redwizard007
2015-04-16, 12:03 AM
OK folks. Working on a pretty serious homebrew including a few humanoid PC options and I figured "Why not balance the races while I'm at it..." So after hours of beating my head against that wall I figured I'd ask for some constructive criticism of my rough draft. FYI, there is some Pathfinder theft going on in addition to straight 3.5 but I believe it has all been translated sufficiently for our purposes at this stage. This is not designed for power gamers but I'm still looking for possible exploitation, perennial favorites, theme consistency, lack of appeal, and over all balance.
HUMAN RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Any. A multiclass human's highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
DWARF RACIAL TRAITS
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a it gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
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 hobgoblin's can function just fine with no light at all.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of goods that contain metals, gemstones or stone.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus when resisting a bull rush or trip attempt while standing on the ground.
Stone cunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
scores can choose from the following: Elvish, Goblin, Ogre, Orc, Celestial, Draconic and Terran.
Favored Class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Dwarves do NOT gain a bonus to attacks against specific foes.
Removed bonus vs. orcs/goblins.
HOBGOBLIN RACIAL TRAITS
+2 Constitution, +2 Dexterity
Goblin: Hobgoblins are creatures with the goblin type.
Hobgoblin base land speed is 30 feet.
Darkvision: Hobgoblins can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblin's can function just fine with no light at all.
Stealthy: +4 racial bonus to Move Silently.
Automatic Languages: Common and Goblin. Bonus Languages: Dwarven, Ogre, Elf, Orc, and Infernal.
Favored Class: Fighter. A multiclass hobgoblin’s fighter class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Reduced LA by 1.
HALFLING RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
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
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception (Listen, Search, Spot) skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Balance and Climb skill checks.
Weapon Familiarity: Halflings gain a +1 bonus to attacks with thrown weapons.
Languages: Halflings have no language of their own and begin play speaking Common. Halflings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
ELF RACIAL TRAITS
+2 Charisma, –2 Constitution: Elves have a frail form but strong personalities.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves commonly deal with fey and developed a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception (Listen, Search, Spot) skill checks.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Dwarven, Goblin, Orc, and Celestial.
High Elves have the following additional abilities...
+2 Intelligence: Elven lords are renowned for their knowledge.
Elven Magic: High Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, high elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Knowledge of Ages: The elven nobles are deep wells of knowledge. High Elves gain a +2 racial bonus to all Knowledge skills. Likewise, all Knowledge skills are considered class skills.
Bonus Languages: High elves with high Intelligence scores can add Celestial and Draconic to their list of bonus languages
Favored Class: Wizard. A multiclass high elf's wizard class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Wood Elves have the following additional abilities...
+2 Dexterity: Elves of the forest dance through the woods as soon as they can walk.
Like a Deer: Wood elves treat naturally difficult woodland terrain as normal terrain.
Familiar Glade: Wood elves gain a +2 racial bonus to Survival and an additional +2 when in woodlands.
Bonus Languages: Wood elves with high Intelligence scores can add Druidic and Sylvan to their list of bonus languages.
Favored Class: Ranger. A multiclass wood elf's ranger class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Elves are NOT immune to sleep. They sleep just like everyone else. They have no specific talent with any weapons (bows or otherwise.)
All elves are either High or Wood.
Dropped immunity to sleep.
Dropped weapon proficiencies.
Added Survival bonus.
Added Knowledge bonus.
Move through difficult terrain easily.
Broke into 2 castes.
HALF-ELF RACIAL TRAITS
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception (Listen, Search, Spot) skill checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Any. A multiclass half-elf’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
ORC RACIAL TRAITS
+4 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, –2 Charisma : Orcs are strong and tough but also dimwitted, slow and crude.
Orc: Orcs are creatures with the orc subtype.
Orc base land speed is 40 feet.
Darkvision: Orcs can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Light Sensitivity: Orcs are dazzled (–1 penalty on attack rolls, Search checks, and Spot checks) in bright sunlight or within the radius of a daylight spell.
Weapon Familiarity: Orcs gain a +1 bonus to attacks with any weapon wielded with two hands.
Savage Visage: Orcs have a +4 racial bonus to Intimidate checks and may use either their Strength or Charisma to make such a check. Orcs always receive Intimidate as a class skill.
Automatic Languages: Common and Orc. Bonus Languages: Ogre, Dwarven, Goblin Elven, and Abyssal.
Favored Class: Barbarian. A multiclass orc’s barbarian class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Added con bonus.
Increased speed.
Added weapon familiarity.
Added intimidate bonus, linked to strength and made class skill.
HALF-ORC RACIAL TRAITS
+2 Strength, +2 Constitution, –2 Charisma : Half-orcs are strong and tough but coarse.
Orc: Half-orcs are creatures with the orc subtype.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs gain a +1 bonus to attacks with any weapon wielded with two hands.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Common and Orc. Bonus Languages: Ogre, Dwarven, Goblin Elven, Infernal and Abyssal.
Favored Class: Any. A multiclass half-orc’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Added con bonus.
Dropped Int penalty.
Added weapon familiarity.
changed favored class.
