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Kenneth
2012-01-22, 09:05 PM
Hill Dwarves
+2 Constitution +2 Wisdom, -2 Charisma.
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 when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is otherwise like normal sight but 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 (even when built to match the old), 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.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: 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).
Stone Touched: some dwarves’ affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability
+1 racial bonus on all attack rolls from axes and hammers.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects (this bonus stacks with the one from poisons if said spell or spell-like ability is delivering poison).
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+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.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
{{ Mountain Dwarves gain all of the Above as well as Tremor sense 10 feet plus an additional 5 feet every 5 levels, as well as Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained.}}



High Elves
+2 Dexterity +2 Intelligence, -2 Constitution.
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 enchantment spells or 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.
Darkvision: Elves can see in the dark up to 60 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, longbow and short bow, and the composite bow as bonus feats.
+1 racial bonus to all attack rolls by longbows, short bows and composite bows.
+2 racial bonus on Listen, Search, and Spot checks. 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.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Spell-Like Abilities: 1/day—Detect Magic, and prestidigitation. Caster level 1st; save DC 10 + Elves’ Cha modifier + spell level.
{{ Sylvan Elves ( also known as Wood elves and Wild elves, though Wild is a derogatory word and an insult if called that) Gain all of the above except they get a +2 to Str and Dex and a -2 to Con, they also gain Entanlge 1/day as an additional spell-like ability. As well as Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2 and Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Hide and Move SIlently while moving by 5 and can make Hide and Move Silent checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). }}
{{Drow (also known as Dark Elves) gain all of the above as well as Darkvision out to 120 feet and suffer a -4 penalty to Charisma and well as suffering from Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.}}



Gnomes
+2 Constitution +2 intelligence, -2 Wisdom.
Small: As a Small creature, a gnome 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.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Darkvision: Gnomeses can see in the dark up to 90 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by 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 of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
+1 racial bonus on Disable Device and Knowledge (engineering) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also 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.



Half-Elves
+2 Dexterity
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
Low-Light Vision: A half-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.
Darkvision: half-elves can see in the dark up to 30 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Adaptability: Half-elves when failing a diplomacy, Intimidate, gather information, or sensemotive check can immedite make one and only 1 re-roll at a -5 penalty.
+1 racial bonus on Listen, Search, and Spot checks.
+2 racial bonus on Diplomacy and Gather Information checks.
Elven Blood: For all effects related to race, a half-elf is considered an elf as well as a human.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).



Half-Orcs
+2 Strength +2 constitution, -2 Intelligence, -2 Charisma.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature
Darkvision: Half-orcs can see in the dark up to 30 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orcas well as a human.
Orcen Ferocity: Half-orc gain Rage as a bonus feat,
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.



Halflings
+2 Dexterity +2 Charisma, -2 Strength.
Small: As a Small creature, a halfling gains 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.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+2 racial bonus on saving throws against fear:
+1 racial bonus on attack rolls with slings.
+1 racial bonus to Initiative.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.



Humans
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 (other than secret languages, such as Druidic). See the Speak Language skill.
Fast Learners: Humans gain a 5% bonus to experience earned.



Saurials (Lizard Men)
• +2 Constitution, -2 Charisma.
• Medium size.
• A Saurial’s base land speed is 30 feet, Swim Speed is 30 feet.
• +3 natural armor bonus.
• Natural Weapons: 2 claws (1d4) and bite (1d4).
• Special Qualities: Hold breath. Able to hold their breath twice as long as a human.
• Automatic Languages: Common, Saurus. Bonus Languages: Aquan, Bullywug, Goblin, Orc.


Half-Dwarf
• +2 Constitution, -2 Charisma.
• Medium size.
• A half-Dwarf’s’s base land speed is 30 feet, \
Darkvision: Half-dwarves can see in the dark up to 60 feet. Darkvision is otherwise like normal sight but can function just fine with no light at all.
Stonecunning: This ability grants a half-dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), 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 half-dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a half-dwarf can use the Search skill to find stonework traps as a rogue can. A half-dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Half-dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: 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).
Dwarf-blooded: For all effects related to race, a half-dwarf is considered a dwarf as well as a human.
+2 racial bonus on saving throws against poison.
+1 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+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.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.



Half-Ogre
• +2, Strength +2 Constitution, -2 Intelligence, - 2 dexterity, -4 Charisma.
• DarkVision: Half-Ogres can see in the dark up to 60 feet.Darkvision is otherwise like normal sight but can function just fine with no light at all. • A Half Ogre’s base land speed is 30 feet,
• +3 natural armor bonus.
• Large Size: As a Large creature a Half-ogre suffers a -4 penalty on Hide checks, gains a +4 bonus on grapple checks, uses larger weapons than a medium sized character and finds their lifting and carrying limits double those of Medium characters.
• Ogre Blood: For all effects related to race, a half-ogre is considered an ogre as well as a human.
Imposing Figure: Half-ogres get a +3 racial bonus to Intimidate checks.
• Automatic Languages: Common and Giant Bonus Languages Dwarven, Orc, Gnoll, goblin.

