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ShadowsGrnEyes
2009-10-25, 12:23 PM
OK so for a New campaign im building I decided to re-do the races. The basic concept is that in this universe all races can interbreed as they are all deviations on an original single race.
As such there is a a full blooded and a half adjustment for each race. Take any 2 halfs and combine them for whatever halfbreed you want. Or just take the full blooded as is and dont be a halfbreed.

HUMANS: They never get enough. I know they need something else. Advice is very welcome.
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.
 2 extra skill feats at 1st level, because humans are quick to master specialized tasks and varied in their talents.
 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in)
 Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See other racial lists for common languages. Humans mingle with all kinds of other folk and thus can learn any language found in an area.
 Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, her highest-level class does not count.

HALF-HUMAN RACIAL TRAITS
 Medium: As Medium creatures, Half-humans have no special bonuses or penalties due to their size.
 HAlf-Human base land speed is that of the other parent.
1 free skill feat.
 1 extra skill point at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The skill point at 1st level is added on as a bonus, not multiplied in.)
 Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See other racial lists for common languages. Humans mingle with all kinds of other folk and thus can learn any language found in an area.
 Favored Class: Any. When determining whether a multi-class human takes an experience point penalty, her highest-level class does not count.


DWARVES: They may have too much. In my universe giants and dwarves aren't enemies, they get along though. I've designed my dwarves as master craftsmen who sort of lose themselves in their work, not drunken scotsmen.
DWARF RACIAL TRAITS
 +2 Constitution, –Wisdom: Dwarves are stout and tough but tend to lack in common sense.
 Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
 Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).
 Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
 Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
 Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
 Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
 +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
 +4 inherent bonus to diplomacy with monsters of the giant type. This bonus represents the close bond between dwarves and their giant cousins
 +2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.
 +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.
 Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves are familiar with the languages of their enemies and of their subterranean allies.
 Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

HALF-DWARF RACIAL TRAITS
 +2 Constitution, –2 Wisdom: half-Dwarves are stout and tough much like their pure kin but tend to be somewhat lacking in wisdom.
 Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
 Half-Dwarves base land speed is the greater of their two parents.
 Darkvision: Half- Dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight.
  Weapon Familiarity: Half-Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
 Stability: Half-Dwarves are exceptionally stable on their feet. A Half-dwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 +2 racial bonus on saving throws against poison: Half-Dwarves are hardy and resistant to toxins.
 Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves are familiar with the languages of their enemies and of their subterranean allies.
 Favored Class: Fighter. A multiclass half-dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


Elves: My elves are more like wild elves. . . territorial jungles savages.
ELF RACIAL TRAITS
 +2 Dexterity, –2 Intelligence: Elves are graceful but primitive. An elf’s grace makes her naturally better at stealth and archery.
 Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
 Elf base land speed is 30 feet.
 Immunity to magic sleep effects, and a +2 racial saving throw bonus against environmental effects.
 Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
 Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the Spear, Axe, Longbow (including composite longbow), and short bow (including composite short bow) as bonus feats. Elves esteem the arts of jungle combat, so all elves are familiar with these weapons.
 +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed trap is entitled to a Search check to notice it as if she were actively looking for it. An elf’s senses are so keen that she practically has a sixth sense about hidden traps.
 Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
 Favored Class: Ranger. A multiclass elf’s Ranger class does not count when determining whether she takes an experience point penalty for multicasting.

HALF-ELF RACIAL TRAITS
 +2 Dexterity, –2 Intelligence: Half-Elves are graceful but primitive. A half-elf’s grace makes her naturally better at stealth and archery.
 Size: Half-Elves take the lesser of their two parent races size
 Half-Elf base land speed is the greater of the two parents land speeds.
 +2 bonus on saves against magic sleep effects
+2 racial saving throw bonus against environmental effects.
 Weapon Proficiency: Half-Elves receive the Martial Weapon Proficiency feats for the Spear and short bow (including composite short bow) as bonus feats. Half-Elves esteem the arts of jungle combat and try to learn at least some of what all elves are familiar with.
 +2 racial bonus on Listen, Search, and Spot checks.
 Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves commonly know the languages of their enemies and of their friends, as well as Draconic, the language commonly found in ancient tomes of secret knowledge.
 Favored Class: Ranger. A multiclass elf’s Ranger class does not count when determining whether she takes an experience point penalty for multicasting.


