Seharvepernfan
2013-05-27, 01:38 PM
Okay, here are the changes to the PHB races I made for my houserules. I'm looking for help in evening them out, choosing certain abilities, and coming up with good new ones (especially for the gnomes, they need something good).
All racial +2 bonuses to saves and skills increase by +1 at 8th and 16th, all racial +1 bonuses increase by +1 at 10th.
Humans: as PHB
Elves: +2 Dex, -2 Con
speed 35ft. with no heavier than light load
+2 vs. ench, immune to magic sleep
trance for 4 hours, -2 penalty to listen checks when trancing (instead of -10).
auto proficient with short bow, long bow, rapier, and longsword
+2 caster level to overcome spell resistance
+2 spellcraft
+2 craft (bowyer/fletcher)
low light vision
detect secret doors
+2 listen, search, and spot
Considering lowering concealment miss chances on enemies by 20% and range penalties by 2.
Half-Elves: elven blood
+2 vs. magic sleep effects, otherwise +1 vs. enchantments
sleep for 6 hours, -5 listen penalty when sleeping (instead of -10).
lesser low light vision (1.5x)
+2 gather info and persuasion
+1 listen, spot, and search
+1 caster level to overcome spell resistance
+1 spellcraft
Inspiration: Half-elves have action points. Inspiration (Ex) Half-Elves gain a single Inspiration Point, useable as if they possessed the Cunning Insight OR the Cunning Knowledge class feature (Chosen at 1st level) as a Factotum (Dungeonscape) of 1/4 their HD. If they select Cunning Insight, they use 1/4 their HD or their Int mod, whichever is higher (minimum +1).
A Half-Elf cannot make use of feats, PrCs, etc that require Inspiration Points, Cunning Insight or Cunning Knowledge.
If they possess actual Factotum levels, then this racial Inspiration Point may be spent on Factotum abilities and vice versa. A Half-Elf Factotum can use it's racial Cunning Knowledge and it's Factotum Cunning Knowledge to increase the same skill twice in a day (but not at the same time).
Considering lowering concealment miss chances on enemies by 10% and range penalties by 1.
Dwarves: +2 Con, -2 Dex
base speed 20ft.
armored ease (also not slowed by wounds)
Darkvision 60ft.
stone cunning
weapon familiarity (maul is simple if two handed, martial if one – warhammers are simple/can choose picks instead)
stability
+2 vs. poison
+2 vs. magic
+1 attack vs. goblinoids
+2 damage vs. orcs
+4 dodge bonus to ac vs. giants
+2 appraise and craft with stone and metal
Gnomes: +2 Cha, -2 Wis
small
base speed 20ft.
lesser low light vision (x1.5)
treat light repeaters as simple weapons, heavy repeaters and calculi as martial
a gnome who merely passes within 5ft. of an illusion is entitled to a save to disbelieve the illusion as if studying it
+1 bonus to thrown attacks
+2 will saves vs. illusion
+1 dc to any illusion spells cast (or caster level, caster’s choice)
+2 craft alchemy
+1 to any two craft or knowledge skills (except alchemy)
+2 decipher script
+1 disable device and open lock
Half orcs: +2 Str, -2 Int
+3 when charging (instead of +2)
+2 Intimidate
+2 survival
+2 saves vs. disease
One additional skill point per level.
auto proficient handaxe, throwing axe, battleaxe, war axe when two handed, greataxe, and javelins (if you're gonna play a half-orc wizard, you may as well get a greataxe - this one isn't too serious)
dark vision 30ft.
orc blood
All racial +2 bonuses to saves and skills increase by +1 at 8th and 16th, all racial +1 bonuses increase by +1 at 10th.
Humans: as PHB
Elves: +2 Dex, -2 Con
speed 35ft. with no heavier than light load
+2 vs. ench, immune to magic sleep
trance for 4 hours, -2 penalty to listen checks when trancing (instead of -10).
auto proficient with short bow, long bow, rapier, and longsword
+2 caster level to overcome spell resistance
+2 spellcraft
+2 craft (bowyer/fletcher)
low light vision
detect secret doors
+2 listen, search, and spot
Considering lowering concealment miss chances on enemies by 20% and range penalties by 2.
Half-Elves: elven blood
+2 vs. magic sleep effects, otherwise +1 vs. enchantments
sleep for 6 hours, -5 listen penalty when sleeping (instead of -10).
lesser low light vision (1.5x)
+2 gather info and persuasion
+1 listen, spot, and search
+1 caster level to overcome spell resistance
+1 spellcraft
Inspiration: Half-elves have action points. Inspiration (Ex) Half-Elves gain a single Inspiration Point, useable as if they possessed the Cunning Insight OR the Cunning Knowledge class feature (Chosen at 1st level) as a Factotum (Dungeonscape) of 1/4 their HD. If they select Cunning Insight, they use 1/4 their HD or their Int mod, whichever is higher (minimum +1).
A Half-Elf cannot make use of feats, PrCs, etc that require Inspiration Points, Cunning Insight or Cunning Knowledge.
If they possess actual Factotum levels, then this racial Inspiration Point may be spent on Factotum abilities and vice versa. A Half-Elf Factotum can use it's racial Cunning Knowledge and it's Factotum Cunning Knowledge to increase the same skill twice in a day (but not at the same time).
Considering lowering concealment miss chances on enemies by 10% and range penalties by 1.
Dwarves: +2 Con, -2 Dex
base speed 20ft.
armored ease (also not slowed by wounds)
Darkvision 60ft.
stone cunning
weapon familiarity (maul is simple if two handed, martial if one – warhammers are simple/can choose picks instead)
stability
+2 vs. poison
+2 vs. magic
+1 attack vs. goblinoids
+2 damage vs. orcs
+4 dodge bonus to ac vs. giants
+2 appraise and craft with stone and metal
Gnomes: +2 Cha, -2 Wis
small
base speed 20ft.
lesser low light vision (x1.5)
treat light repeaters as simple weapons, heavy repeaters and calculi as martial
a gnome who merely passes within 5ft. of an illusion is entitled to a save to disbelieve the illusion as if studying it
+1 bonus to thrown attacks
+2 will saves vs. illusion
+1 dc to any illusion spells cast (or caster level, caster’s choice)
+2 craft alchemy
+1 to any two craft or knowledge skills (except alchemy)
+2 decipher script
+1 disable device and open lock
Half orcs: +2 Str, -2 Int
+3 when charging (instead of +2)
+2 Intimidate
+2 survival
+2 saves vs. disease
One additional skill point per level.
auto proficient handaxe, throwing axe, battleaxe, war axe when two handed, greataxe, and javelins (if you're gonna play a half-orc wizard, you may as well get a greataxe - this one isn't too serious)
dark vision 30ft.
orc blood