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View Full Version : Rebalancing and Reimagining the Races (3.5, Peach)



eftexar
2013-04-15, 04:51 PM
->Click Here for Updated Version (http://www.giantitp.com/forums/showthread.php?t=283449)<-


Forward
The default races are kind of boring and completely unbalanced. The Dwarf has a laundry list of abilities, while the Half-Orc just stinks beyond belief, and the only good thing a human has is the bonus feat.

I never understood why they never let player's play unusual or monstrous races without huge level adjustment or by penalizing them in some other way. While not every race is right for a campaign it should be up to the DM to determine that, not the penalties.

Here I will be redoing the races to not just balance them, but make them more interesting. Keep in mind that these are intended to be more powerful than the original races, so my issue here is to keep them balanced with one another.


Important Note: Each race offers a small number of bonus hit points to increase survivability at lower levels. These do not count towards their maximum hit points.

Size and Abilities
The races below do not have the usual changes to ability scores based on size. This is on purpose. Apply other penalties, and bonuses, to size as they come up (as normal).

Multiclassing and Favored Classes
XP penalties are no longer doled out for taking multiple classes. As such, the favored class mechanic has been removed. Instead characters will follow the Adventurer chassis, over here (wip) (http://www.giantitp.com/forums/showthread.php?t=281697), when they wish to multiclass.


The Core Races


Human
Medium Humanoid
Bonus HP: +8

Racial Traits
+2 Intelligence, +2 Constitution, -2 Wisdom: Humans are quick thinking and hardy, but are often rash and tend to lack common sense more often than other races.
Base Land Speed: 30ft.
+4 racial bonus on saving throws against fear effects
+1 racial attack bonus against monstrous humanoids
+1 extra skill point per class level

Adaptive Style
Humans have had to learn how to fight in a world of dangerous creatures who lack their already short lived lives. Taking on the form of many styles they begin with a single Fighter feat or Weapon Group feat, they qualify for, of their choosing.
With 5 minutes of meditation, after at least 4 hour's rest, a Human may change this feat, as long as it wouldn't disqualify them for another, for a different feat within the same parameters.

Bonus Feat
A Human begins with an additional feat, that they qualify for, of their choice, in addition to the normal feats gained from leveling.

Die Hard (Ex)
Never giving up no matter how hard the fight is, all humans begin with the Die Hard feat, even if they normally wouldn't qualify, for free.

Languages: Common and one other language of their choice.

Elf
Medium Humanoid
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Dexterity, -2 Constitution: Elves have a strong force of personality and grace beyond any human, but are quite frail and slight of build.
Base Land Speed: 40ft.
+2 racial bonus on saving throws against poison and disease
+4 racial bonus on Listen, Search, and Spot checks
+Low-Light Vision

Enhanced Perception (Ex)
Elves are naturally more perceptive than most creatures and gain the Blindsense quality, see the Monster manual, out to 15ft. Many elves describe it as "being able to feel the air."
With 6 class levels this improves and functions as Blindsight, instead of just Blindsense, out to the indicated range.

Finesse (Ex)
Trained to favor their dexterity over power, all elves begin with the Dodge and Weapon Finesse feats, even if they normally wouldn't qualify, for free. An elf may use any one-handed weapon with weapon finesse, even if it normally wouldn't qualify.

Ancestral Weapon Training (Ex)
For centuries elves have mastered the use of certain weapons. Choose one of the following; longbow, rapier, short sword, or any weapon with elven in it's name. Gain weapon proficiency and weapon focus with that weapon.
-courtesy of Flinn Furious

Fey Lineage (Ex)
Elves remain youthful and vigorous throughout their entire lives. They are immune to aging effects and take no penalties from old age, though they still die of old age when their time is up.
An elf also ignores any difference in the flow of time between planes. Effectively they always treat their personal flow of time as if they were on the material plane for the purpose of aging.

Languages: Common, Elven, and Sylvan.

Dwarf
Medium Humanoid
Bonus HP: +10

Racial Traits
+4 Constitution, +2 Strength, -2 Charisma: Dwarves are strong and hardy, but tend to be too gruff for the liking of other races.
Base Land Speed: 20ft.
+2 racial bonus on saving throws against magic (spells, spell-like abilities, etc).
+1 extra hit point per class level
+Darkvision 60ft

Stocky (Ex)
Dwarves occupy an area one size smaller than normal for their size. Effectively they can move through spaces smaller than usual for their size.

Sturdy Build (Ex)
When standing on solid ground Dwarves gain a +4 bonus to checks made to resist being moved, or knocked down, by physical force (such as a bullrush or trip).
Once they have 6 character levels they add their constitution bonus (if any) to this resistance.


Languages: Common, Dwarven, and Terran.

