Baron Corm
2009-09-27, 09:46 PM
A race meant to go hand-in-hand with my generic class (http://www.giantitp.com/forums/showthread.php?t=94616). The idea remains to make things simple, organized, and balanced. With everyone having the same options, no one can complain.
You may be thinking, this system will result in a mishmosh of races that have no place in the campaign setting whatsoever. For this reason, players of a particular race may be stuck with certain abilities as a base, and then given the option to customize from there. For example, the DM may decide all elves trance instead of sleep, have heightened senses, and Weapon Familiarity with their racial weapons. This still leaves the player 10 RP to do with as he chooses. He might get 10 foot faster land speed, the Spell Focus feat, or Dexterity/Charisma affinity, if his DM makes him stay true to the archetype of an elf. The player could even claim to be a feral sort of elf and get Scent or a natural bite weapon. It's really all in how you dress it.
In this system, the rate of gaining ability bonuses and feats is different. Any time you would get an A or C ability, you also gain a feat (yay, 1 extra feat!). Any time you would get an A or D ability, you also get an ability score bonus.
I'm sure I have left out some racial features of some race somewhere, so let me know what they are so that I can add them in. Feedback would also be appreciated on the point values of each item.
Players have 15 RP (race points) available to create their race with. If using the generic class, AP can be traded for RP at a 1:3 ratio to represent level adjustment without actual loss of levels, although beware that this can easily lead to minmaxing.
All bonuses are racial bonuses.
1 RP
Trancing for 4 hours instead of sleeping, half required daily intake of food, the Amphibious special quality, or the Hold Breath ability.
Low-light vision.
A type other than humanoid. This buys you just the type change. Any other benefits from being that type must be bought with RP. To make this transition easier, I recommend using my modified types (http://www.giantitp.com/forums/showthread.php?t=126428).
+1 to a skill. Maximum +4 to any single skill. A small size creature cannot add to his Hide skill.
One Level 0 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
A weak unique racial power, such as an elf's ability to detect hidden doors, or a dwarf's ability to move normally in heavy armor (reduce base speed 10 feet for taking this).
3 RP
+1 to attack rolls/AC/DCs/saving throws against a general or common thing (humanoids, spells from the illusion school, poison, while underground, while in temperatures below -20F). Maximum +2 bonus. This bonus is doubled every time you gain a D ability.
+2 to any other type of ability check or opposed check against a general or common thing. Maximum +4 bonus. This bonus is doubled every time you gain a D ability.
Darkvision 60 feet.
Lack of eating, breathing, sleeping, or aging. You can pick two for 5 RP, or all four for 6 RP.
Scent.
One Level 0 SLA usable 3/day, with a caster level equal to half your character level, minimum 1.
One Level 1 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
A minor unique racial power, such as an illumian's sigils.
5 RP
Ability affinity. This means that you get a +2 bonus to this ability score at first level, and a +1 bonus to it every time you gain an A ability.
A "weak" bonus feat, such as Spell Focus or Endurance.
+1 to attack rolls with melee weapons, ranged weapons, or spells, +1 natural armor, +1 to a specific ability DC, or +1 to all saving throws. Maximum +1 bonus. This bonus is doubled every time you gain a D ability.
+2 to any other type of ability check or opposed check. Maximum +2 bonus. This bonus is doubled every time you gain a D ability.
One Level 0 SLA usable at-will, with a caster level equal to your character level.
One Level 1 SLA usable 3/day, with a caster level equal to half your character level, minimum 1.
One Level 2 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
A climb or swim speed equal to your base land speed.
A natural weapon which deals appropriate damage for your size and deals normal critical hits.
10 feet faster base land speed (base is 30 feet).
Small size and 10 feet slower base land speed.
Large size.
Blindsense 30 feet. You must state which sense grants this blindsense, so that you can be blinded if it is negated.
A substantial unique racial ability, such as the killoren's Manifest Nature's Might or a spellscale's Blood Quickening.
10 RP
A burrow speed equal to half your base land speed.
A fly speed equal to your base land speed, gained slowly over your first 5 HD, as a raptoran.
A "significant" bonus feat, such as Power Attack or a metamagic feat.
