Zaydos
2010-08-30, 01:17 PM
Okay so I'm working on an incarnum infused world (okay 5 interconnected prime material planes; 4 of which are aligned) and wanted to make elves, and goblinoids more friendly towards incarnum (okay goblins are just weak and I wanted to up their power a bit, and elves the above) so how do these look:
Goblins:
Nexan (unaligned world):
— –2 Strength, +2 Dexterity.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +2 racial bonus on Move Silently and Ride checks.
— +2 racial bonus on saving throws versus Poison and Disease
— 1 point of bonus essentia.
— Midnight’s Cloak: May invest essentia in this ability to gain a bonus to one of Move Silently, Hide, or Sleight of Hands for a +2 to skill checks per point of essentia invested. Essentia may be moved into and out of this ability as normal, but which skill it applies to on a given day must be decided only 1/day.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Ninja (not actually used).
Baelian (Evil world; tend towards assassins):
— +2 Dexterity, –2 Charisma.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently and Ride checks.
— +2 racial bonus on saving throws versus Poison and Disease
— Poison Use as a racial ability; if they would gain Poison Use as a class feature (not a feat) they instead gain improved poison use (swift action application time).
— +2 bonus to hit enemies which are flat-footed or otherwise denied their Dex bonus to AC, and on attacks of opportunity.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Rogue (not actually used).
Axion (Lawful world tend towards artifice):
— –2 Strength, +2 Intelligence.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 20 feet.
—Darkvision out to 60 feet.
— +2 racial bonus on saving throws versus Poison
— 1 point of bonus essentia.
— Cobalt Mechanic: may invest essentia into this ability to gain a +2 to Craft, Open Locks and Disable Device for every point of essentia invested.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Artificer (not actually used).
Hobgoblins:
Bael (Evil world):
— +2 Strength, +2 Dexterity, +2 Constitution.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently checks.
— Weapon Improvisation: Hobgoblins only suffer a -2 for using improvised weapons or weapons they are not proficient in.
— +2 on saving throws versus disease and poison.
— 2 Bonus Essentia.
— Hellforged Soul: A bael hobgoblin may invest essentia in this ability to gain a +X competence bonus to melee attacks rolls and a +Xbonus to weapon damage on a critical hit (this is then multiplied as normal). X is equal to the amount of essentia invested in this ability.
—Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Warblade (not used).
—Level adjustment +1.
Nexan (unaligned world):
—+2 Strength, +2 Dexterity, +2 Constitution.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently checks.
— Weapon Improvisation: Hobgoblins only suffer a -2 for using improvised weapons or weapons they are not proficient in.
— +2 on saving throws versus disease and poison.
— 1 Bonus Essentia.
— Cobalt Charge as a bonus feat.
—Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Warblade (not used).
—Level adjustment +1.
Axion (Lawful world):
—+2 Dexterity, +2 Constitution, +2 Wisdom.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Intimidate checks.
— Weapon Improvisation: Hobgoblins only suffer a -2 for using improvised weapons or weapons they are not proficient in.
— +2 on saving throws versus disease and poison.
— 2 Bonus Essentia.
— Aura of Oppresion: An axion hobgoblin radiates a malignant aura that they may invest essentia into. All enemies within 10-ft suffer a penalty on saving throws against mind-affecting and fear effects equal to the essentia invested.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Knight (not used).
—Level adjustment +1.
Elves:
_ +2 Dexterity, –2 Strength: Elves are graceful but frail. 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 mind-affecting and/or enchantment spells or effects (only applied once against any single ability).
_ 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.
_ 1 bonus Essentia.
_ Elf Senses: May invest racial essentia into this ability to gain a +2 racial bonus on Listen, Search, and Spot checks per point of essentia invested. An elf who merely passes within 5 feet of a secret or concealed door 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 portals.
_ Elven Weapon Mastery: May invest racial essentia into this ability to gain a +1 competence bonus to hit with elven weapons (longswords, rapiers, shortswords, shortbows, longbows, other types of bows that are not crossbows, or any weapon with elven in its name) per point of essentia invested in this ability.
_Bonus Languages/Favored Class: As regular elf.
Dwarf (actually a template not a subrace):
— Wis +2, Cha +2.
— 2 points of bonus essentia.
— Dwarf Combat: May place essentia in this ability to increase any racial combat bonuses they have, increasing the attack bonus and dodge bonus granted by 1 for every point of essentia invested.
— Soul Resilience: May place essentia in this ability to increase their dwarven bonuses on Fort saves versus spells and poison by +1 for every point of essentia invested. They retain the normal dwarven bonus to saves versus spells that require Will and Reflex saves.
— One with the Earth: A soulforged dwarf gains a +1 to melee attack rolls and weapon damage when both he and his opponent are in contact with the ground.
— Split Chakra bonus feat (for the Waist or Hands chakras only).
— LA: +1.
Anything you can say is appreciated. I intend to work on orcs a bit too, to differentiate the ones on the evil world (infused with dark energy), normal world (they might be normal), and chaotic aligned world (infused with chaotic energy?), and maybe more afterward. I chose Goblins and Hobgoblins first, though, because they were weak for their LA and easier to modify than say Orcs (which have their good points already).