Gnome
Small Humanoid
Bonus HP: +8

Racial Traits
+2 Intelligence, +2 constitution, -4 Strength: Gnomes are quick witted, like humans, and tough, like Dwarves, but tend to be a bit on the weak side when it comes to muscle.
Base Land Speed: 20ft.
+2 racial bonus to saving throws against illusions
+4 dodge bonus to armor class
+Low-Light Vision

Trickster in Disguise
Gnomes can cast any Bard cantrip. They may cast them a combined number of three times per day, as if their caster level were equal to their total class levels.
With 6 class levels they may select a single 1st level Bard spell, which they cast once per day, at the same effective caster level.

Speak with Animals (Ex)
The Gnome is able to Speak with Animals, as the spell, at will. They can use the diplomacy skill to affect the attitude of an animal.

Languages: Common and Gnome

Halfling
Small Humanoid
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Dexterity, -4 Strength: Halflings are dextrous and the life of the party, but their small size tends to leave them weaker than other races.
Base Land Speed: 30ft.
+2 racial bonus on all saving throws
+1 racial attack bonus with thrown weapons and slings
+4 racial bonus on Climb, Jump, and Move Silently checks.

Slippery (Ex)
The Halfling can move through enemy spaces without the need for a tumble check, though they might still provoke attacks of opportunity, and can automatically escape non-magical restraings, but not grapple, as a full round action (w/o AoO).

Giantslayer (Ex)
Trained in fighting creatures of greater size, any attack, with an attack roll, made by a creature of two, or more, sizes larger has a 20% chance of simply missing them.
At level 6 this ability improves. Any creature of two or more sizes larger is instead imposed by a 50% miss chance and any creature of one size larger is subject to a 20% miss.

Languages: Common and Halfling

eftexar
2013-04-15, 04:52 PM
Unusual Races
The races below are perfectly viable as player races, but many often have stigma's attached to them that might make them difficult to play. A player should always ask the DM before playing one of these races.

Orc
Medium Humanoid
Bonus HP: +10

Racial Traits
+4 Strength, +4 Constitution, -2 Intelligence, -2 Charisma: Orc are brutal and tough, but are fairly lacking in the brains, and looks, department.
Base Land Speed: 30ft.
+2 racial bonus to strength checks
+Darkvision 60ft

Frenzy (Ex)
An Orc may enter a Rage a limited number of times per day, equal to 3 + their constitution bonus (if any), as a 1st level Barbarian. If an Orc gains an ability that grants Rage they instead increase the uses of that Rage, per day, by one less than this would have granted.

Powerful Build (Ex)
An Orc is considered one size larger, for the purpose of making checks and what size of creature(s) they can affect with their abilities, whenever it would be beneficial for them to be so.

Languages: Common and Orc

Drow
Medium Humanoid
Bonus HP: +8

Racial Traits
+2 Wisdom, +2 Dexterity, -2 Charisma: Drow are alert and nimble, but tend to have mean personalities and cruel dispositions.
Base Land Speed: 30ft.
+Immunity to Poison
+2 racial bonus to saving throws against disease
+4 racial bonus on Intimidate checks
+Darkvision 60ft

Poison Use (Ex)
Drow do not risk poisoning themselves when applying poison to a weapon. Further, they can apply poison as a swift action (w/o AoO).

Touch of the Spider (Su)
Drow can cast Darkness or Web, as the spells, a combined number of 3 + their wisdom bonus (if any) times each day, as if their caster level were equal to their total class levels.

Light Sensitivity
Creatures within bright light, or the area of a light spell, have concealment from Drow. They can't hide with this concealment.

Languages: Common, Elven, and Undercommon

Lizard Folk
Medium Monstrous Humanoid
Bonus HP: +8

Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence: Lizard Folk are strong and quick, but tend to be a bit slow on the uptake.
Base Land Speed: 30ft.
+2 natural armor bonus
+can hold breath 4x constitution score before risk drowning
+4 racial bonus on Jump, Swim, and Balance checks

Natural Weapons (Ex)
The Lizard Folk gains a bite attack (1d8 piercing and slashing), an attack with any of four claws (1d6 slashing), and tail slap (1d6 bludgeoning), but are restricted to attacks by BaB, as with manufactured weapons, instead of the normal rules for natural weapons.
The bite is considered primary and all others are considered off-hand attacks, though they all count as light weapons. So a Lizard Folk could bite and then either attack with a claw or their tail with two weapon fighting.

Tail Sweep (Ex)
As a standard action the Lizard Folk may sweep their tail in a semicircle to trip all adjacent creatures. They do not provoke an attack of opportunity for their attempt and failure does not provoke trips in return.
At level 6 this improves and anyone successfully tripped takes damage equal to their strength modifier as they hit the ground.