A natural weapon which deals 2 die sizes higher than normal damage for your size or has its critical threat range or multiplier increased by 1.
One Level 1 SLA usable at-will, with a caster level equal to your character level.
One Level 2 SLA usable 3/day, with a caster level equal to half your character level, minimum 1.
One Level 3 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
Blindsight 30 feet. You must state which sense grants this blindsight, so that you can be blinded if it is negated.
A powerful unique racial ability, such as a minotaur's Natural Cunning or a goliath's Powerful Build.
Flaws
Some races have flaws. Mostly it's underground races hating bright lights. Bestowing additional RP for these mostly inconsequential flaws would facilitate minmaxing, so I'm not going to do that. Since the flaws tend to not have much mechanical effect, but do add a coolness factor and help distinguish races from one another, these flaws could be kept for players of those base races. This is, however, at the option of the DM. If you don't want the bookkeeping hassle, don't bother. Note that ability score penalties were not included in the generic race, either. You can, if you wish, give each race a -2 penalty to their usual stat.
Recommended Base Races
A race that has a minor ability in its base can spend RP to upgrade that to a better one. This applies to, for example, SLAs and feats.
Human
Human Base (10 RP):
- Significant bonus feat.
Human Recommended:
- Anything not too monstrous.
Dwarf
Dwarf Base (7 RP):
- Dwarf movement thing.
- Dwarf unusual stonework thing (not including skill bonuses).
- Constitution affinity.
Dwarf Recommended:
- Saving throw vs spells.
- Attack bonus vs big people.
- Saving throw vs poison.
- Craft or Appraise bonus.
- Weapon Familiarity.
Elf
Elf Base (5 RP):
- Elf hidden door thing.
- Trance.
- Weapon Familiarity.
Elf Recommended:
- 10 feet faster movement speed.
- Dexterity, Intelligence, or Charisma affinity.
- SLA.
- Low-light vision.
- Lack of aging.
- Skill bonuses.
Gnome
Gnome Base (6 RP):
- Small size.
- Level 0 SLA usable 1/day.
Gnome Recommended:
- Constitution, Intelligence, or Charisma affinity.
- Illusion DC/saving throw bonus.
- Bluff/Appraise/Craft bonus.
- Weapon Familiarity.
- More SLAs.
- Attack bonus vs big people.
Half-Elf
Half-Elf Base (6 RP):
- Minor bonus feat.
- Elf hidden door thing.
Half-Elf Recommended:
Any, especially those on the elf list.
Half-Orc
Half-Orc Base (5 RP):
- Strength affinity.
Half-Orc Recommended:
Any, especially monstrous ones.
Halfling
Halfling Base (10 RP):
- Small size.
- Dexterity affinity.
Halfling Recommended:
- Skill bonuses.
- Saving throw bonuses.
- Attack bonus with a specific weapon.
- Attack bonus vs big people.
Gnoll
Gnoll Base (7 RP):
- Claw attack
- +2 Listen
Gnoll Recommended:
- Darkvision
- Strength affinity
- Constitution affinity
- Listen or Spot bonuses
- Natural armor
- Claw or bite attack
Goblin
Goblin Base (9 RP):
- Small size
- +4 Move Silently
Goblin Recommended:
- Darkvision
- Dexterity affinity
- Ride bonus
Hobgoblin
Hobgoblin Base (5 RP):
- Constitution affinity
Hobgoblin Recommended:
- Darkvision
- Move Silently bonus
- Bonus feat
Kobold
Kobold Base (8 RP):
- Small size
- Darkvision
Kobold Recommended:
- Attack rolls vs gnomes
- Craft (trapmaking), Profession (miner), or Search bonuses
- Natural armor
- Dexterity affinity
- Claw attack
- Slight build
Lizardfolk
Lizardfolk Base (6 RP):
- Bite attack
- Hold Breath
Lizardfolk Recommended:
- Claw or bite attack
- Strength affinity
- Constitution affinity
- Natural armor
Minotaur
Minotaur Base (10 RP):
- Strength affinity
- Gore attack
Minotaur Recommended:
- Natural Cunning
- Large size
- Constitution affinity
- Natural armor
- Powerful Charge
Ogre
Ogre Base (15 RP):
- Large size
- Strength affinity
- Constitution affinity
Ogre Recommended:
-
You may be thinking, this system will result in a mishmosh of races that have no place in the campaign setting whatsoever. For this reason, players of a particular race may be stuck with certain abilities as a base, and then given the option to customize from there. For example, the DM may decide all elves trance instead of sleep, have heightened senses, and Weapon Familiarity with their racial weapons. This still leaves the player 10 RP to do with as he chooses. He might get 10 foot faster land speed, the Spell Focus feat, or Dexterity/Charisma affinity, if his DM makes him stay true to the archetype of an elf. The player could even claim to be a feral sort of elf and get Scent or a natural bite weapon. It's really all in how you dress it.
