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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]

Kaihaku
2009-08-03, 09:20 AM
Unusual Bloodlines

Dragon [Progress 100%]
Note: The character must choose a dragon variety when taking their first Dragon Feature. This choice determines the nature of its breath weapon, energy resistance, and favored skill.

{table=head]Dragon Variety | Breath Weapon | Energy Type | Skill
Black | Line of | Acid | Hide
Blue | Line of | Electricity | Listen
Green | Cone of | Acid | Move Silently
Red | Cone of | Fire | Intimidate
White | Cone of | Cold | Balance
Brass | Line of | Fire | Gather Information
Bronze | Line of | Electricity | Survival
Copper | Line of | Acid | Hide
Gold | Cone of | Fire | Heal
Silver | Cone of | Cold | Disguise[/table]
*A 'Line' is always 60ft and a 'Cone' is always 30ft.

Dragon Features
Draconic Skill(Ex)
Requirements: Dragonblood
Benefit: The favored skill of your Dragon Variant receives a +2 Racial Bonus and is always in-class.

Draconic Resistance(Ex)
Requirements: Dragonblood
Benefit: You gain Energy Resistance 5 against the Energy Type of your Dragon Variant and a +1 Racial Bonus on saving throws vs. sleep and paralysis effects.

Drake's Claws(Ex)
Requirements: Dragonblood
Benefit: You gain two Claw attacks (1d4).

Wyrm's Maw(Ex)
Requirements: Dragonblood
Benefit: You gain one Bite attack (1d6)

Scaly Hide(Ex)
Requirements: Dragonblood
Benefit: You gain +1 Natural Armor.

Dragon's Wings(Ex)
Requirements: Dragonblood, 2 Dragon Features
Benefit: You grow a set of draconic wings which grant you the ability to glide. You may move forward 20’ for each 5’ you descend. Your effective “flying” speed is 40 with Average maneuverability. Also, falling damage is negated by gliding. This benefits are negated if you are carrying more than a Light load. | You now qualify for Flying Racial Traits.

Breath Weapon(Su)
Requirements: Wyrm's Maw, 1 other Dragon Feature
Benefit: You gain a breath weapon matching your Dragon Variant. It does 1d8 damage per Dragon Racial Trait and the DC for half-damage is 10 + 1/2 HD + Constitution Modifier.

Lesser Ability Boost(Ex)
Requirements: Dragonblood, 2 Dragon Features
Benefit:+1 Charisma
Special: This Feature may be selected twice. It's effects stack.

Dragon's Might(Ex)
Requirements: Dragonblood, 4 Dragon Features
Benefit: +2 Strength

Greater Breath Weapon(Su)
Requirements: Dragonblood, 5 Dragon Traits
Benefit: Your Breath Weapon may be used every 1d4 rounds.

Frightful Presence(Su)
Requirements: Dragonblood, 5 Dragon Traits
Benefit: You can unsettle foes with your mere presence. The ability takes effect automatically whenever the you attack, charge, or fly overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than you. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 HD + Cha modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

{table=head]Multiracial Effect |
4 Dragon Racial Traits | Qualify as Dragon as well as initial Race for all purposes.
50 years per Dragon Racial Trait | Increase the years needed to reach the next age category for your Race by 50.[/table]

Fey [Progress 0%]

Outsider(Good) [Progress 10%]


Note: Outsider(Good) is a mouthful. Even though it's technically exclusive I'm going to use Celestial as a stand-in.

Celestial Features


Angelic Resistance(Ex)
Requirements: Celestialblood
Benefit: You gain +1 Acid, Cold, & Electricity Resistance. | This Feature may be selected multiple times. It's effects stack.

Angelic Wings(Ex)
Requirements: Celestialblood, 2 Celestial Features
Benefit: You grow a set of bird wings which grant you the ability to glide. You may move forward 20’ for each 5’ you descend. Your effective “flying” speed is 40 with Average maneuverability. Also, falling damage is negated by gliding. This benefits are negated if you are carrying more than a Light load.
Special: You now qualify for Flying Racial Features.

{table=head]Multiracial Effect |
5 Outsider Racial Traits | Change type to Outsider(Native).
50 years per Outsider Racial Trait | Increase the years needed to reach the next age category for your Race by 50.[/table]


Outsider(Evil) [Progress 10%]


Note: Outsider(Evil) is a mouthful but, fortunately, we can just identify them as Fiends.

Fiend Features

Fiendish Wings(Ex)
Requirements: Fiendblood, 2 Fiend Features
Benefit: You grow a set of bat wings which grant you the ability to glide. You may move forward 20’ for each 5’ you descend. Your effective “flying” speed is 40 with Average maneuverability. Also, falling damage is negated by gliding. This benefits are negated if you are carrying more than a Light load.
Special: You now qualify for Flying Racial Features.

