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View Full Version : Tainted and Half-Tainted Races [PEACH] [under construction]



Temotei
2009-11-23, 07:59 PM
These races were inspired by this thread (http://www.giantitp.com/forums/showthread.php?t=132340). Here are the results of "tainted love."

Half-Tainted Human
Like their parents, half-tainted humans are very diverse. They are physically, mentally, emotionally, and religiously diverse. There's nearly nothing else that can describe them.
Personality
Half-tainted humans tend to be more gruff than their human counterparts, due to their tainted history. Otherwise, they are all different, with hardly a thing in common.
Physical Description
Half-tainted humans tend to stand 5 and a half feet to 6 and a half feet tall and weigh from 150 to 300 pounds. They vary in appearance, but all of them have some feature, such as red eyes or a blood-red scratch, that gives away their heritage, if only slightly. Half-tainted humans' skin tones range from nearly black to pale, their hair from jet black to pure white (curly, kinky, or straight), and facial hair (for men) from sparse to thick. They are considered adults at the age of 20, and generally live to be around 120.
Relations
Half-tainted humans relate to most races in a favorable way. They, like humans, are known to talk to everyone, deal with everyone, and sometimes, argue with everyone. Their relations with other half-tainted races are often strained, due to both the similarities and differences among them, as are their relationships with their human counterparts. Sometimes, the humans view them as "impure," and banish them from their societies.
Alignment
Half-tainted humans have the chaotic bent of their tainted parent, but they tend toward good and evil equally.
Half-Tainted Human Lands
Half-tainted human lands are few and far between. Only one major settlement exists--Zelahec, founded by one Faust Agares. The half-tainted humans often work together with ordinary humans to build settlements, earning their right to live among the people who would hope to settle in these places. Usually, this is enough for their tainted history to be put aside as unworthy of attention in the eyes of the humans, but sometimes, the tainted ones are cast out, no matter what they have done for the humans. This causes some half-tainted humans to become bitter, forsaking society altogether.
Half-tainted humans have all kinds of jobs in society. When living on the surface, half-tainted humans tend to do the more social jobs, leaving physical labor to the more able. Those who live underground are often traveling merchants, creating exotic things in their homes, then delivering them to the surface.
Religion
Like humans, half-tainted humans have no patron deity to worship. Usually, they will worship gods they were raised to pray to. This commonly leads to worship of Pelor, if the half-tainted human was raised on the surface. Underground, they tend to neglect religion. A few worship demon gods.
Language
Half-tainted humans speak Common. They typically learn other languages as well, including some obscure ones. The half-tainted humans with a sense of humor love to learn new languages hardly anyone knows. That way, they can spray forth a bunch of words at once, making it seem like they're casting a spell, or they're in danger, or something similar.
Male Names
Acham, Agalierap, Akael, Akhliton, Azpar, Chalib, Erahar, Faust, Ladaron, Lapoc, Rakidon, Ramael, Ryon, Salmonair, Zaos. Males sometimes also take their names from their human parent, or they will be named with a human name.
Female Names
Abzu, Anael, Chaunta, Cynassa, Elantiel, Elucoxiel, Enasoh, Meas, Mhadet, Nikon, Pruslas, Tanahiel, Tarael. Females sometimes also take their names from their human parent, or they will be named with a human name.
Family Names
Agares, Aremon, Balidet, Bechard, Drohas, Epros, Farai, Hamat, Kradalos, Lirik, Nebiros, Resochin, Terohas. Family names will sometimes match the human parent's last name--especially if the human is a male.
Adventurers
Half-tainted human adventurers come about often. Rarely will one of the race be a simple commoner all their life. They usually end up adventuring at one point or another, whether for notoriety, to further a good cause, or to taint the world with evil.
Racial Traits

-2 Strength, +2 Charisma
Medium: As Medium creatures, half-tainted humans have no special bonuses or penalties due to their size.
Half-tainted human base land speed is 30 feet.
Darkvision: Half-tainted humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-tainted humans can function just fine with no light at all.
Resistance to electricity 5
No penalty on Disguise checks when masquerading as a human or tainted human; half-tainted humans look similar to their parents, with only small traits giving away both sides.
4 extra skill points at 1st level and 1 extra skill point at each additional level, since half-tainted humans have some human versatility and capability in them.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Half-tainted humans tend to 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 half-tainted human takes an experience penalty, their highest-level class does not count.


