progress 75%]
{table=head]Goblin Racial Traits |
Size: Small | Speed: 30 Feet (6 Spaces)
-2 Strength | -2 Charisma
+2 Dexterity | Darkvision 60ft
+4 Racial bonus on Move Silently checks. | +4 Racial bonus on Ride checks.
[/table]
{table=head]Hobgoblin Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
Darkvision 60ft | +4 Racial bonus on Move Silently checks. |
[/table]
{table=head]Bugbear Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
+2 Strength | -2 Charisma
Darkvision 60ft | +4 Racial bonus to Move Silently checks [/table]
Goblinoid Features
Superior Darkvision(Ex)
Requirements: Goblinblood
Benefit: Increase Range of Darkvision by 30ft (or you gain Darkvision 30ft).
Special: This Feature may be selected multiple times. It's effects stack.
Thick Hide(Ex)
Requirements: Goblinblood, Bugbear
Benefit: +1 Natural Armor
Stealthy Critter(Ex)
Requirements: Goblinblood
Benefit: Your racial bonus on Move Silently checks increases to +6 (or you gain +2 racial bonus on Move Silently checks.)
Cruel Opportunist(Ex)
Requirements: Goblinblood
Benefit: +2 bonus to damage on attacks of Opportunity.
Special: This Feature may be selected multiple times. It's effects stack.
Animal Companion(Ex)
Requirements: Goblinblood, 2 Goblin Features
Benefit: You gain an animal companion that must be selected from the following list: Wolf, Dire Wolf (effective druid level - 3), and Worg (effective druid level -3). This animal is a loyal companion that accompanies you on your adventures as appropriate for its kind. This ability functions like the druid ability of the same name, except that your effective druid level is equal to your Goblin Features x 2. Like a druid, you cannot select an animal if the choice would reduce your effective druid level below 1st.
Swarm Fighting(Ex)
Requirements: Goblinblood, 2 Goblin Features
Benefit: When you are flanking an opponent you gain an additional +2 bonus on attack rolls. All of your allies gain a +1 bonus to their melee attack rolls against that same opponent even if they are not in a flanking position.
Special: The bonus provided by this Feature does not stack with itself.
Lesser Ability Boost(Ex)
Requirements: Goblinblood, 3 Goblin Features
Benefit: +1 Constitution
Special: This Feature may be selected twice. It's effects stack.
Goblin Ability Boost(Ex)
Requirements: Goblinblood, Goblin, 4 Goblin Features
Benefit: +2 Dexterity
Hobgoblin Ability Boost(Ex)
Requirements: Goblinblood, Hobgoblin, 4 Goblin Features
Benefit: +2 Intelligence
Bugbear Ability Boost(Ex)
Requirements: Goblinblood, Bugbear, 4 Goblin Features
Benefit: +2 Strength
Swarm of Opportunity(Ex)
Requirements: Goblinblood, Cruel Opportunist, Swarm Fighting, 3 other Goblin Features
Benefit: You may make an Attack of Opportunity against an opponent that you flank who attacks a target other than you.
Gremlin(Ex)
Requirements: Goblinblood, 5 Goblin Features
Benefit: You gain a +2 Racial Bonus on Disable Device checks. The amount of time you need to make a Disable Device check is decreased as noted below. {table=head]Device | Time
Simple | 1 Standard Action
Tricky | 1 Round
Difficult | 1d4 Rounds
Wicked | 1d4 Rounds[/table]
{table=head]Multiracial Effect |
4 Goblin Features | Qualify as Goblin as well as initial Race for all purposes.
10% per Goblin Feature | Shift lifespan x% towards 40 years.[/table]
Mongrel - Humanoid(???) [Progress 100%]
Note: The union of a half-elf and an Aasimar would result in an half-elf aasimar, however, as three is the multiracial cap, what would be the result of the union of a Fire Orc and a Tiefling? The protege of such a union would be a Mongrel, a creature who belongs to no Race.
{table=head]Mongrel Racial Traits |
Size: Medium | Speed: 30 Feet (6 Spaces)
Immune to all effects that target a subtype of Humanoid. | +2 Racial Bonus on Bluff, Disguise, and Use Magic Device checks to impersonate Race.
1 Racial Feature* | 1 Racial Feature*
1 Cultural Trait. | 1 Cultural Trait[/table]
*A Mongrel's two Bonus Racial Features and the standard Racial Feature gained at First Level must all be from different sources.
Mongrel Racial Features
{table=head]Adulthood | Middle Age | Old | Venerable | Maximum Age | Height
6d4 | +10d4 | + 10d4 | +10d4 | +2d% | 3'2" + 3d12 [/table]