{table=head]Multiracial Effect |
5 Outsider Racial Traits | Change type to Outsider(Native).
50 years per Outsider Racial Trait | Increase the years needed to reach the next age category for your Race by 50.[/table]


Outsider(Law) [Progress 0%]

Outsider(Chaos) [Progress 0%]

Outsider(Fire) [Progress 0%]

Outsider(Water) [Progress 0%]

Outsider(Air) [Progress 0%]

Outsider(Earth) [Progress 0%]

Undead [Progress 0%]


Templates

Lycanthropy - Humanoid(Shapechanger) or Giant(Shapechanger) [Progress 100%]
Special: Lycanthropy is a curse transferred either by the bite of a Lycanthrope (See: Curse of Lycanthropy) or from Mother to child. Only Humanoids and Giants are susceptible to Lycanthropy.

Lycanthrope Features


Alternate Form (Su)
Requirements: Lycanthropy
Benefit: Alternate Form (Su): A lycanthrope can assume the form of a specific animal (determined by the curse). It retains its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Lycanthropic Empathy(Ex)
Requirements: Lycanthropy
Benefit: In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Lycanthrope Senses(Ex)
Requirements: Lycanthropy, Alternate Form
Benefit: You now have Low-Light Vision and Scent in any form.

Lycanthrope Resilience(Su)
Requirements: Lycanthropy, Alternate Form
Benefit: While in animal or hybrid form you gain damage reduction 5/silver. Your natural armor bonus increases by +1 in all forms. In hybrid form, your natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.

Curse of Lycanthropy(Su)
Requirements: Lycanthropy(Natural), Alternate Form
Benefit: Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy. Special: This Feature is only available to characters born with Lycanthropy.

Greater Lycanthrope Resilience(Su)
Requirements: Lycanthropy, Lycanthrope Resilience, Curse of Lycanthropy, Alternate Form
Benefit: Your damage reduction while in animal or hybrid form improves to 10/silver. Your natural armor bonus increases by an additional +1 in all forms.
Special: This Feature is only available to characters born with Lycanthropy.

Bestial Power(Su)
Requirements: Lycanthropy, Alternative Form
Benefit: While in animal or hybrid form you add the animal's physical ability score modifiers to your own up to a total of +4.
Special: This Feature may be selected multiple times. Each time its effects stack.

Generic Traits

Multiracial Cultural Traits


Charming Outcast(Ex)
Requirements: Racial Traits from multiple Races
Benefit: You gain a +2 Racial bonus on Diplomacy & Gather Information checks.
Special: You may not select this trait if you have the Vindictive Outcast Feature.

Vindictive Outcast(Ex)
Requirements: Racial Traits from multiple Races
Benefit: You gain a +2 Bonus on Damage Rolls against pure-blooded members of the Race of any Racial Trait you possess.
Special: You may not select this trait if you have the Charming Outcast Feature.

Flying Traits
Note:For the purposes of meeting prerequisites Flying Traits count as Racial Traits of the Race which grants Flight.

Flying Racial Features

Lesser Flight(Ex)
Requirements: Wings, Ability to Glide but no natural Fly Speed
Benefit: You gain a natural Fly speed of 40ft with Average maneuverability for (Constitution modifier) consecutive rounds before becoming Fatigued. You can combine flying and gliding to stay airborne without becoming Fatigued. You may make a Dive attack while flying.

Lasting Flight(Ex)
Requirements: Wings, Ability to Glide but no natural Fly Speed
Benefit: You no longer become Fatigued by Flying. You may "run" now while flying.

Improved Flight(Ex)
Requirements: Ability to Fly
Benefit: As Feat (CArc 110).

Swift Flight(Ex)
Requirements: Ability to Fly, Good Maneuverability
Benefit: Increase your Fly speed by 20ft.

Mutations and Deformities
Note: For the purposes of meeting prerequisites Mutation and Deformities count as Racial Features of your Primary Race.

Mutations and Deformities
Midget(Ex)
Requirements: Medium Size or Larger, 1st Level
Benefit: You gain +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but you use smaller weapons than most of your Race use, and your lifting and carrying limits are reduced to three-quarters of normal.
Special: You are the minimum height and weight for your Race. The benefits of this Feature stack with the effects of powers, abilities, and spells that change the subject’s size category.

Gigantism(Ex)
Requirements: Medium Size or Smaller, 1st Level
Benefit: Whenever you are subjected to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.
Special: You are the maximum height and weight for your Race. The benefits of this Feature stack with the effects of powers, abilities, and spells that change the subject’s size category.