Tough Scales (Ex)
Covered in thick scales, Lizard Folk gain DR 1/-, plus 1 additional DR per 4 class levels they possess. Unlike usual for DR, this stacks with any they might have from another source.

Languages: Common and Draconic

Doppleganger
Medium Humanoid (Shapechanger)
Bonus HP: +6

Racial Traits
+2 Intelligence, +2 Charisma, -2 Constitution: Dopplegangers excel at blending in, but their ability to change form has left their bodies weak.
Base Land Speed: 30ft.
+1 racial attack bonus against other humanoids
+1 extra skill points per class level

Change Form (Ex)
Any Doppleganger may change shape at will. This works as for the Disguise Self spell, as if their caster level were equal to their total class levels, but is real, not illusory, in nature and has a duration of permanent (or until they change back).
Each time the Doppleganger attempts to change form with this ability, to anything other than their normal form, they must succeed on a concentration check, DC 15 +3 per time they have changed shape that day, or fail to change and waste their action.
Based off of this ability here (http://www.giantitp.com/forums/showthread.php?t=280246) of the same name.

Unstable Form (Ex)
Any Doppleganger is always treated as if they have Fortification 50%, due to their structural instability, and are immune to instant death effects.
With 6 class levels they become immune to critical hits entirely as their body becomes even more unstable.

Bonus Feat
As varied as Humans they gain a single feat, that they qualify for, of their choice, in addition to the normal feats gained from leveling.

Languages: Common and one other language of their choice.

Goblin
Small Humanoid
Bonus HP: +6

Racial Traits
+4 Dexterity, -2 Charisma: Goblins are surprisingly nimble, but aren't gifted with social graces.
Base Land Speed: 30ft.
+2 racial bonus on saving throws against poison and disease
+4 racial bonus on Craft, Disable Device, and Move Silently checks
+Darkvision 60ft

Vexing Foe (Ex)
Goblin are difficult to fight. When fighting any creature, other than an another Goblin, they gain a bonus to damage, equal to half their total class levels (minimum of +1), and an additional +2 to attack rolls against any creature they are flanking. Extra damage from this ability is not multiplied on a critical hit.

Tinker (Ex)
Goblins can create alchemical substances without the need for a caster level, or even the ability to cast spells, and measures a week of progress in days instead when crafting them (and a normal day of progress is instead hours). These substances are completely non-magical in nature.
Languages: Common, Goblin, and Giant.

Daemon
Medium Outsider (Native)
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Intelligence, -4 Wisdom: Daemon are charismatic and intelligent, but their tendency to be hedonistic lends to a lack of thinking things out.
Base Land Speed: 30ft.
+Immunity to Fire damage
+Darkvision 60ft

On Black Wings (Ex)
All Daemon have wings. Though not yet capable of flight they can glide at will, effectively benefiting from Feather Fall and/or increasing their horizontal jump distance by 50%.
Once they have 6 class levels the Daemon can fly at a speed of 60ft with a maneuverability of good. At this point they also increase the maneuverability of any other source of flight, including from spells, by one step.

Invocation (Sp)
The Daemon may select a single least invocation, but not one that modifies an Eldritch Blast, from the Warlock list.
This spell-like ability can be used once per encounter, as if their caster level equaled their total class levels, and any saving throw DC equals 10 + 1/2 total class levels + charisma modifier.
At level 12 a Daemon may, if so desired, trade out their least invocation for a lesser invocation of their choosing.

Produce Flame
Any Daemon may cast Produce Flame, as the spell, once per encounter, as if their caster level were equal to their total class levels. They add half this effective caster level to the damage dealt.

Demon Blood
Any spells, abilities, or effects that affect or target Demons also affects the Daemon.

Languages: Common, Infernal, and Abyssal.

Seraph
Medium Outsider (Native)
Bonus HP: +6

Racial Traits
+2 Charisma, +2 Wisdom, -2 Constitution: Seraph are charismatic and wise, but frail.
Base Land Speed: 30ft.
+Immunity to Electricity damage
+Immunity to Disease
+Darkvision 60ft

On Heavens Wings (Ex)
All Seraph have wings. Though not yet capable of flight they can glide at will, effectively benefiting from Feather Fall and/or increasing their horizontal jump distance by 50%.
Once they have 6 class levels the Seraph can fly at a speed of 60ft with a maneuverability of good. At this point they also increase the maneuverability of any other source of flight, including from spells, by one step.

Lay on Hands (Su)
A Seraph may Lay on Hands as a Paladin equal to half their total class levels, to a minimum of 1st level. Should they gain Lay on Hands later they gain both, but the two instances remain a separate pool.
Anytime that the Seraph heals a creature of hit points with this ability they can also heal their target of any condition(s) that Panacea (see Spell Compendium) could remove.