Gnomes: Since I made elves not-magicy I made gnomes my magicy race. super obsessed with magic they sort of disregard physical health in exchange for magical power. A race of mini Raistlins. . .
GNOME RACIAL TRAITS
 +2 Intelligence, –2 Constitution: Gnomes are a race devoted to their mind, their physical prowess takes a back seat to their mental prowess.
 Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
 Gnome base land speed is 20 feet.
 Weapon Familiarity: Gnomes may treat gnome hooked hammers (see page 118) as martial weapons rather than exotic weapons.
 +2 racial bonus on saving throws against illusions: Gnomes are innately familiar with illusions of all kinds.
 Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. Their innate familiarity with these effects make their illusions more difficult to see through. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
 +2 racial bonus on Spellcraft and knowledge arcane checks: Gnomes are raised around magic and are better at recognizing it.
 +2 racial bonus on Craft (alchemy) checks: A gnome’s sensitive nose allows him to monitor alchemical processes by smell.
 Spell-Like Abilities: A gnome with a Charisma score of at least 10 has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
 Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
 Favored Class: Wizard. A multiclass gnome’s Wizard class does not count when determining whether he takes an experience point penalty .

HALF-GNOME RACIAL TRAITS
 +2 Intelligence, –2 Constitution: Half-Gnomes share the obsession with mental prowess that their pure gnome kin have.
 Size: Half gnomes take the smaller of their two parents size categories.
 Half gnomes take the lesser of their two parents base land speed.
 Weapon Familiarity: Half-Gnomes may treat gnome hooked hammers (see page 118) as martial weapons rather than exotic weapons.
 +2 racial bonus on Spellcraft and knowledge arcane checks: Gnomes are raised around magic and are better at recognizing it.
 +2 racial bonus on Craft (alchemy) checks: A half-gnome’s nose is as sensitive as a full gnomes allowing him to monitor alchemical processes by smell.
  Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
 Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


Halflings: I like halflings. My halflings are cat worshiping nomads. Not that unusual are far as halflings are concerned.
HALFLING RACIAL TRAITS
 +2 Dexterity, –2 Strength: Halflings are quick, agile, and good with daggers, but they are small and therefore not as strong as other humanoids.
 Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
 Halfling base land speed is 20 feet.
 +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and
athletic.
 +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
 +2 morale bonus on saving throws against fear. This bonus stacks with the Halfling’s +1 bonus on saving throws in general.
 +1 racial bonus on attack rolls with a Dagger: Halflings revere cats and train themselves to use quick slashing attacks like a cat.
 +2 racial bonus on Listen checks: Halflings have keen ears.
 Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies.
 Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she take an experience point penalty for multiclassing.

HALF-HALFLING RACIAL TRAITS
 +2 Dexterity, –2 Strength: Half-Halflings are quick, agile like their pure kin
 Small: a half Halfling is ALWAYS small. As a Small creature, a he gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
 Half-Halflings base land speed is the greater of their tow parents unless the other parent sates otherwise.
 +2 racial bonus on Climb, Jump, and Move Silently checks: Half -halflings are agile, surefooted, and
athletic.
 +2 racial bonus on Listen checks: Half-Halflings have keen ears.
 Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends and enemies.
 Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she take an experience point penalty for multiclassing.