Goblins:
Nexan (unaligned world):
— –2 Strength, +2 Dexterity.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +2 racial bonus on Move Silently and Ride checks.
— +2 racial bonus on saving throws versus Poison and Disease
— 1 point of bonus essentia.
— Midnight’s Cloak: May invest essentia in this ability to gain a bonus to one of Move Silently, Hide, or Sleight of Hands for a +2 to skill checks per point of essentia invested. Essentia may be moved into and out of this ability as normal, but which skill it applies to on a given day must be decided only 1/day.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Ninja (not actually used).
Baelian (Evil world; tend towards assassins):
— +2 Dexterity, –2 Charisma.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently and Ride checks.
— +2 racial bonus on saving throws versus Poison and Disease
— Poison Use as a racial ability; if they would gain Poison Use as a class feature (not a feat) they instead gain improved poison use (swift action application time).
— +2 bonus to hit enemies which are flat-footed or otherwise denied their Dex bonus to AC, and on attacks of opportunity.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Rogue (not actually used).
Axion (Lawful world tend towards artifice):
— –2 Strength, +2 Intelligence.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 20 feet.
—Darkvision out to 60 feet.
— +2 racial bonus on saving throws versus Poison
— 1 point of bonus essentia.
— Cobalt Mechanic: may invest essentia into this ability to gain a +2 to Craft, Open Locks and Disable Device for every point of essentia invested.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Artificer (not actually used).
Hobgoblins:
Bael (Evil world):
— +2 Strength, +2 Dexterity, +2 Constitution.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently checks.
— Weapon Improvisation: Hobgoblins only suffer a -2 for using improvised weapons or weapons they are not proficient in.
— +2 on saving throws versus disease and poison.
— 2 Bonus Essentia.
— Hellforged Soul: A bael hobgoblin may invest essentia in this ability to gain a +X competence bonus to melee attacks rolls and a +Xbonus to weapon damage on a critical hit (this is then multiplied as normal). X is equal to the amount of essentia invested in this ability.
—Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Warblade (not used).
—Level adjustment +1.
Nexan (unaligned world):
—+2 Strength, +2 Dexterity, +2 Constitution.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently checks.
— Weapon Improvisation: Hobgoblins only suffer a -2 for using improvised weapons or weapons they are not proficient in.
— +2 on saving throws versus disease and poison.
— 1 Bonus Essentia.
— Cobalt Charge as a bonus feat.
—Automatic Languages: Common, Goblin. Bonus Languages:
Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Warblade (not used).
—Level adjustment +1.
Axion (Lawful world):
—+2 Dexterity, +2 Constitution, +2 Wisdom.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Intimidate checks.
— Weapon Improvisation: Hobgoblins only suffer a -2 for using improvised weapons or weapons they are not proficient in.
— +2 on saving throws versus disease and poison.
— 2 Bonus Essentia.
— Aura of Oppresion: An axion hobgoblin radiates a malignant aura that they may invest essentia into. All enemies within 10-ft suffer a penalty on saving throws against mind-affecting and fear effects equal to the essentia invested.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Knight (not used).
—Level adjustment +1.
Elves:
_ +2 Dexterity, –2 Strength: Elves are graceful but frail. 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 mind-affecting and/or enchantment spells or effects (only applied once against any single ability).
_ 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.
_ 1 bonus Essentia.
_ Elf Senses: May invest racial essentia into this ability to gain a +2 racial bonus on Listen, Search, and Spot checks per point of essentia invested. An elf who merely passes within 5 feet of a secret or concealed door 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 portals.
_ Elven Weapon Mastery: May invest racial essentia into this ability to gain a +1 competence bonus to hit with elven weapons (longswords, rapiers, shortswords, shortbows, longbows, other types of bows that are not crossbows, or any weapon with elven in its name) per point of essentia invested in this ability.
_Bonus Languages/Favored Class: As regular elf.
Dwarf (actually a template not a subrace):
— Wis +2, Cha +2.
— 2 points of bonus essentia.
— Dwarf Combat: May place essentia in this ability to increase any racial combat bonuses they have, increasing the attack bonus and dodge bonus granted by 1 for every point of essentia invested.
— Soul Resilience: May place essentia in this ability to increase their dwarven bonuses on Fort saves versus spells and poison by +1 for every point of essentia invested. They retain the normal dwarven bonus to saves versus spells that require Will and Reflex saves.
— One with the Earth: A soulforged dwarf gains a +1 to melee attack rolls and weapon damage when both he and his opponent are in contact with the ground.
— Split Chakra bonus feat (for the Waist or Hands chakras only).
— LA: +1.
Anything you can say is appreciated. I intend to work on orcs a bit too, to differentiate the ones on the evil world (infused with dark energy), normal world (they might be normal), and chaotic aligned world (infused with chaotic energy?), and maybe more afterward. I chose Goblins and Hobgoblins first, though, because they were weak for their LA and easier to modify than say Orcs (which have their good points already).