Hallowed Shield (Su)
A Seraph gains their charisma bonus (if any) as a deflection bonus to AC.

Angel Blood
Any spells, abilities, or effects that affect or target Angels also affects the Seraph.

Languages: Common and Celestial.

eftexar
2013-04-15, 04:53 PM
Monstrous Races
These races are either despised by all other races or have abilities unusual for player characters. They might be difficult to work into a campaign as compared to the core or unusual races. Like with unusual races a player should ask the DM first.

Lupine
Medium Humanoid (Shapechanger)
Bonus HP: +8

It is believed that the Werewolf is result of a tribe of Lupine cursed for angering the moon goddess Selene. The Lupine appear entirely human in nature, until they transform, and not even True Seeing can reveal the form opposite they have taken.

Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma: Lupine are physically superior to most races, but other races usually beat them out at mental activities and social interaction.
Base Land Speed: 30ft.
+Scent special quality
+Low-Light Vision
+1 attack bonus against Caelum

Wolfshape (Ex)
A Lupine can take the shape of a Wolf, as a standard action, at will. This grants the form, size, natural attacks, special attacks, racial skill bonuses, and speed of a wolf. Changing back is also a standard action. Changing form, in either direction, provokes no attacks of opportunity.
Once they have 6 class levels a Lupine can turn into a Dire Wolf instead, though they still have access to their Wolf form as well.

Track and Trail (Ex)
A Lupine gains the Track feat for free. Only creatures with Scent, or with help from animals possessing scent, can track a Lupine unless they wish otherwise.

Silver Allergy
A Lupine has a mild allergy to silver. Contact with silver sickens them, for as long as they remain in contact, and silver weapons sicken them for 1 round if they successfully deal damage against the Lupine.
Languages: Common. Can also speak to wolves and other canines, though their intelligence and disposition might limit conversation.

Faerie
Diminutive Fey (Shapechanger)
Bonus HP: +4

Racial Traits
+2 Charisma, +2 Dexterity, -2 Strength, -2 Constitution: Faerie are frail in body, but are quick and charismatic
Base Land Speed: 10ft.
Flight: 60ft; Perfect Maneuverability.
+1 bonus to weapon damage roll(s) per size larger an opponent is

Grounded
Until they have 6 character levels no Faerie can fly more than 30ft above the ground (this includes liquid and sold surfaces).

Dancing Lights (Su)
A Faerie may cast Dancing Lights, as the spell, 3 + her charisma bonus (if any) times per day. Their effective caster level equals their character level and, for every 3 character levels, Dancing Lights is considered a spell level of one higher.

Faerie Dust (Ex)
A Faerie may release a cloud of Faerie Dust once per encounter. This functions as the Faerie Fire spell, at an effective caster level equal to their character level, but is completely non-magical in nature.
Languages: Common and Sylvan.

Malkin (Catfolk)
Medium Humanoid
Bonus HP: +6

Racial Traits
+4 Dexterity, +2 Strength -2 Constitution: Malkin are quick on their feat, but slight of build.
Base Land Speed: 60ft.
+Scent special quality
+Low-Light Vision
+1 attack bonus against Lupines

Improved Acrobatics (Ex)
The Malkin retains their dexterity to AC while balancing and climbing. Further, they can move their full speed on a successful balance check.

Four Point Landing (Ex)
Malkin can stand up from the prone position, without provoking attacks of opportunity, as a swift action and minimize any falling damage they would take from a fall.
Languages: Common. Can also speak to cats and other felines, though their intelligence and disposition might limit conversation.

Lamia
Medium Monstrous Humanoid
Bonus HP: +8

Racial Traits
+2 Charisma, +2 Dexterity, -2 Wisdom: Lamia are flexible and charismatic, but their avarice sometimes gets in the way of things.
Base Land Speed: 20ft.
+2 natural armor bonus
+can hold breath 4x constitution score before risk drowning
+4 racial bonus on Escape Artist, Swim, and Tumble checks

Venomous Spit (Ex)
As a standard action, a Lamia can spit acid, up to 60ft, once per 1d4 + 1 rounds. It deals acid damage, equal to their Lamia level + their constitution modifier, and the target is sickened for 1 round.
They can also, as a move action (that doesn't provoke attacks of opportunity, coat their weapon in this acid. It doesn't damage the weapon, but they add their constitution in acid damage to their next strike (if it is made within the next round).

Constrict (Ex)
A Lamia gain a +4 bonus to grapple checks and can grapple creatures up to one size larger than normal for their size.
Further, a Lamia deals 1d8 + 1/2 their Lamia level + their strength in damage from constriction for every round they have an opponent pinned.