Orcs: I have made standard orcs playable but they're very different from standard orcs. Consider my orcs an all new subpecies of orc. They're really big on family but have way more males than females. I liked the paradox that they're a brutish but spend pretty much their whole lives trying woo wives (which they occasionally have to share).
ORC RACIAL TRAITS
 +2 Strength, –2 Charisma: Orcs are a powerful people, but their idea’s of social grace are often lacking.
 Medium: As Medium- creatures, half-orcs have no special bonuses or penalties due to their size.
 Half-orc base land speed is 30 feet..
 Weapon Familiarity: Orcs may treat bastard swords as martial weapons rather than exotic weapons.
 Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
+2 racial bonus on saving throws against poison: Orcs are hardy and resistant to toxins.
 +2 racial bonus on saving throws against spells and spell-like effects: Orcs have an innate resistance to magic.
All orcs have the toughness feat as a bonus feat.
+1 circumstance bonus to hit when fighting in the presence of a female (if female +1 moral bonus to armor class when fighting in the presence of an allied male)
  Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
 Favored Class: Fighter. A multiclass half-orc’s Fighter class does not count when determining whether he takes an experience point penalty

HALF-ORC RACIAL TRAITS
 +2 Strength, –2 Charisma: Half-orcs are strong, but their orc lineage makes them crude.
 Medium: half orcs are generally medium sized unless the other parent specifically says otherwise.
 Half-orc base land speed is 30 feet, unless the other parent says otherwise
 Weapon Familiarity: Half-Orcs may treat bastard swords as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against poison: half-Orcs are hardy and resistant to toxins.
+2 racial bonus on saving throws against spells and spell-like effects: Orcs have an innate resistance to magic.
 Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
 Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty


Kobold: I love kobold. My kobold are feudal system guys who wear armor and ride ponies!
KOBOLD RACIAL TRAITS
 +2 Wisdom, –2 Strength: Kobolds are a proud and wise people, but they lack somewhat in stature.
  Small: As a Small creature, a Kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
 Kobold base land speed is 30 feet. Very fast for their size.
 Weapon Familiarity: Half-Kobold may treat a lance as 1 handed weapon for the purpose of holding a sheild in the other hand or leaving the other hand empty.
 Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Kobolds can function just fine with no light at all.
+2 racial bonus on Ride checks, Kobolds have learned to compensate for their size by riding mounts.
 +2 racial bonus on saving throws against spells and spell-like effects. Kobolds can trace their lineage back to dragons and as such have the ability to resist magic better than other races.
+1 natural Armor bonus. Kobolds have touch scaled skin.
 Automatic Languages: Common and Draconic. Bonus Languages: Giant, Gnoll, Goblin, Celestial and Abyssal.
 Favored Class: Paladin. A multiclass Kobolds Paladin class does not count when determining whether he takes an experience point penalty

HALF-KOBOLD RACIAL TRAITS
 +2 Wisdom, –2 Strength: Half-Kobolds are wise like their kobold kin but also share the weak frame.
 A Half kobold takes the larger size category of the two parents in all cases.
 Half-Kobold base land speed is the greater of the two parents.
 Weapon Familiarity: Half-Kobold may treat a lance as 1 handed weapon for the purpose of holding a sheild in the other hand or leaving the other hand empty.
 Darkvision: Half-Kobolds can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Kobolds can function just fine with no light at all.
+1 racial bonus on Ride checks, Kobolds have learned to compensate for their size by riding mounts.
 Automatic Languages: Common and Draconic. Bonus Languages: Giant, Gnoll, Goblin, Celestial and Abyssal.
 Favored Class: Paladin. A multiclass Kobolds Paladin class does not count when determining whether he takes an experience point penalty



Those are the base races. I would really appreciate input and constructive critisizm.

TabletopNuke
2009-10-25, 02:02 PM
You should probably change the halfbreed feature that makes their speed the faster of their two parent races. Try making halfbreeds with predetermined ancestry. For example, a dwarf/gnome mix would have a speed of 20, while a dwarf/human mix would have a speed of 30.