Powerful Build(Ex)
Requirements: Gigantism, 2 Racial Traits
Benefit: You are considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size.
Special: The benefits of this Feature stack with the effects of powers, abilities, and spells that change the subject’s size category.

Freak Tail(Ex)
Requirements: 1st Level
Requirements: Has a Tail, 2 Racial Traits
Benefit: You grow a tail that grants a +2 Racial Bonus on balance checks.
Special: A creature that already has a tail cannot gain this Racial Trait.

Prehensile Tail(Ex)
Benefit: Your tail can now grasp and manipulate a simple object up to one size category smaller than the creature’s size category. A prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control. A creature can “hang” from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. The prehensile tail isn’t dexterous or strong enough to fire ranged weapons or make melee attacks, however.

Kaihaku
2009-08-03, 09:21 AM
Commentary

It is my intention to eventually merge this variant with a few others, including something much like a generic class variant, but learning from the mistakes of TeeEl I decided to keep it to just this massive undertaking.

I intend on completing all of the common races and a few additional races (Centaurs, Minotaurs, etc.) that I would like to see more of. I realize that most of the more powerful races and templates will be nerfed a great deal. Personally, I don't really think that's a problem as long as the flavor is preserved and balance isn't made worse.

I am very open to constructive criticism and suggestions, but I'm not so excited for, "why would you want to do that and why don't you just not do that."

Help me.

Here are some areas where I know I need some help.

Being honest, my order of priority is Flavor>Balance>Power. I would appreciate help with balance but not at the expense of flavor. I'm sure that a happy compromise between the two will be possible most of the time.
If you have suggestions for new Racial Features or replacements for the Racial Features I came up with, I'd be glad to hear them.
I know I just shrugged it off...but I know it's a weak point of mine and would be pleased to have assistance balancing this. I tend to get excited about new ideas and overlook what it takes to get them working smoothly. It only needs to be, roughly, as balanced as 3.5 is now...which shouldn't be too much of a challenge...I hope...

Cieyrin
2009-08-03, 11:50 AM
This is quite the endeavor and I look forward to seeing it complete. There are a couple things that jump out at me immediately as necessarily not as good as they could be.

For one, the energy resistances as traits are rather negligible. I'd suggest one of 2 things: either limit it to one resistance per selection and gain 5 or make it related to number of traits, 1 point of resistance per trait.

Also, holy breath weapon, Batman, the dragon breath is hella powerful. @_@ 6d8 PER trait is horrendous, needs to be toned back to 2-4 d8, as potentially getting 36d8 by dumping all your traits into dragon is disturbing and cheesy, not including greater breath weapon to use it more than 1/day. @_@

For Lycanthrope's Bestial Power, how exactly does that work? are we talking about their physical ability adjustment, like brown bear's getting +16 to Strength, or something else entirely. It's not as well worded as it could be, I suppose.

I don't see many people taking the Human's Balanced, due to the prevalence of dump scores. The benefit of being Human probably should be the ability to freely increase ability scores, though maybe limiting how many of those you can choose; maybe limit it to +2 per score would be fine, I'd say.

Finally, for the Goblin mount, I don't think that Worg's should be listed so high. They should probably be on par with dire wolves, as they are pretty close in ability, really, medium magical beast to large animal. Maybe putting them at the standard Druid-3 would be in order, as well, to keep it in line w/ powerful animal companions. Plus, as companions go, they hardly are going to overcome a Druid's or even necessarily a Ranger's, though that's pretty close, still.

Them's my 2 coppers. Take as you will.

Kaihaku
2009-08-03, 06:30 PM
This is quite the endeavor and I look forward to seeing it complete. There are a couple things that jump out at me immediately as necessarily not as good as they could be.

Thanks for the input. :)


For one, the energy resistances as traits are rather negligible. I'd suggest one of 2 things: either limit it to one resistance per selection and gain 5 or make it related to number of traits, 1 point of resistance per trait.

Nods. I like the idea of traits that grow better over time, I may do that with the energy resistances...though I'll have to nix them that they can be taken multiple times.


Also, holy breath weapon, Batman, the dragon breath is hella powerful. @_@ 6d8 PER trait is horrendous, needs to be toned back to 2-4 d8, as potentially getting 36d8 by dumping all your traits into dragon is disturbing and cheesy, not including greater breath weapon to use it more than 1/day. @_@

Opps! I meant for it to be 1d8 per trait, allowing for a maximum of 6d8. :smalleek: I'll have to edit that.