Tough Scales (Ex)
Covered in thick scales, Lamia gain DR 1/-, plus 1 additional DR per 4 class levels they possess. Unlike usual for DR, this stacks with any they might have from another source.
Languages: Common. Can also speak to snakes and other serpents, though their intelligence and disposition might limit conversation.

Caelum (Birdfolk)
Small Humanoid
Bonus HP: +4

Racial Traits
+2 Charisma, +2 Constitution, -2 Intelligence, -2 Wisdom: Caelum are sturdy and charismatic, but aren't very intelligent and tend to be erratic in thought.
Base Land Speed: 20ft.
+Immunity to Electricity damage
+1 attack bonus against Malkin
+4 racial bonus on Jump checks

On Feathered Wings (Ex)
All Caelum have wings. Though not yet capable of flight they can glide at will, effectively benefiting from Feather Fall and/or increasing their horizontal jump distance by 50%.
Once they have 6 class levels the Caelum can fly at a speed of 60ft with a maneuverability of perfect. At this point they also increase the maneuverability of any other source of flight, including from spells, by one step.

Plume (Ex)
As a swift action, no more than once per encounter, a Caelum can release a 20ft cloud of feathers, that provide concealment, which last for 2d4 rounds or until blown away (see Fog Cloud).
A Caelum hiding within this plume instead benefits from total concealment.

Beak Drill (Ex)
The Caelum may, as a standard action, slam an opponent with their beak. This functions as for a slam attack, but deals piercing damage instead. During a full attack they can make one additional attack with their beak at a -4 penalty.
Languages: Common. Can also speak to birds and other avians, though their intelligence and disposition might limit conversation.

Centaur
Merfolk

eftexar
2013-04-15, 04:54 PM
Hybrids and Halfbreeds
It isn't at all usual for these various races to breed among one another, except monster races, as seen in the last post, can't usually interbreed with creatures not of their own kin and undead can't breed at all.

Halfbreeds, or hybrids for the politically correct, vary greatly and no halfbreed can be pegged into the same hole. Use the following rules, after selecting two creatures, for generating your halfbreed characters.

Size/Type
If both or your race's types are humanoid you are humanoid. If either is monstrous humanoid or outsider you gain that type instead. Should a situation outside these types arise you choose which type you are. Your size is always the larger of the two races.

Bonus HP
Average the hit point bonus of the two races, rounding down.

Ability Bonuses and Penalties

+2 to a single mental ability score either race provides a bonus to; if neither race provides a bonus to a mental ability score, then you instead gain a +4 bonus to a single physical score of your choice.
+2 to a single physical ability score either race provides a bonus to; this may not be the same score chosen in the previous bullet point.
-2 penalty to a single ability score either race has a penalty in.
-2 penalty to any physical ability score both races have a penalty to.


Land Speed
Base land speed for a Halfbreed is always 30ft, unless both races of their parentage had a lower movement speed. In this case you have a movement speed of the highest among your lineage.

Miscellaneous Bonuses
You gain any immunities or resistances either of your races have. For any race that has no immunities or resistances you may select a single bonus of your choice from that race to gain.

Abilities
You gain one ability, of your choice, from each race. If a race has a weakness, such as the Drow's Light Sensitivity or the Daemon's Demon Blood, you may take that weakness to take an additional ability from either race.

Favored Class
Whichever favored class, from either race, that you have more levels in counts as your favored class.

eftexar
2013-04-15, 05:17 PM
Cultural Background
Different types of cultures have different backgrounds as should be obvious, but what effects, exactly, do those have on your character. At character creation you select a single background to gain the benefits of.

Any Favored Skill is always a class skill for you and you gain Skill Focus in those skills for free.

Likewise weapon familiarity grants proficiency with the weapon group (http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm) listed for it and you gain Weapon Focus for those weapons for free.


Backgrounds

Mountaineer
You have grown up in the mountains, possibly alone, for most of your life and have had to learn how to navigate through rocky terrain.
Favored Skills: Balance, Climb, Jump
Weapon Familiarity: Picks and Hammers

Monkeyman (Ex)
When you succeed on a climb check you move half your speed, instead of quarter. Furthermore you can freely attack, and take other dextrous actions, while climbing as long as you have a hand and foot-hold to keep steady.

Endless Stamina (Ex)
You substitute your constitution score, for modifier, when making constitution checks.

Wanderer
For a longer portion of your life than not you have traveled the world without any home to call your own. Nobody can compare to your sense of direction.
Favored Skills: Diplomacy, Handle Animal, Ride
Weapon Familiarity: Basic Weapons

Know Location (Ex)
You have extensively studied patterns in the sky. When on the material plane you always know which direction is north.
Further, you may memorize up to 3 + your intelligence bonus locations by gazing at the sky for 5 minutes. You always know the direction, and relative distance, to each location and the distance between each of those locations.
Forgetting a previous memorized location is merely as easy as memorizing a new one it's place. If you can't see the stars in the sky you still know the general direction to each location, and between them, but can't determine distance.
After spending a week in any plane, with a night sky visible at least one day of that week, you learn the patterns on that plane and, henceforth, can use this ability in the same way for it as you do for the material plane.