•+2 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.
•Medium size.
•A Gruhl’s base land speed is 30 feet.
•Racial Hit Dice: A Gruhl begins with three levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
•Racial Skills: A Grul’s humanoid levels give it skill points equal to 4 × (2 + Int modifier). Its class skills are Climb, Intimidate, Listen, Search, Spot, and Survival.
•Racial Feats: A Gruhl’s humanoid levels give it a feat.
•+2 natural armor bonus.
•+4 racial bonus on Surival checks.
• Endurance as a Bonus Feat
•Special Qualities: Powerful Build, scent, Gore attack as a secondary attack 1d8+1 1/2 str.
•Automatic Languages: Gruhl Bonus Languages:Common, Giant, Gnoll, Orc.
•Level adjustment +1.

SpaceBadger
2012-01-22, 09:21 PM
When you say that Darkvision is black and white only, do you really mean only black and white, or maybe grayscale w shades of gray but no color? True black and white wouldn't be very good vision for much of anything, I'd think...

NeoSeraphi
2012-01-22, 09:23 PM
When you say that Darkvision is black and white only, do you really mean only black and white, or maybe grayscale w shades of gray but no color? True black and white wouldn't be very good vision for much of anything, I'd think...

You'd think that, wouldn't you? But here we are... (http://www.d20srd.org/srd/spells/darkvision.htm)

Kenneth
2012-01-22, 09:28 PM
well I coudl change it back to the old infravision which was -untill you went sceientific and said that means heat vision.. like the predator- was just being able to see X feet in the dark.


but I would not know how to word that so soem help would be appreciated.

NeoSeraphi
2012-01-22, 09:30 PM
well I coudl change it back to the old infravision which was -untill you went sceientific and said that means heat vision.. like the predator- was just being able to see X feet in the dark.


but I would not know how to word that so soem help would be appreciated.

Can't you just rip the wording for infravision out of the AD&D Player's Handbook?

Zaydos
2012-01-22, 09:34 PM
As animals that have poor ability to resolve color (such as dogs) are said to have black and white vision I'm guessing they just mean grayscale as its used that way (at least in English).

That said for full color: X can see in the dark up to 60 feet.

If you want to say more: Yvision is limited to a maximum distance, but it is otherwise like normal sight, and X can function just fine with no light at all.

Or just copy the old infravision description dropping references to the infrared spectrum.

SpaceBadger
2012-01-22, 09:34 PM
You'd think that, wouldn't you? But here we are... (http://www.d20srd.org/srd/spells/darkvision.htm)

OIC. Yep, you are correct, that is what it says. Poor phrasing, I think. Surely someone was remembering "black and white" TV from their childhood, which was really shades of gray.

Kenneth
2012-01-22, 09:34 PM
well.. the requires me to go do stuff... LOl plus liek the vast majority fo everything in the odler editin it was left very open ended i might be wrong here but i was something along the lines of

Infravision 60 feet. can see up to 60 feet in total darkness as if in daylight.


Edit it was just
can see up to X feet away in the dark. so... imam take the awesome suggestion that Zydos gave.

SpaceBadger
2012-01-22, 09:37 PM
The problem with referring to "infravision" and the like that imply some use of heat sensing, is that players then want to be able to use that to track anything living by the warmth of the footprints on the cold stone floor.

As others have suggested, I'd just go with something simple like saying you can see X feet, but you see in shades of gray, not color.

SpaceBadger
2012-01-22, 09:39 PM
BTW, I have always used this as a reason why some creatures that can see perfectly well in the dark might nevertheless haves some portions of their lair lit by firelight - they want to be able to see in color for esthetic or artistic reasons.

Kenneth
2012-01-22, 09:46 PM
there changed it up hopefully its not to open ended so crazy can abuse liek they do drwoning heals...

Kenneth
2012-01-22, 10:24 PM
Ok.. back to the original point.. are the classes pretty well balanced against each other?

NeoSeraphi
2012-01-22, 10:37 PM
Ok.. back to the original point.. are the classes pretty well balanced against each other?

Of course not. You have half-elves in there. Nothing is balanced when half-elves are involved. :smallyuk:

Want some advice? You should improve half-elves. I mean, you fixed up half-orcs a bit, so why not half-elves?

Kenneth
2012-01-22, 10:45 PM
allright, what do you suggest I should add to half-elves?

oh.. by the way I do have class/race restrictions in place so that is a 2ndary balancing factor.. its just a bit much to post all of that inormation as well. LOL

NeoSeraphi
2012-01-22, 10:49 PM
Half-elves should get their choice of either +2 Dex or +2 Cha, and no Con penalty, so they're more like their elven parents. And they could get some kind of human effect too, like the ability to dual-class, if you're using that system.

Kenneth
2012-01-22, 10:52 PM
OH SH*T!!

I totally forgot to add the half 'evles stat modifiers in...



y u no tell me earlier?

Kenneth
2012-01-26, 09:02 PM
Woops I forgot to include my boar-man race teh Gruhl. i have now rectified that issue.