For Lycanthrope's Bestial Power, how exactly does that work? are we talking about their physical ability adjustment, like brown bear's getting +16 to Strength, or something else entirely. It's not as well worded as it could be, I suppose.

It's meant to provide a hard limit on how much of a boost they can get from their animal ability scores. I'll work on rewriting it then.


I don't see many people taking the Human's Balanced, due to the prevalence of dump scores.

True...


The benefit of being Human probably should be the ability to freely increase ability scores, though maybe limiting how many of those you can choose; maybe limit it to +2 per score would be fine, I'd say.

Nods, I thought about that... I'll have to muse over it some more.


Finally, for the Goblin mount, I don't think that Worg's should be listed so high. They should probably be on par with dire wolves, as they are pretty close in ability, really, medium magical beast to large animal. Maybe putting them at the standard Druid-3 would be in order, as well, to keep it in line w/ powerful animal companions. Plus, as companions go, they hardly are going to overcome a Druid's or even necessarily a Ranger's, though that's pretty close, still.

Noted. I'll take another look at them and make some changes.


Them's my 2 coppers. Take as you will.

Thanks. :)

levi
2009-08-04, 01:55 AM
Well as for balance, I can't really help as I've got a hard enough time balancing things that don't drastically alter the core rules, so I can't help you there, other than to point you to a homebrew system called Feature Points (http://forums.gleemax.com/showthread.php?t=667683). It's designed to assigne a point value to racial features. It's primary goal is to provide an algorithmic means of determining ECL, but it could easily be bent to your ends.

Basically, you could figure out how many feature points a given type of racial trait was worth and then check your balance with the system. Of course, there's controversy over how balanced the system itself is, but I like it. As an example of a contriversial subject, it valuates all abilities the same. I happen to agree with this, but others insist that such and such ability is worth more or less than some other one.

Even if you disagree with parts of it, having a worked out system of numerical values for all sorts of common things is a huge advantage. Especially seeing as you've admitted to care more about flavor. It would allow you to just run with the flavor, check the numbers for balance, and only worry about said numbers if something seems obviously broken.

That said, I like what you're doing here. I've got one question though, are the racial traits for outsiders intended more for planetouched or actual outsiders? I once build a character that was for most purposes an angel, in a relatively normal campaign. (She was a lesser asimar with some high-powered racial feat that gave her wings.) Could I have, using your system, just made her an angel (for real) from the get go? Or would she still be part human or some other such mundane creature?

Also, if you have an inital race from the start and gain traits over time, how can you really play, for example, a half-elf? Wouldn't you be either human or elf, not both?

Also, it seems like racial traits are mostly just plusses without minuses. There's nothing wrong with that as you're rebuilding the whole system from scratch. (Provided of course, all such races get an equal ammount of said plusses.) But it will effect other things, such as CR balance.

I think the idea of splitting cultural traits out completely from races is an interesting idea. You should definitely look into that. This is gonna sound strange, but also look at the halfling subraces. There are two and they are basically an elf-esque one and a dwarf-esque one. Think about building them in your system, which seems pretty easy. You can also look at other subraces. They'll provide ideas for other racial traits and allow even more variety.

Finally, if I was going to run a game with this, I know exactly which class system I'd use. It's called Roles and Paths. Unlike some systems, it's not a completely point buy free for all. Rather it's guided set of choices, sort of similar what you've built here.

The intereting thing about it is that you can recreate the core classes with the right combination, you can slightly tweak a class, or you can make somthing fairly new. I say fairly, because the abilites are all the basic core rules stuff (although there's also a non-OGL version with even more base classes pulled apart and added to it). Multiclassing is basically gone because you don't need it.

Damnitalltohell. Blankity blank blank. Roles and paths is gone! Stupid wizards purged thier forums and then went and ganked both the terms "role" and "path" for fourth ed stuff. So now even google can't help me. And I went and deleted my notes (stupid, stupid, stupid) when I upgraded my hardrive. Does anyone know what I'm taking about and where to find it? Hmm, I just realized I might have mentioned it here before ... I guess I'll just have to read all my own old posts. Arg!

Altogether I really like it and it was one of the first things that came to mind when I started reading what you're building here. If you want any help fleshing things out, I'd be willing to help.

I think using your outsider races, one should be able to actually build members of specific groups, like Angels, Archons, Devils, Deamons, etc. You could add something to the multiracial abilities that would allow the proper combination of Alignment racial abilites and some others to allow one to qualifty. Whether this has much in game effect could depend, but I think it'd be cool if you could tweak things such that you could be summoned by a "Summon Tannari" ability, provided, you have the racial traits to qualify as one.