Tribal
Growing up in a society full of barbaric tradition, you have learned to endure as those who don't grow tough don't live very long.
Favored Skills: Intimidate
Weapon Familiarity: Axes, Maces and Clubs

Tough as Nails (Ex)
Anytime you succeed on a fortitude save to reduce the effects of an attack or hazard you instead negate them. This ability does not prevent any effects, that would not have reduced or negated by a successful save, from affecting you

Street Rat
Having grown up on the streets you have had to learn a few skills to keep coins in your pocket.
Favored Skills: Open Lock, Sense Motive, Sleight of Hand
Weapon Familiarity: Claw Weapons, Light Blades

Always Prepared (Ex)
Once per day you may draw any non-magical, or alchemical, item from your pack or other storage. It must have a value of 30gp, or less, and be of no larger than small size.
You may not draw unique items. For example you could not draw the key to a locked door because almost every key is different from another.
For every 3 class levels you possess the value of item you can find increases by 10gp.


Peasant
-description goes here-
Favored Skills: 2-3 skills go here
Weapon Familiarity: Basic Weapons

Special Ability ()
x

Merchant
-description goes here-
Favored Skills: Appraise, Craft
Weapon Familiarity: Crossbows

Special Ability ()
x

Noble
-description goes here-
Favored Skills: 2-3 skills go here
Weapon Familiarity: weapon group

Special Ability ()
x

Sample Culture
-description goes here-
Favored Skills: 2-3 skills go here
Weapon Familiarity: weapon group

Special Ability ()
x

eftexar
2013-04-15, 10:10 PM
reserved for templates

Saidoro
2013-04-16, 11:19 AM
Short version: Elf and Doppelganger are terrible, halfling and gnome are overpowered, lizardfolk make poor druids(and drow make strangely good ones).

Human
[INDENT]Always Prepared (Ex)
Once per day a human may draw any non-magical, or alchemical, item from their pack or other storage. It must have a value of 30gp, or less, and be of no larger than small size.
They may not draw unique items. For example they could not draw the key to a locked door because almost every key is different from another.
This is really the only reason anyone is going to ever play a human, and it really loses relevance at higher levels

Elf
+2 Charisma, +2 Dexterity, -4 Constitution: Elves have a strong force of personality and grace beyond any human, but are quite frail and slight of build.
Constitution is far, far too valuable to take a -4 to. Elves also make poor wizards due to not having an intelligence boost to make up for that massive penalty.

Dwarf
A solid go-to for noncasters.

Gnome
Small Humanoid
+2 Intelligence, +2 constitution, -4 Strength
+4 dodge bonus to armor class
Favored Class: Bard
Outside of certain frontline builds small size is a major advantage. Gnomes make poor bards, but absolutely exceptional wizards. As a wizard they get massive bonuses without taking a single penalty that actually matters. +4 to AC is a really big bonus for a race to give, even compared to some of the other stuff here.

Halfling
Pretty much the same as the gnome but for sorcerers instead of wizards.

Orc
Competitive with dwarf. Worse in the general sense, but powerful build will pay off in certain builds.

Drow
+2 Wisdom, +2 Dexterity, -2 Charisma: Drow are alert and nimble, but tend to have mean personalities and cruel dispositions.
The go-to divine caster. Weaker than gnome or halfling, but still competitive and meant for a different class.

Lizard Folk
+2 Strength, +2 Dexterity, -2 Intelligence
+4 natural armor bonus
The natural armor makes this competitive with dwarves for warrior classes, though only barely. This race gives absolutely nothing of any sort of value to a druid, though.

Doppleganger
+2 Intelligence, +2 Charisma, -4 Constitution: Dopplegangers excel at blending in, but their ability to change form has left their bodies weak.
See elf. Shapeshifting would be more impressive if hat of disguise didn't exist.

Daemon
Almost always worse than halfling or gnome. I could see someone building a gish with this, but only barely.

eftexar
2013-04-16, 02:34 PM
Added the bonus feat from the original human back in to try to shore up the weakness of the race.

Changed elves' favored class to sorcerer, reduced their constitution penalty to -2, and folded the dodge feat into finesse.

Change gnome's favored class to wizard, but kept dodge.

Left halfling as is.

Reduced the penalty to constitution to -2 for dopplegangers. Still debating on whether or not I should add another ability.