Sample Half-Tainted Human
Tarael, assassin CR 12
Female half-tainted human rogue 8/swashbuckler 3/shadowdancer 1
NE Medium humanoid
Init +4; Senses darkvision 60 feet, Listen +15, Spot +15
Languages Common, Abyssal, Undercommon
AC 21, touch 14, flat-footed 21; Dodge, Mobility, improved uncanny dodge
(+4 Dex, +7 armor)
hp 80 (3d10 + 8d6 + 1d8 HD)
Resist electricity 5, evasion
Fort +8, Ref +13, Will +6
Speed 30 ft. (6 squares)
Melee keen flaming burst punching dagger +13/+8 (1d4+1d6/20/x3) or
Melee dagger +13/+8 (1d4/19-20/x2)
Ranged icy burst shortbow +13/+8 (2d6+4/20/x3) or
Ranged dagger +13/+8 (1d4/19-20/x2)
Base Atk +9; Grp +9
Atk Options Spring Attack, sneak attack +4d6
Combat Gear wand of hold person, wand of charm person, wand of cure light wounds, wand of detect magic, wand of knock, potion of jump
Abilities Str 11, Dex 18, Con 16, Int 16, Wis 10, Cha 16
SQ trap sense +2, trapfinding, hide in plain sight
Feats Combat Reflexes, Dodge, Mobility, Spring Attack, Quick Draw, Weapon Finesse
Skills Appraise +3, Balance +6, Bluff +18, Climb +0, Concentration +3, Craft +3, Diplomacy +20, Disable Device +17, Disguise +6, Escape Artist +4, Forgery +4, Gather Information +5, Heal +0, Hide +24, Intimidate +5, Jump +16, Listen +15, Move Silently +24, Perform (dance) +8, Ride +4, Search +3, Sense Motive +5, Sleight of Hand +21, Spot +15, Survival +0, Tumble +21, Use Magic Device +18, Use Rope +4
Possessions combat gear plus +3 mithral chain shirt of silent moves and shadow, keen flaming burst punching dagger, icy burst shortbow, ten daggers, hat of disguise, amulet of health +2, cloak of resistance +3, ring of feather falling, ring of sustenance, boots of striding and springing, gloves of dexterity +2.

[Future fluff for Tarael, showing how she was oppressed, and the founding of the city for tainted and half-tainted races only]

Half-Tainted Elf
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Half-Tainted Elf Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

-2 Constitution, +2 Charisma: Half-tainted elves are graceful in conversation and appearance, but tend to be frail.
Medium: As Medium creatures, half-tainted elves have no special bonuses or penalties due to their size.
Half-tainted elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects.
Low-Light Vision: A half-tainted elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Resistance to electricity 5
Weapon Proficiency: Half-tainted elves receive the Martial Weapon Proficiency feat for the longsword. Half-tainted elves don't place as much emphasis on weapons as their parents, but still know how to use the longsword, due to both parents being strong in its use.
+2 racial bonus on Listen and Spot checks. Half-tainted elves have keen senses.
No penalty on Disguise checks when masquerading as an elf or tainted elf; half-tainted elves look similar to their parents, with only small traits giving away both sides.
Automatic Languages: Common and Elven. Bonus Languages: Abyssal, Draconic, Gnome, Goblin, Orc, and Sylvan. Half-tainted elves commonly know the languages of their ancestry and friends, as well as those of their enemies.
Favored Class: Cleric. A multiclass half-tainted elf's cleric class does not count when determining whether they take an experience point penalty. Half-tainted elves have many sorcerers among them. Wizardry doesn't appeal to them as much as it does elves, but the divine powers of the gods attract them.


Half-Tainted Orc
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Half-Tainted Orc Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

+2 Strength, -2 Intelligence: Half-tainted orcs are strong in body, but not in mind.
Medium: As Medium creatures, half-tainted orcs have no special bonuses or penalties due to their size.
Half-tainted orc base land speed is 30 feet.
Darkvision: Half-tainted orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-tainted orcs can function just fine with no light at all.
Resistance to electricity 10
No penalty on Disguise checks when masquerading as an orc or tainted orc; half-tainted orcs look similar to their parents, with only small traits giving away both sides.
Automatic Languages: Common and Orc. Bonus Languages: Abyssal, Dwarven, Giant, Gnoll, Goblin, Infernal, and Undercommon. Smart half-tainted orcs often learn the languages of their ancestral enemies and rivals, as well as those of their allies.
Spell-Like Ability: 1/day—burning hands. A half-tainted orc with a Charisma score of at least 11 also has the following spell-like abilities: 1/day--cause fear, endure elements. Caster level is equal to half the half-tainted orc's class levels; save DC 10 + half-tainted orc's Charisma modifier + spell level.
Favored Class: Barbarian. A multiclass half-tainted orc's barbarian class does not count when determining whether they take an experience point penalty. A half-tainted orc's favorite hobbies are smashing, crushing, shattering, and stomping their opponents.