Kaihaku
2009-08-04, 10:10 AM
Note: There's been a significant Formatting and Naming edit to the first post. I also edited several Features and added a few new Features (Goblins got a bit of love). I have a meeting most of tomorrow but I'll try to get the second and third posts up to par before too long.


Well as for balance, I can't really help as I've got a hard enough time balancing things that don't drastically alter the core rules, so I can't help you there, other than to point you to a homebrew system called Feature Points (http://forums.gleemax.com/showthread.php?t=667683). It's designed to assigne a point value to racial features. It's primary goal is to provide an algorithmic means of determining ECL, but it could easily be bent to your ends.

I'd seen Feature Points mentioned before but this is the first time I've seen the original source. That's very handy and a lot more helpful than what I had been using for a rough guideline; Soldarin's ECL calculations (http://soldarin.tripod.com/id5.html). Thanks much.

I've revised all of the first post to be more in line (though not exactly) with YabaTheWhat's calculations.

Also, rather blatant this, I've changed this to a "Racial Feature Progression". That neatly eliminates the unnecessary ambiguity that having Initial Racial Traits, Lesser Racial Traits, Racial Traits, and Greater Racial Traits produces.


Basically, you could figure out how many feature points a given type of racial trait was worth and then check your balance with the system. Of course, there's controversy over how balanced the system itself is, but I like it. As an example of a contriversial subject, it valuates all abilities the same. I happen to agree with this, but others insist that such and such ability is worth more or less than some other one.

Even if you disagree with parts of it, having a worked out system of numerical values for all sorts of common things is a huge advantage. Especially seeing as you've admitted to care more about flavor. It would allow you to just run with the flavor, check the numbers for balance, and only worry about said numbers if something seems obviously broken.

Nods. It's an excellent guideline and reference at the least.


That said, I like what you're doing here. I've got one question though, are the racial traits for outsiders intended more for planetouched or actual outsiders?

Mechanically, those are meant to replace Planetouched. I'll clarify that more when I come to focus on that section.


I once build a character that was for most purposes an angel, in a relatively normal campaign. (She was a lesser asimar with some high-powered racial feat that gave her wings.) Could I have, using your system, just made her an angel (for real) from the get go? Or would she still be part human or some other such mundane creature?

If its a matter of flavor rather than power than it wouldn't take much to create Angel Initial Racial Traits and toss that in to allow it.

However, if it is a matter of power, once I get to the 'generic class' variant, though it's a bit of false advertisement to call it that, I would probably add in the equivalent of a Angel racial progression minus the Level Adjustment.


Also, if you have an inital race from the start and gain traits over time, how can you really play, for example, a half-elf? Wouldn't you be either human or elf, not both?

That's a good point. I might add in another group of stats to keep track of what dominant bloodlines a character has.

But until then, what I had in mind was something like this...

Let's use a Human as a base. If a human choose not to take an Elf trait at first level it would be mechanically human. If at, say, level 6 that human took an Elf trait than it would be, mechanically, a Human with an Elf trait. Only after accumulating four traits would it, mechanically, be considered a Half-Elf.

From a roleplaying perspective, a Human with strong Elf blood would take an Elf Trait at first level and at every opportunity after that. Or vice versa if it were an Elf with strong Human blood. But if it were a Human with a lesser connection, say an Elf ancestor several generations removed, that side of them would manifest later in their growth.


Also, it seems like racial traits are mostly just plusses without minuses. There's nothing wrong with that as you're rebuilding the whole system from scratch. (Provided of course, all such races get an equal ammount of said plusses.)

My experiences with the UA Flaw variant and my last attempt to devise a Human Racial Flaw discouraged me from pursuing that line of thought.


But it will effect other things, such as CR balance.

Nods, I'm counting on it. As long as it balances with itself I can just stamp a note on it (something like +1 CR at level 6, +2 CR at level 14).


I think the idea of splitting cultural traits out completely from races is an interesting idea. You should definitely look into that. This is gonna sound strange, but also look at the halfling subraces. There are two and they are basically an elf-esque one and a dwarf-esque one. Think about building them in your system, which seems pretty easy. You can also look at other subraces. They'll provide ideas for other racial traits and allow even more variety.

Nods. I don't want to put too much more on top of this until I get the various races currently up done but once I reach that point I'll see about expanding it.


Finally, if I was going to run a game with this, I know exactly which class system I'd use. It's called Roles and Paths. Unlike some systems, it's not a completely point buy free for all. Rather it's guided set of choices, sort of similar what you've built here.

The intereting thing about it is that you can recreate the core classes with the right combination, you can slightly tweak a class, or you can make somthing fairly new. I say fairly, because the abilites are all the basic core rules stuff (although there's also a non-OGL version with even more base classes pulled apart and added to it). Multiclassing is basically gone because you don't need it.