Changed lizard folk's favored class to fighter. Still debating on whether or not I should add another ability.

Gave Daemon the ability to invoke a least invocation once per encounter.

nonsi
2013-04-16, 04:06 PM
Weapon Familiarity should be cultural, not racial.

Always Prepared (Human): situational and doesn't really make much sense.
Stocky (Dwarf): the last thing I'd associate dwarves with is being contortionists (and it's opposite to the feature's name).

Beyond the above, from what my eye caught at a glance, I really like what you doing here.

eftexar
2013-04-17, 02:30 AM
Post 1:

Am removing weapon familiarity shortly. Maybe I'll do a section of cultures later on. Sort of like the professions in modern I'm thinking.

I'll figure out something else for humans, but the note on dwarves isn't supposed to be because they are contortionists. It's because they are smaller than most races of medium size and take up space as a small creature.


Post 2:

Made some pretty big overhauls. Many races have an additional ability now, though I removed some too, and some new backgrounds are up. Hopefully these are more balanced with each other now.


edit:

Also, since I didn't note it earlier, I don't think small size is that big of an advantage. It does have it's drawbacks. But, I do think I need to change Giant Slayer to two sizes larger as to tone done it's effectiveness a bit.

eftexar
2013-04-18, 04:58 PM
Vampire is up and running. I'm really not sure about it. I tried to amp up the power and par down the weaknesses, but I'm not sure if I've reached a balance point with other races.

Also, anybody, thoughts on cultural backgrounds?


[edit]: vampire has been revised again

nonsi
2013-04-19, 01:48 AM
Thematically speaking, Vampire & Werewolf are a affliction-oriented templates, while Lich is an intentional undeath-metamorphosis.
I see no reason to include them in the races collection.

"Arcana Unearthed" also made Pixie into an acquired template, but I'm not a subscriber of that interpretation.

eftexar
2013-04-19, 09:27 PM
Advice taken, but I still want a shapeshifter and an undead race so I'll work on some other ideas.

I don't know what they were called, but I'm fairly sure legends of werewolves came from another, older, legend of people turning into actual wolves (not the hybrid form we see today). So I'll take a run with that.

I'm still not sure what I want to do with pixie, but I definitely think it's iconic enough to warrant it's own race. Their size is probably going to be an issue though.

nonsi
2013-04-19, 11:59 PM
I regard the term "undead race" as an internal conflict.
One becomes undead after dying some kid of unnatural death.
If undeath is a kind of un-life, then how does one get born ?


Regarding Pixies, here's what I did a while back (mayby it'll inspire you in some way):

Fairy:

Plain & Simple – Tinkerbelle is a Fairy.
This is an attempt to mimic as many of Tinkerbelle's features as possible and to put them into a LA+1 at most.

Race: Fairy (Fey)
Size: Diminutive
Speed: 5ft ; Fly 40ft (perfect)

STR: -8. Fairies' diminutive size imposes a -8 STR penalty
DEX: +6. Fairies are slender and have lightning quick reflexes
CON: -4. Fairies' low body-mass makes them somewhat delicate
WIS: -2. Fairies often tend to get into trouble due to their over developed sense of curiosity
CHA: +2. Fairies have highly developed social instincts.

Fey: Fairies never ages beyond adult and are unaffected by spells designed to target humanoids.
Vision: Low light
SLA: Overland Flight 3/day as a move action that provokes AoOs – using Fairy dust.
Natural Light: Fairies radiate sparkling light all the time (similar to the 1st level Light spell) in a 2ft (4ft) sphere, which imposes -16 to all their hide checks. They can suppress it as a move action for 1 minute with a Concentration check against DC 12.
Alternate form: Fairies can once/month/Character-Level take the form of a human or elf for 1 hour/Class-Level. This form will always be the same, and is chosen upon character creation. When transformed, fairies lose all flight capabilities and they don't radiate light.

LA: +1

Flinn_Furious
2013-04-20, 02:24 AM
I think favored class is taking a bit too much of their focus. Adding in such set ability and feat focuses strongly rewards players for min-maxing. For most of the races here I would take out part of their ability bonus and replace it with a +2 of the players choice. This allows for strong elves, deep thinking dwarves, and charismatic orcs, all of which have existed in fantasy in one form or another.

Instead of two or three set traits have six different ones and let players choose two. For example;
Elf
+2 to any ability score, +2 to dexterity, -2 constitution
Choose two of the following
Enhanced Perception (Ex)
Elves are naturally more perceptive than most creatures and gain the Blindsense quality, see the Monster manual, out to 15ft. Many elves describe it as "being able to feel the air."

Finesse (Ex)
Trained to favor their dexterity over power, all elves begin with the Dodge and Weapon Finesse feats, even if they normally wouldn't qualify, for free. An elf may use any one-handed weapon with weapon finesse, even if it normally wouldn't qualify.