Tainted Halfling
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Tainted Halfling Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

-2 Strength, +2 Dexterity, +2 Charisma: Tainted halflings are graceful in body and speech, but they are somewhat weak.
Small: As a Small creature, a tainted 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 they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Tainted halfling base land speed is 20 feet.
Darkvision: Tainted halflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tainted halflings can function just fine with no light at all.
Spell resistance equal to 11 + class levels.
Resistance to electricity 10, fire 5
+2 racial bonus on Climb, Jump, and Tumble checks. Athletics are a common pursuit in tainted halfling society.
+2 racial bonus on Listen checks. Tainted halflings have particularly sensitive hearing.
+4 racial bonus on Move Silently checks. Extremely sure-footed, tainted halflings know exactly how to step, so as to make the least amount of sound possible.
+1 racial bonus to all saving throws. Tainted halflings are surprisingly capable of avoiding mishaps.
+4 morale bonus on saving throws against fear; This bonus stacks with the tainted halfling's +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings: Tainted halflings, like their halfling ancestors, have a knack for using these weapons.
Automatic Languages: Common, Halfling, and Abyssal. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Infernal, and Orc. A tainted halfling know the languages of their normal counterparts, in addition to Abyssal, the language of demons, and can learn the same languages.
Favored Class: Rogue. A multiclass tainted halfling's rogue class does not count when determining whether they take an experience point penalty. Tainted halflings, like ordinary halflings, have a roguish bent.
Level Adjustment: +1


Half-Tainted Halfling
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Half-Tainted Halfling Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

-2 Strength, +2 Charisma: Half-tainted halflings inherited their tainted parent's gift of speech as well as both their parents' weakness.
Small: As a Small creature, a half-tainted 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 they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Half-tainted halfling base land speed is 20 feet.
Darkvision: Half-tainted halflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-tainted halflings can function just fine with no light at all.
Resistance to electricity 5
No penalty on Disguise checks when masquerading as a halfling or tainted halfling. Half-tainted halflings look similar to their parents, with only small traits giving away both sides.
+2 racial bonus on Climb and Jump checks. Although not as athletically inclined as their tainted parent, half-tainted halflings still have a knack for jumping and climbing.
+2 racial bonus on Listen checks. Half-tainted halflings have particularly sensitive hearing.
+2 racial bonus on Bluff checks. Half-tainted halflings can be devilish in their dealings, and love to deceive, whether for profit or for fun.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. Half-tainted halflings can learn the languages of their friends and enemies, just like ordinary halflings.
Favored Class: Rogue. A multiclass half-tainted halfling's rogue class does not count when determining whether they take an experience point penalty. Half-tainted halflings, like ordinary halflings, have a roguish bent.


Tainted Dwarf
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Tainted Dwarf Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

+2 Strength, +2 Constitution, -2 Dexterity: Tainted dwarves have powerful bodies, but they have trouble manipulating them.
Medium: As Medium creatures, tainted dwarves have no special bonuses or penalties due to their size.
Tainted dwarf base land speed is 20 feet. However, tainted dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision: Tainted dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tainted dwarves can function just fine with no light at all.
Spell resistance equal to 11 + class levels.
Resistance to electricity 10, fire 5
Stability: Tainted dwarves are exceptionally stable on their feet. A tainted dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
Immunity to poisons. Tainted dwarves have inherited the immunity to poisons their demonic ancestors hold.
+2 racial bonus on saving throws against spells and spell-like effects. Tainted dwarves have an innate resistance to magic spells.
+4 dodge bonus to Armor Class against monsters of the outsider type (such as angels, demons, and devils). Tainted dwarves know outsiders from the day of their birth, because of their ancestry. They are also trained to fight the outsiders, should they come back and taint once more, or try to smite the tainted races.
Spell-Like Abilities: 1/day—bless, bull's strength, and divine favor as a wizard of twice the tainted dwarf's level. Bull's strength is limited to being used on the tainted dwarf.
Automatic Languages: Common, Dwarven, and Abyssal. Bonus Languages: Giant, Gnome, Goblin, Infernal, Orc, Terran, and Undercommon. Tainted dwarves like to know the languages of their enemies, so that they may more effectively combat them.
Favored Class: Paladin. A multiclass tainted dwarf's paladin class does not count when determining whether they take an experience point penalty. Tainted dwarves have a tendency to be lawful, and most often, aspire to be good.
Level Adjustment: +1