In this system, the rate of gaining ability bonuses and feats is different. Any time you would get an A or C ability, you also gain a feat (yay, 1 extra feat!). Any time you would get an A or D ability, you also get an ability score bonus.
I'm sure I have left out some racial features of some race somewhere, so let me know what they are so that I can add them in. Feedback would also be appreciated on the point values of each item.
Players have 15 RP (race points) available to create their race with. If using the generic class, AP can be traded for RP at a 1:3 ratio to represent level adjustment without actual loss of levels, although beware that this can easily lead to minmaxing.
All bonuses are racial bonuses.
1 RP
Trancing for 4 hours instead of sleeping, half required daily intake of food, the Amphibious special quality, or the Hold Breath ability.
Low-light vision.
A type other than humanoid. This buys you just the type change. Any other benefits from being that type must be bought with RP. To make this transition easier, I recommend using my modified types (http://www.giantitp.com/forums/showthread.php?t=126428).
+1 to a skill. Maximum +4 to any single skill. A small size creature cannot add to his Hide skill.
One Level 0 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
A weak unique racial power, such as an elf's ability to detect hidden doors, or a dwarf's ability to move normally in heavy armor (reduce base speed 10 feet for taking this).
3 RP
+1 to attack rolls/AC/DCs/saving throws against a general or common thing (humanoids, spells from the illusion school, poison, while underground, while in temperatures below -20F). Maximum +2 bonus. This bonus is doubled every time you gain a D ability.
+2 to any other type of ability check or opposed check against a general or common thing. Maximum +4 bonus. This bonus is doubled every time you gain a D ability.
Darkvision 60 feet.
Lack of eating, breathing, sleeping, or aging. You can pick two for 5 RP, or all four for 6 RP.
Scent.
One Level 0 SLA usable 3/day, with a caster level equal to half your character level, minimum 1.
One Level 1 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
A minor unique racial power, such as an illumian's sigils.
5 RP
Ability affinity. This means that you get a +2 bonus to this ability score at first level, and a +1 bonus to it every time you gain an A ability.
A "weak" bonus feat, such as Spell Focus or Endurance.
+1 to attack rolls with melee weapons, ranged weapons, or spells, +1 natural armor, +1 to a specific ability DC, or +1 to all saving throws. Maximum +1 bonus. This bonus is doubled every time you gain a D ability.
+2 to any other type of ability check or opposed check. Maximum +2 bonus. This bonus is doubled every time you gain a D ability.
One Level 0 SLA usable at-will, with a caster level equal to your character level.
One Level 1 SLA usable 3/day, with a caster level equal to half your character level, minimum 1.
One Level 2 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
A climb or swim speed equal to your base land speed.
A natural weapon which deals appropriate damage for your size and deals normal critical hits.
10 feet faster base land speed (base is 30 feet).
Small size and 10 feet slower base land speed.
Large size.
Blindsense 30 feet. You must state which sense grants this blindsense, so that you can be blinded if it is negated.
A substantial unique racial ability, such as the killoren's Manifest Nature's Might or a spellscale's Blood Quickening.
10 RP
A burrow speed equal to half your base land speed.
A fly speed equal to your base land speed, gained slowly over your first 5 HD, as a raptoran.
A "significant" bonus feat, such as Power Attack or a metamagic feat.
A natural weapon which deals 2 die sizes higher than normal damage for your size or has its critical threat range or multiplier increased by 1.
One Level 1 SLA usable at-will, with a caster level equal to your character level.