Ancestral Weapon Training (Ex)
For centuries elves have mastered the use of certain weapons. Choose on of the following; longbow, rapier, short sword, or any weapon with elven in it's name. Gain weapon proficiency and weapon focus with that weapon.

Long Hated Enemy (Ex)
No one remembers how it started, but any elf will kill any goblinoid and vice versa. Treat goblinoids as your chosen foe, equal to a ranger 1/4 your level (min 1).

Eternally Graceful (Ex)
No other race can compare to an elf's grace and beauty. Gain a +2 bonus on all charisma skill checks, but only against characters capable of appreciating elven beauty. No ooze cares about smooth skin, except about how easy to digest it is.

Natural Magic (Ex) (This trait takes both slots.)
Decades of magic practice have turned what were already dexterous fingers into spell casting masters. Once per day, cast a single spell with the Quicken metamagic feat.

eftexar
2013-05-01, 12:33 AM
I could remove the Undead race Nonsi, but I would rather come up with a reason to explain their 'birth.' I have an idea: Maybe it's what happens when a parent attempts to have a stillborn resurrected. Since they were never quite born, the resurrection process goes horribly wrong.

Maybe I'll just steal the fairy you posted here, that is if it's alright. It actually seems pretty inline with the other races here anyway. I might limit flight height or distance until level 5 though. That and re-adjust the penalties and bonuses to ability scores.

I wasn't factoring sizes into the ability adjustments. I figure there is already enough penalties and benefits to size. I should probably leave a note of that somewhere... Hmm...

Flinn Furious, I rather wouldn't have a +2 to any ability score. I think it would take some of their individuality away. I might just remove Favored Class from them though. I'd rather see the multiclassing penalties removed altogether anyway.

I'll have to think on letting players choose from a set of abilities though. It's actually a pretty good idea, but I think it will get a tad too insane used alongside the hybrid race system (which already allows for quite a bit of customize-ability).

nonsi
2013-05-01, 02:30 AM
I never claim ownership to the stuff I publish.
Do with it as you see fit.

nonsi
2013-05-01, 02:35 AM
I could remove the Undead race Nonsi, but I would rather come up with a reason to explain their 'birth.' I have an idea: Maybe it's what happens when a parent attempts to have a stillborn resurrected. Since they were never quite born, the resurrection process goes horribly wrong.


There are quire a few undead creatures out there.
How would you explain that "the resurrection process goes horribly wrong" in exactly two ways ?
It should be either just one specific template or an arbitrary selection among many (with a given formula definition).

Deepbluediver
2013-05-02, 11:45 AM
I think the general concept is good idea; I've been pondering something similar myself for a while. I like the new special racial abilities most; if I ever do my own write-up for some sort of world-building, I may steal a few (things like Giantslayer and racial flight).

The biggest (only?) complaint I would offer, is that most of the more interesting abilities don't scale very well with level. (at least as far as I can tell) One problem the original system had was that racial's could make a big difference at first level, but by 10th they'd almost be forgotten in the crush of other bonuses.

Some of the stuff is very binary, and my not be alterable. Other stuff seems like it could do with a tweak. For example, the Goblin's bonus damage apparently never increases beyond 1d4, and an Orc rages 3 times a day, never more and never less.

Overall, I really like where you where going with this, and these are just my honest, first-impression, thoughts.

eftexar
2013-05-02, 03:37 PM
Nonsi, I guess you have a point. I'll remove it for now, but I think I'll add some templates, without any level adjustment of course, at the end later. I happen to have an extra post I can scratch anyway.

Thanks for the interest, Deepbluediver, and good point. I hadn't really thought about scaling too much. I'll go back and make some adjustments.

[edit]: Finished with the adjustments. I also tweaked a few races that seemed weaker than the others. The human has a higher bonus against fear and can change one of their feats once per day. And the elf gains proficiency with an elven weapon of their choice.

[edit 2]: Faerie is finished and up. I wanted the flight to be less limited than for the Daemon and Seraph, but I'm not sure if I've struck the right balance there.

Celesyne
2013-05-02, 06:16 PM
Hey! My poor poor attempt was referenced! That.. actually makes me really happy. I do like what you are doing, and your alterations to change shape are very nice and make sense. So.. in the overhaul I'm working on for the Lesser Succubus.. I may crib a few notes back... Overall this looks great.. definitely bookmarked to keep an eye on. :smallwink:

eftexar
2013-05-06, 05:46 PM
Glad to know I helped, Celesyne, and thanks for the interest.

Anyways, the Malkin (Catfolk), Lamia, and Caelum (Birdfolk) are up now, but I'm really not sure about the balance with the catfolk or birdfolk.