Half-Tainted Dwarf
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Half-Tainted Dwarf Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

+2 Strength, -2 Dexterity, -2 Charisma: Half-tainted dwarves have inherited the strength of their tainted parent, but also the lack of grace in combat and conversation of both parents.
Medium: As Medium creatures, half-tainted dwarves have no special bonuses or penalties due to their size.
Half-tainted dwarf base land speed is 20 feet. However, half-tainted dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision: Half-tainted dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-tainted dwarves can function just fine with no light at all.
Resistance to electricity 5
No penalty on Disguise checks when masquerading as a dwarf or tainted dwarf; half-tainted dwarves look similar to their parents, with only small traits giving away both sides.
Stability: Half-tainted dwarves are exceptionally stable on their feet. A half-tainted dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
+4 racial bonus on saving throws against poison. Half-tainted dwarves are more resistant to poisons than even their ordinary dwarven brethren, due to their demonic ancestry.
+2 racial bonus on saving throws against spells and spell-like effects. Half-tainted dwarves have an innate resistance to magic spells.
+2 dodge bonus to Armor Class against monsters of the outsider type (such as angels, demons, and devils). Half-tainted dwarves have learned about outsiders from their parent; however, they know less about combat with outsiders than their tainted parent.
+2 dodge bonus to Armor Class against monsters of the giant type. Half-tainted dwarves have learned of fighting giants from their ordinary dwarf parent, although they have less experience with giants than that parent.
Weapon Familiarity: Half-tainted dwarves may treat dwarven waraxes as martial weapons, rather than exotic weapons. Learning from the dwarf parent, the half-tainted dwarf is able to effectively use the dwarven waraxe, and they often have in the past.
Spell-Like Abilities: 1/day—virtue and bull's strength as a wizard of the half-tainted dwarf's level, limited to being used on the half-tainted dwarf.
Automatic Languages: Common and Dwarven. Bonus Languages: Abyssal, Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Half-tainted dwarves like to know the languages of their enemies, so that they may more effectively combat them.
Favored Class: Fighter. A multiclass half-tainted dwarf's fighter class does not count when determining whether they take an experience point penalty. Half-tainted dwarves have a history of fighting backing them up, and the race is dominated by fighters.


Tainted Gnome
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Tainted Gnome Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

-2 Dexterity, +2 Constitution, +2 Charisma: Tainted gnomes are resilient and good conversationalists, but they are less than graceful in combat.
Small: As a Small creature, a tainted 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 they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Tainted gnome base land speed is 20 feet.
Darkvision: Tainted gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tainted gnomes can function just fine with no light at all.
Low-Light Vision: A tainted gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Resistance to electricity 10, fire 5
+2 racial bonus on saving throws against transmutation spells.
Add +1 to the Difficulty Class for all saving throws against transmutation spells cast by tainted gnomes. This adjustment stacks with those from similar effects.
+2 racial bonus on attack rolls against evil outsiders.
+8 dodge bonus to Armor Class against monsters that are evil outsiders (such as demons and devils). Tainted gnomes know evil outsiders from the day of their birth, because of their ancestry, and hate them. If they ever were to come back, the tainted gnomes would be ready and willing to fight them.
+2 racial bonus on Listen checks. Tainted gnomes have keen ears.
+2 racial bonus on Craft (alchemy) checks. A tainted gnome has a sensitive nose, just like their ordinary gnome counterparts, giving them the ability to monitor alchemical processes by smell.
Automatic Languages: Common, Gnome, and Abyssal. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Infernal, and Orc. Tainted gnomes know the languages of their heritage, and those of their enemies and allies.
Spell-Like Abilities: 1/day—faerie fire, flare, glitterdust, and magic stone as a wizard of twice the tainted gnome's level.
Favored Class: Druid. A multiclass tainted gnome’s druid class does not count when determining whether he takes an experience point penalty.
Level Adjustment: +1