Eldan
2009-10-25, 02:39 PM
May I ask why exactly your dwarves lack in common sense? That does not exactly make sense to me, I must say. They are mostly depicted as calm, down to earth (yay, pun!) types in fiction, who tend to overthink there decisions and highly value ancient laws.
I'm also not sure if the half-half-system is quite balanced... by selecting the right parent races, you could have a +4 to most stats, especially the physical once.

Baron Corm
2009-10-25, 02:53 PM
I don't think you should keep full ability bonuses and penalties. This is implying that, for example, if a half-breed bred with another half-breed, they would have a total of +8 and -8 to certain stats, and it would just get worse from there. Also what Eldan said, you can pick and choose to get a +4 to one stat.

ShadowsGrnEyes
2009-10-25, 03:02 PM
May I ask why exactly your dwarves lack in common sense? That does not exactly make sense to me, I must say. They are mostly depicted as calm, down to earth (yay, pun!) types in fiction

the universe is a lot different from standard. my dwarves lack common sense because they are so obsessed with their crafting that they tend to overlook things not related to their crafting and have a bad racial habbit of digging themselves into holes they cant quite get out of. if your familiar with "girl genius" by the foglios, imagine a medival spark.

Dwarf-"i just made something amazing!"
Human-"cool what is it?"
dwaf- "full plate that kills you if you wear it!"
human-" . . . um. . . shouldn't full plate protect you from death when you wear it?"
Dwarf-"been there done that. . . come try this on!"
human-"no thanks."


I don't think you should keep full ability bonuses and penalties. This is implying that, for example, if a half-breed bred with another half-breed, they would have a total of +8 and -8 to certain stats, and it would just get worse from there. Also what Eldan said, you can pick and choose to get a +4 to one stat.

i saw this problem going in to it and i decided that halfbreeds would simply not breed true. a halfbreed and another half breed would only pass one side of the genetics (i know it breaks all kinds of actuall genetics rules but meh, magic universe) so a Dwarf/orc and a dwarf/orc would have either a dwarf/orc, and orc or a dwarf, not a dwarf/dwarf/orc/orc. . .

i realize you can get +4 to one stat which is normally a problem. but its balanced so that you get a -for every + and thats not as bad as some of the +0 level adjust races out there. Frankly it would make sense to me if a halfling/elf was just about the nimblest thing you'd ever seen.

Solaris
2009-10-25, 03:41 PM
I can also see one saying "It's a racial bonus, therefore they don't stack." Y'know, to avoid the +4 to an ability score thing.

ShadowsGrnEyes
2009-10-25, 04:07 PM
I can also see one saying "It's a racial bonus, therefore they don't stack." Y'know, to avoid the +4 to an ability score thing.

oh!. . . i hadnt even thought of that. . i shall deffinetly take that into consideration.


here are a couple quick throw togethers of half races as examples

Elf/Halfling
Elfling
+4 dex, -2 str, -2 int
Size: Small
Base land speed is 30
+2 bonus on saves against magic sleep effects
+2 racial saving throw bonus against environmental effects.
+2 racial bonus on Climb, Jump, Move Silently, Listen Search, Spot
Low-light Vision
Weapon Proficiency: Spear and short bow (including composite short bow)
 Automatic Languages: Common, Halfling and Elven
Favored classes: Rogue and Ranger

Dwarf/Orc
DWORC
+2 Str, +2 Con, -2Cha, -2 Wis
Size: Medium
Land speed: 30
Weapon Familiarity: bastard swords, Dwarven Waraxes, dwarves Urgoshes
+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like effects
Darkvision: 30 ft.
Languages: common dwarves and orc
Favored class: fighter and Barbarian

Gnome/Kobold
Gnobold
+2 wis, -2 Str, +2 int, -2 Con
Size: small
Speed: 30
+1 bonus to ride
+2 Spellcraft and knowledge arcane check
+2 racial bonus on craft alchemy
Weapon familiarity: lance 1-handed, hooked hammer
Languages common, gnome, draconic
Favored class: bard and paladin