One Level 2 SLA usable 3/day, with a caster level equal to half your character level, minimum 1.
One Level 3 SLA usable 1/day, with a caster level equal to 1/4 your character level, minimum 1.
Blindsight 30 feet. You must state which sense grants this blindsight, so that you can be blinded if it is negated.
A powerful unique racial ability, such as a minotaur's Natural Cunning or a goliath's Powerful Build.
Flaws
Some races have flaws. Mostly it's underground races hating bright lights. Bestowing additional RP for these mostly inconsequential flaws would facilitate minmaxing, so I'm not going to do that. Since the flaws tend to not have much mechanical effect, but do add a coolness factor and help distinguish races from one another, these flaws could be kept for players of those base races. This is, however, at the option of the DM. If you don't want the bookkeeping hassle, don't bother. Note that ability score penalties were not included in the generic race, either. You can, if you wish, give each race a -2 penalty to their usual stat.
Recommended Base Races
A race that has a minor ability in its base can spend RP to upgrade that to a better one. This applies to, for example, SLAs and feats.
Human
Human Base (10 RP):
- Significant bonus feat.
Human Recommended:
- Anything not too monstrous.
Dwarf
Dwarf Base (7 RP):
- Dwarf movement thing.
- Dwarf unusual stonework thing (not including skill bonuses).
- Constitution affinity.
Dwarf Recommended:
- Saving throw vs spells.
- Attack bonus vs big people.
- Saving throw vs poison.
- Craft or Appraise bonus.
- Weapon Familiarity.
Elf
Elf Base (5 RP):
- Elf hidden door thing.
- Trance.
- Weapon Familiarity.
Elf Recommended:
- 10 feet faster movement speed.
- Dexterity, Intelligence, or Charisma affinity.
- SLA.
- Low-light vision.
- Lack of aging.
- Skill bonuses.
Gnome
Gnome Base (6 RP):
- Small size.
- Level 0 SLA usable 1/day.
Gnome Recommended:
- Constitution, Intelligence, or Charisma affinity.
- Illusion DC/saving throw bonus.
- Bluff/Appraise/Craft bonus.
- Weapon Familiarity.
- More SLAs.
- Attack bonus vs big people.
Half-Elf
Half-Elf Base (6 RP):
- Minor bonus feat.
- Elf hidden door thing.
Half-Elf Recommended:
Any, especially those on the elf list.
Half-Orc
Half-Orc Base (5 RP):
- Strength affinity.
Half-Orc Recommended:
Any, especially monstrous ones.
Halfling
Halfling Base (10 RP):
- Small size.
- Dexterity affinity.
Halfling Recommended:
- Skill bonuses.
- Saving throw bonuses.
- Attack bonus with a specific weapon.
- Attack bonus vs big people.
Gnoll
Gnoll Base (7 RP):
- Claw attack
- +2 Listen
Gnoll Recommended:
- Darkvision
- Strength affinity
- Constitution affinity
- Listen or Spot bonuses
- Natural armor
- Claw or bite attack
Goblin
Goblin Base (9 RP):
- Small size
- +4 Move Silently
Goblin Recommended:
- Darkvision
- Dexterity affinity
- Ride bonus
Hobgoblin
Hobgoblin Base (5 RP):
- Constitution affinity
Hobgoblin Recommended:
- Darkvision
- Move Silently bonus
- Bonus feat
Kobold
Kobold Base (8 RP):
- Small size
- Darkvision
Kobold Recommended:
- Attack rolls vs gnomes
- Craft (trapmaking), Profession (miner), or Search bonuses
- Natural armor
- Dexterity affinity
- Claw attack
- Slight build
Lizardfolk
Lizardfolk Base (6 RP):
- Bite attack
- Hold Breath
Lizardfolk Recommended:
- Claw or bite attack
- Strength affinity
- Constitution affinity
- Natural armor
Minotaur
Minotaur Base (10 RP):
- Strength affinity
- Gore attack
Minotaur Recommended:
- Natural Cunning
- Large size
- Constitution affinity
- Natural armor
- Powerful Charge
Ogre
Ogre Base (15 RP):
- Large size
- Strength affinity
- Constitution affinity
Ogre Recommended:
-