Interesting... I'd like to see it. It would certainly be useful for work on my generic classes variant...or it might well supplant it. I wouldn't, necessarily, mind if someone else had already did all that work. Though it would vex me that I didn't know about it before investing so much effort into developing my own.


I think using your outsider races, one should be able to actually build members of specific groups, like Angels, Archons, Devils, Deamons, etc. You could add something to the multiracial abilities that would allow the proper combination of Alignment racial abilites and some others to allow one to qualifty. Whether this has much in game effect could depend, but I think it'd be cool if you could tweak things such that you could be summoned by a "Summon Tannari" ability, provided, you have the racial traits to qualify as one.

I might eventually expand on the system in that way, the challenge is that each member of those races would have to be nerfed to fit into the little playable box. They might end up resembling their former selves as much as the Changeling resembles a Doppleganger. ...so if people are looking for flavor, no problem, but if it's about power...eh...not so much.

Iferus
2009-08-04, 11:01 AM
I like this.

Concider yourself bookmarked!

Cieyrin
2009-08-04, 02:16 PM
Ah, the new formatting is definitely easier on the eyes than it was, though some things do get lost when done this way, like how generic and sometimes confusing some abilities are named, like the various ability boosts of the Centaurs, for one.

I forgot the first time around but what do you mean in Against the Grain and With the Fold by increasing or decreasing the time unit? like rounds to minutes or something else entirely?

Also, i'm not sure how balanced the initial goblins are, as Goblins have the double penalty to single bonus and the Hobs are totally shafted on that department w/ no boost at all. :smallfrown:

I kinda want to lean towards Gobs having just the charisma penalty (making the rough gobbos able to outwrestle those evil, evil hobbitses, yes, my precious...) and Hobs...I'm not actually sure what they should be getting, as they only had bonuses before. I wouldn't chop Int or Cha for them, as they tend to lead their fellow gobbos into whatever fiendish scheme they have cooked up and hacking at Wisdom would throw in the face of all those Hob monks that run about. I suppose Hobs could default to taking Kung Fu Genius to make them Int-based Monks, which would leave them Wisdom-penalized from being headstrong in the superiority to the inferior non-Hobgoblin races...

That works for me. +Con, -Wis, Hob Monks study for their powers, rather than gain it through insight into the workings of the universe.

The last thing I forgot about last time is the Centaur's Ladderbanned. That is an AWESOME name, it makes me laugh each time I see it. :smallbiggrin:

Them's my 2 coppers. Take as you will.

levi
2009-08-04, 02:25 PM
I'd seen Feature Points mentioned before but this is the first time I've seen the original source. ... Thanks much.

You're welcome.


Mechanically, those are meant to replace Planetouched. I'll clarify that more when I come to focus on that section.

Well, it didn't say either way, so I wasn't sure. I always thought the planetouched where silly because thier mortal blood didn't matter at all. An elf/outsider cross has the same stats as a dwarf/outsider cross. Of course, with your system, I suppose you could use the mortal race as a base and just start taking a bunch of outsider features.


If its a matter of flavor rather than power than it wouldn't take much to create Angel Initial Racial Traits and toss that in to allow it.

Yeah, the character in question was all about flavor. Heck, the campaign was a dungeon craw and the fly speed was hardly any use as most of the time she was indoors.


Interesting... I'd like to see it. It would certainly be useful for work on my generic classes variant...or it might well supplant it. I wouldn't, necessarily, mind if someone else had already did all that work. Though it would vex me that I didn't know about it before investing so much effort into developing my own.

Well, as my annoyed outburst in the previous post says, I can't find it anymore. That's unfortunate. Perhaps if I make a post over at the wizards boards someone will remember it and have a copy.


I might eventually expand on the system in that way, the challenge is that each member of those races would have to be nerfed to fit into the little playable box. They might end up resembling their former selves as much as the Changeling resembles a Doppleganger. ...so if people are looking for flavor, no problem, but if it's about power...eh...not so much.

Well, I wasn't thinking they'd end up a Balor or anything. Rather, a member of the same group. Of course, there's still the matter of "all foo have blah..." which might still be over the top. I'll have to look into your rebalanced progressions and see if I can come up with something.

Kaihaku
2009-08-05, 06:06 AM
Ah, the new formatting is definitely easier on the eyes than it was, though some things do get lost when done this way, like how generic and sometimes confusing some abilities are named, like the various ability boosts of the Centaurs, for one.

Nods, I originally had less generic names but decided, for now, to go with the format used by the Racial Paragon Classes. I do miss Dwarves being 'Grounded' so maybe I'll add in more flavorful names once this reaches a refinement stage (ie: once most of the races are done).


I forgot the first time around but what do you mean in Against the Grain and With the Fold by increasing or decreasing the time unit? like rounds to minutes or something else entirely?

Hmmm, I didn't word that too well. I meant that the duration is altered by one...increment? So...

{table=head]Duration | Example | With the Fold | Against the Grain
1 Round per Level | 5 Rounds | 6 Rounds | 4 Rounds
1 Minute per Level | 11 Minutes | 12 Minutes | 10 Minutes
10 Minutes per Level | 80 Minutes | 90 Minutes | 70 Minutes[/table]

I'll have to think how to word that better.


Also, i'm not sure how balanced the initial goblins are, as Goblins have the double penalty to single bonus and the Hobs are totally shafted on that department w/ no boost at all. :smallfrown:

I agree with you...but I haven't decided what approach to take on the Races that Wizards of the Coast shafted. I'm a bit worried that editing the initial traits would prove a slippery slope that would distract me from finishing the heart of this variant, the Racial Features. I probably will try my hand at balancing Goblins later.. But for now I've left them close to how Wizards designed them...which is drastically underpowered.


I kinda want to lean towards Gobs having just the charisma penalty (making the rough gobbos able to outwrestle those evil, evil hobbitses, yes, my precious...) and Hobs...I'm not actually sure what they should be getting, as they only had bonuses before. I wouldn't chop Int or Cha for them, as they tend to lead their fellow gobbos into whatever fiendish scheme they have cooked up and hacking at Wisdom would throw in the face of all those Hob monks that run about. I suppose Hobs could default to taking Kung Fu Genius to make them Int-based Monks, which would leave them Wisdom-penalized from being headstrong in the superiority to the inferior non-Hobgoblin races...

There are a lot of Hobgoblin Monks running around?


The last thing I forgot about last time is the Centaur's Ladderbanned. That is an AWESOME name, it makes me laugh each time I see it. :smallbiggrin:

Thanks, I was fond of it myself. :smallbiggrin:


Well, it didn't say either way, so I wasn't sure. I always thought the planetouched where silly because thier mortal blood didn't matter at all. An elf/outsider cross has the same stats as a dwarf/outsider cross. Of course, with your system, I suppose you could use the mortal race as a base and just start taking a bunch of outsider features.

Nods. That's one of my goals. To add in another layer of diversity.

E.g. You think that 'Half Elves' have it bad? Imagine what its like to be the spawn of a Elf and Orc union.


Well, as my annoyed outburst in the previous post says, I can't find it anymore. That's unfortunate. Perhaps if I make a post over at the wizards boards someone will remember it and have a copy.

I'll keep my fingers crossed.


Well, I wasn't thinking they'd end up a Balor or anything. Rather, a member of the same group. Of course, there's still the matter of "all foo have blah..." which might still be over the top.

Nods. I'll have to look into adding those options.

Cieyrin
2009-08-05, 11:49 AM
Hobs make excellent monks. They're pretty prevalent in the Red Hand of Doom, I hear, though I haven't played it myself. I even ran a couple myself and, the way Hobgoblin fluff is written, it would make sense for them to be studious, as they're trained from birth in the arts of fighting and war, where one has to be strong of body and mind to survive to adulthood. For hobs to be headstrong would probably be embraced as a strength instead of a weakness, thus perpetuating cunning plans with flaws that they're too prideful to take notice of.

levi
2009-08-07, 01:14 AM
I found the class system I mentioned above, once I remembered the right name. It's not Roles and Paths, it's Roles and Tracks, and I managed to find in the archives (http://forums.gleemax.com/wotc_archive/index.php/t-116750). Unfortunately, as it's archived, most of the formatting was lost, so some of it's hard to follow, but not too bad.

Enjoy.

Edit: I found another version (http://www.niftymessageboard.com/viewtopic.php?t=48095) at a different message board with proper formatting.

Kaihaku
2009-08-07, 08:34 AM
Orcs got some much needed love. There have been some other miscellaneous updates.

This thread (http://www.giantitp.com/forums/showthread.php?t=120774) got my brain churning... How does this sound...

Polymorph spells

allow the assumption of a different/new form. The appearance is up to them.
provide a set bonus to ability scores (determined by type rather than specific creature entry).
remove all initial racial traits and racial features from the target.
grant the target generic initial racial traits and racial features based on type.
do not grant the special abilities of any specific creature.
change type only if multiracial requirements are met (eg. 4 racial features change type).