Half-Tainted Gnome [under construction]
[Future fluff]
Personality
[Future fluff]
Physical Description
[Future fluff]
Relations
[Future fluff]
Alignment
[Future fluff]
Half-Tainted Gnome Lands
[Future fluff]
Religion
[Future fluff]
Language
[Future fluff]
Male Names
[Future fluff]
Female Names
[Future fluff]
Adventurers
[Future fluff]
Racial Traits

-2 Strength, -2 Dexterity, +2 Charisma: Half-tainted gnomes inherited the charisma of their tainted parent, but they also have both of their parents' weaknesses.
Small: As a Small creature, a half-tainted 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 they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Half-tainted gnome base land speed is 20 feet.
Darkvision: Half-tainted gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-tainted gnomes can function just fine with no light at all.
Low-Light Vision: A half-tainted gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Resistance to electricity 5
No penalty on Disguise checks when masquerading as a gnome or tainted gnome; half-tainted gnomes look similar to their parents, with only small traits giving away both sides.
+2 racial bonus on saving throws against conjuration spells.
Add +1 to the Difficulty Class for all saving throws against conjuration spells cast by half-tainted gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters that are evil outsiders (such as demons and devils). Half-tainted gnomes know evil outsiders from the day of their birth, because of their ancestry, and hate them with just as much energy as their tainted parent. If they ever were to come back, the half-tainted gnomes would be ready and willing to fight them.
+2 racial bonus on Listen checks. Half-tainted gnomes have keen ears.
+2 racial bonus on Craft (alchemy) checks. A half-tainted gnome has a sensitive nose, just like their ordinary gnome parent, giving them the ability to monitor alchemical processes by smell.
Automatic Languages: Common and Gnome. Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Half-tainted gnomes know the languages of their heritage, and those of their enemies and allies.
Spell-Like Abilities: 1/day—flare and glitterdust as a wizard of the half-tainted gnome's level.
Favored Class: Sorcerer. A multiclass half-tainted gnome’s sorcerer class does not count when determining whether he takes an experience point penalty.

Gamerlord
2009-11-23, 08:04 PM
Human: Nice
Elf: Very good, I imagined their favored class as a cleric.
Orc: Shouldn't it be fighter, like their tainted ancestors? :smallconfused:
Otherwise nice.

mikeejimbo
2009-11-23, 10:28 PM
+4 racial bonus on Disguise checks when masquerading as a human or tainted human; half-tainted humans look similar to their parents, with only small traits giving away both sides.

Instead of this, I would give them "No penalty to disguise as a human or tainted human."

Temotei
2009-11-23, 11:26 PM
Instead of this, I would give them "No penalty to disguise as a human or tainted human."

Done.


Human: Nice
Elf: Very good, I imagined their favored class as a cleric.
Orc: Shouldn't it be fighter, like their tainted ancestors? :smallconfused:
Otherwise nice.

Thanks. I was thinking about this: maybe we should work on some more tainted and half-tainted races. I'd like to see what tainted gnomes are like. :smalleek:

As for the half-tainted orc's favored class, I was torn between the two. I usually think of fighters as rather tactical combat experts, with some intelligence to back it up. Barbarians go raging and kill things. The Intelligence penalty was the thing that pushed me to make it barbarian. Plus, they already have spell-like abilities from their tainted parent, and no penalties to Wisdom or Charisma. They also already get resistance to fire from the tainted parent.

Temotei
2009-11-24, 09:29 PM
Finished fluff for the half-tainted human.

Tainted halflings are now up. Tell me what you think. Next are the tainted dwarves. Tainted gnomes will come last, simply because their fluff will probably be the hardest to create.

Gamerlord
2009-11-25, 03:17 PM
Looks nice.

Temotei
2009-11-25, 07:15 PM
Half-tainted halflings and tainted dwarves are up.

EDIT: Tainted dwarves are done. Any suggestions for any race would be nice. There's also a half-tainted human example, but she might be too elaborate for a race example. :smallbiggrin: I'm going to finish all of this, whether it's good for me or not.

Races still under construction: Half-tainted dwarves, tainted gnomes, half-tainted gnomes. I'm most likely going to skip the half-elves and half-orcs, because half-tainted half-elf just sounds weird. :smalltongue: