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tonberrian
2012-11-02, 02:34 PM
Everybody has to choose a race at some point for their character. Usually, however, it's a fairly minor choice, based on a handful of minor bonuses. Mechanically, all the races tend to blend together - there's really not that much of a difference between a dwarf fighter and an elven fighter.

On the other hand, as D&D 3.5 progressed, there was a bloat of subraces. Do we really need 30 different types of elves? I don't think so.

Also, the Level Adjustment system is fairly broken. There doesn't seem to be any happy middle - either a race is terrible because of it, or awesome despite it.

This thread aims to try and fix both problems at the same time, by removing level adjustment as a thing (while replacing the abilities that generally cause level adjustment with feat chains) and implementing a host of new [racial] and [heritage] feats, as well as more ways to access them, in order to cause more character divergence.

This variant will definitely increase the base power of the game, as more options pretty much always increases power. It is my hope that this power increase will end up decreasing the power discrepancy between the various tiers, however.

This project will be implemented in two phases: Phase 1 will take various extant races and apply general fixes to them, while attempting to cut back on subrace bloat. Phase 2 will include new [racial] and [heritage] feats, used to represent divergent racial skills and implement some of the flavor and abilities of existing templates, bloodlines, and high LA classes, as well as feats to represent new heritages.

PLEASE DON'T POST YET

tonberrian
2012-11-02, 02:35 PM
*reserved for index part the first*

PLEASE DON'T POST YET

tonberrian
2012-11-02, 02:36 PM
*reserved for index part the second and/or recommended houserules and/or just in case*

OKAY YOU CAN POST NOW

tonberrian
2012-11-02, 03:34 PM
Core Races

Humans

Ability Scores: At level 4, and at every four levels thereafter, a human gains +1 to one ability score of his choice. At level 20, he gains an additional +1 to an ability score of his choice.
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
Bonus Feats: A human gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. The human must meet all the prerequisites for any such feat he wishes to choose.
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.
Favored Class: Any.

Notes:Humans are supposed to be weak but skilled, hence they have no restrictions on their bonus feat list. On the other hand, other races are going to end up with higher ability scores, though a focused human can match them in their most focused stat.

Dwarves

Ability Scores: +2 Constitution, -2 Charisma. At level 4, a dwarf gains +2 to Strength. At level 8, he gains +2 to Wisdom. At level 12, he gains +2 to Constitution. At level 16, he gains +2 to Strength. At level 20, he gains +2 to Constitution and +2 to Wisdom.
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).
Bonus Feats: A dwarf gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. These feats can only be [racial] or [heritage] feats, and the dwarf must meet all the prerequisites for any such feat he wishes to choose.
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 (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).
+2 racial bonus on saving throws against poison.
+2 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.
Favored Class: Fighter.

Notes:Dwarves are generally strong and hard to kill, and I think that this supports that. It's also noted that they are particularly devout, and I think that increases in Wisdom are more thematic than increases in Intelligence or Dexterity. It is my hope that the [racial] and [heritage] feats end up not being too much worse than general bonus feats.

Elves

Ability Scores: +2 Dexterity, -2 Constitution. At level 4, the elf gains +2 to Intelligence. At level 8, he gains +2 to Wisdom. At level 12, he gains +2 to Dexterity. At level 16, he gains +2 to Intelligence. At level 20, he gains +2 to Dexterity and +2 to Intelligence.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Bonus Feats: An elf gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. These feats can only be [racial] or [heritage] feats, and the elf must meet all the prerequisites for any such feat he wishes to choose.
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.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+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.
Favored Class: Wizard.

Notes:Elves: Nimble, smart, and wise. Moving on.

Gnomes

Ability Scores: +2 Constitution, -2 Strength. At level 4, the gnome gains +2 to Charisma. At level 8, he gains +2 to Intelligence. At level 12, he gains +2 to Constitution. At level 16, he gains +2 to Charisma. At level 20, he gains +2 to Constitution and +2 to Intelligence.
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.
Bonus Feats: A gnome gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. These feats can only be [racial] or [heritage] feats, and the gnome must meet all the prerequisites for any such feat he wishes to choose.
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.
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.
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.
Favored Class: Bard.

Half-Elves

Ability Scores: At level 4, the half-elf gains +2 to Charisma. At level 8, he gains +2 to Dexterity. At level 12, he gains +2 to Wisdom. At level 16, he gains +2 to Charisma. At level 20, he gains +2 to Dexterity and +2 to Wisdom.
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Bonus Feats: A half-elf gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. On levels not divisible by 6, the half-elf may only choose a [racial] or [heritage] feat, but otherwise may choose any feat for which he qualifies. The half-elf must meet all prerequisites for any feat that he wishes to choose.
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.
+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.
Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.

Notes:Half-elves, now with less suck!

Half-Orcs

Ability Scores: +2 Strength, -2 Charisma. At level 4, the half-orc gains +2 to Constitution. At level 8, he gains +2 to Dexterity. At level 12, he gains +2 to Strength. At level 16, he gains +2 to Constitution. At level 20, he gains +2 to Strength and +2 to Dexterity.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Half-orc base land speed is 30 feet.
Bonus Feats: A half-orc gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. On levels not divisible by 6, the half-orc may only choose a [racial] or [heritage] feat, but otherwise may choose any feat for which he qualifies. The half-orc must meet all prerequisites for any feat that he wishes to choose.
Darkvision: Half-orcs (and 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-orcs can function just fine with no light at all.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
Favored Class: Barbarian.

Notes:Half-Orc, also less suck! I'm not keen on the dexterity bonus, but giving them Wisdom makes them too close to dwarves. And I'm not going to give them Intelligence, either.

Halflings

Ability Scores: +2 Dexterity, -2 Strength. At level 4, the halfling gains +2 to Wisdom. At level 8, he gains +2 to Charisma. At level 12, he gains +2 to Dexterity. At level 16, he gains +2 to Wisdom. At level 20, he gains +2 to Dexterity and +2 to Charisma.
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.
Bonus Feats: A halfline gains 1 extra feat at level 1, at level 3, and every 3 levels thereafter. These feats can only be [racial] or [heritage] feats, and the halfling must meet all the prerequisites for any such feat he wishes to choose.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+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 thrown weapons and slings.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue.

Notes: Not much to say here. Halflings are personable, so I gave them a Charisma boost, and I think that they're pretty perceptive too.

Sgt. Cookie
2012-11-02, 08:31 PM
Still biased in favour of Humans. The half races too, but not as much. They need a restriction.

I'd phrase it as: "A human's [Half elf's/Half orc's] Bonus Feat must be either: A Fighter Bonus feat, a Wizard bonus feat or a skill related feat."

Still good, but not that good.

tonberrian
2012-11-03, 01:42 PM
Still biased in favour of Humans. The half races too, but not as much. They need a restriction.

I'd phrase it as: "A human's [Half elf's/Half orc's] Bonus Feat must be either: A Fighter Bonus feat, a Wizard bonus feat or a skill related feat."

Still good, but not that good.

Um, that's a terrible restriction. It already covers pretty much every extant good feat (notably not [divine] feats), and it definitely does not allow any of the [racial] or [heritage] feats that I plan on adding later. I'm going to reserve judgement on whether or not to cut back human bonus feats until I've had a chance to write the many, many new feats that this fix requires, but I am thinking about it.