So, for example, someone casts polymorph on themselves to assume the shape of an Ogre. For the duration they replace their racial traits with the generic initial traits for a Giant and their racial features with the generic/multiracial giant racial features.

It would mean that I'd have to revise how I'm handling the second post a bit, but I was thinking of doing that anyway as suggested for outsiders. Problems that I'm foreseeing are how to handle Ability Boosts and that polymorphers would basically have access to all the diversity provided by this system at a whim.... Perhaps I could put a hard limit on the number of Racial Features they could select.


Edit: I found another version (http://www.niftymessageboard.com/viewtopic.php?t=48095) at a different message board with proper formatting.

I'm amazed that a system like that has been around since 2003 and practically no one has expanded on it. :smallfrown: It's an excellent framework, just a bit of a shame that it's so limited in scope. Thanks for sharing, it's given me some things to think on.

Iferus
2009-08-11, 02:22 PM
So, how does this combine with Stormwrack/Sandstorm/Frostburn races?

(I'm covering about half of those races here... )

An Aventi Human gets Amphibious, 30 ft swim speed and a +1 bonus to caster level of spells with the water descriptor all instead of the feat and skill bonuses.
A seacliff Dwarf gets a +2 racial bonus to swim and a doubled constitution score to see how long he can hold his breath; he loses the +1 to hit to orcs/goblins.
A wavecrest Gnome gets a +1 to hit locathah and sahuagin instead of a bonus to his kobolds and goblinoids. He also gets to speak with sea birds instead of burrowing animals.
Snow Elves get +2 Dex and -2 Cha instead of the normal ability modifiers.
Tundra Halflings gain +2 to Survival instead of Climb, and their favorite class is Ranger.
Scablands Half-Orcs have low-light vision instead of Darkvision. They can go without water for 48+con hours before dehydrating, and they gain Heat Endurance.
Painted Elves have +2 Dex, -2 Int instead of their normal racial modifiers and their favorite class is Druid.



Have a look at the list of races over at http://crystalkeep.com/d20/ .

Kaihaku
2009-08-11, 06:54 PM
I'm planning on adding an option for arctic, amphibious, jungle, desert, etc races as found in Unearthed Arcana, but I hadn't thought about Stormwrack, Frostburn, etc. I'll probably combine the two somehow but I'll have to give it some thought on how. A lot of those look like they could be turned into cultural traits.

As for favored classes... I'm not quite sure how to handle that, maybe I'll take the Pathfinder approach and give each race two.

Belobog
2009-08-11, 08:30 PM
What exactly would favored classes do in a generic class set-up? Having two classes favored out of three might make the whole set-up a little unnecessary...or are you trying to make it fit with the standard system involved first, then make changes as necessary?

Regardless, very interesting work. I'm going to be watching this like a hawk.

Kaihaku
2009-08-13, 07:04 PM
What exactly would favored classes do in a generic class set-up? Having two classes favored out of three might make the whole set-up a little unnecessary...or are you trying to make it fit with the standard system involved first, then make changes as necessary?

That would be why I'm not quite sure what to do with them. :smalltongue: I figured it was better to take this one variant at a time then link them together once each one is near complete -- so in the final version some racial features will qualify or grant bonus "class" features (e.g.: A goblin gremlin would qualify for "rogue" trap-finding regardless of other prerequisites).

Ridai
2009-08-29, 01:13 PM
The system looks good to me. Can't help that much with balancing the traits, so I'll just write down some random ideas/observations:

- this system is, thematically, similar to Racial Paragon classes IMO (develope stronger/more iconic traits associated with one's own race), so the Racial Traits could be called Paragon Traits or, to avoid confusion with the classes, (Racial) Paradigm Traits.

- most traits, even the greater traits, give pretty minor bonuses, the attribute boosts being some of the best ones. The Changeling, Dracon and Lycanthrope traits, however, look more powerful than the rest because of their versatility/strength.

- the situation needed for The Path Less Traveled sounds like suicide (if the 4+ monsters are somewhat able opponents) and like it won't happen very often unless the character is the only melee character in the party or the map is huge. Safety In Numbers sounds like it is easier to meet the conditions to use it. Maybe The Path Less Traveled should provide an a little bigger bonus, because a character that can use it's ability will probably be in way more trouble than a character using Safety In Numbers (if TPLT was designed assuming that the character will fight instead of run).

- MY Way and United We Stand could improve The Path Less Traveled/Safety In Numbers. The latter could grant the allies required for the ability to work the +2 constitution bonus too and/or extend it's range. My Way (which could be called Excellence From Solitude, Lone Wolf or Singularity) could provide a greater bonus or penalize enemies.

Dunno how much of that is actually usable, but that's all I can think of right now.