GOBLIN RACIAL TRAITS
-2 Strength, +4 Dexterity, –2 Charisma : Goblins are small and quick but easily dominated.
Goblin: Goblins are creatures with the goblin subtype.
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.
Goblin base land speed is 30 feet.
Darkvision: Goblins can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
Goblins have a +4 racial bonus on Handle Animal, Hide, Move Silently and Ride checks.
Immunities: Goblins are immune to all non-magical diseases and a +4 racial bonus to saves against poison.
Automatic Languages: Common and Goblin. Bonus Languages: Ogre, Dwarven, Orc, Elven, Infernal and Abyssal.
Favored Class: Rogue. A multiclass goblin’s rogue class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Increased Dex modifier.
Added several racial skills.
Added disease immunity.
Added bonus vs. poisons.
HALF-GOBLIN RACIAL TRAITS
+2 Dexterity: Half-goblins are stronger than their goblin ancestors while retaining their agility. They are also far more confident.
Goblin: Half-goblins are creatures with the goblin subtype.
Goblin Blood: Half-goblins count as both humans and goblins for any effect related to race.
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.
Half-goblin base land speed is 30 feet.
Darkvision: Half-goblins can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-goblins can function just fine with no light at all.
Healthy: Half-goblins have a +4 racial bonus to resist diseases and poisons.
Automatic Languages: Common and Goblin. Bonus Languages: Ogre, Dwarven, Orc, Elven, Infernal and Abyssal.
Favored Class: Any. A multiclass half-goblin’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Small creature with no strength penalty.
Goblin with no charisma penalty.
Added bonus vs. poison and disease.
Any favored class.
HALF-OGRE RACIAL TRAITS
Half-ogres have a +1 Level Adjustment (+0 LA for Bard, Psion, Sorcerer and Wizard.)
Giant: Half-ogres are treated as having the humanoid type and giant subtype (in spite of the lack of a giant subtype.)
Ogre Blood: Half-ogres count as both humans and ogres for any effect related to race.
+6 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma : Half-ogres are big, brawny creatures without a great deal of intelligence or couth.
Large: As a Large creature, a half-ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he gains a +4 size bonus to grapple checks, he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Large creatures fill a 10' block rather than 5' and have a 10' reach.
Half-ogre base land speed is 30 feet.
Darkvision: Half-ogres can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-ogres can function just fine with no light at all.
Natural Armor: Half-ogres have +2 natural armor due to their tough, thick skin.
Automatic Languages: Common and Ogre. Bonus Languages: Dwarven, Goblin, Orc, Infernal and Abyssal.
Favored Class: Any. A multiclass half-ogre’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Reduced LA by 1, conditionally by 2.
Reduced natural armor.
Changed favored class.
OGRE RACIAL TRAITS
Ogres have a +1 Level Adjustment (+0 LA for Bard, Cleric, Druid, Psion, Sorcerer and Wizard.)
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). It's class skills are Climb, Listen, and Spot.
Racial Feats: An ogre’s giant levels give it two feats.
Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
Giant: Half-ogres are creatures with the giant type.
+10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Wisdom, –4 Charisma : Ogres are big and tough but also dimwitted and unpleasant.
Large: As a Large creature, an ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he gains a +4 size bonus to grapple checks, he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Large creatures fill a 10' block rather than 5' and have a 10' reach.
Ogre base land speed is 40 feet.
Darkvision: Ogres can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ogres can function just fine with no light at all.
Natural Armor: Ogres have +5 natural armor due to their tough, thick skin.
Automatic Languages: Common and Ogre. Bonus Languages: Dwarven, Goblin, Orc, Infernal and Abyssal.
Favored Class: Barbarian. A multiclass ogre’s barbarian class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Ogres are not designed to be a PC race. They are fleshed out as a background for half-ogres. HOWEVER, if played as a PC they should be started as level 4 giants + any class levels +1 Level Adjustment, (meaning a level 1 Ogre fighter is a level 6 character.)
HUMAN RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Any. A multiclass human's highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
DWARF RACIAL TRAITS
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a it gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
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 hobgoblin's can function just fine with no light at all.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of goods that contain metals, gemstones or stone.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus when resisting a bull rush or trip attempt while standing on the ground.
Stone cunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
scores can choose from the following: Elvish, Goblin, Ogre, Orc, Celestial, Draconic and Terran.
Favored Class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Dwarves do NOT gain a bonus to attacks against specific foes.
Removed bonus vs. orcs/goblins.
HOBGOBLIN RACIAL TRAITS
+2 Constitution, +2 Dexterity
Goblin: Hobgoblins are creatures with the goblin type.
Hobgoblin base land speed is 30 feet.
Darkvision: Hobgoblins can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblin's can function just fine with no light at all.
Stealthy: +4 racial bonus to Move Silently.
Automatic Languages: Common and Goblin. Bonus Languages: Dwarven, Ogre, Elf, Orc, and Infernal.
Favored Class: Fighter. A multiclass hobgoblin’s fighter class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Reduced LA by 1.
HALFLING RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
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
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception (Listen, Search, Spot) skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Balance and Climb skill checks.
Weapon Familiarity: Halflings gain a +1 bonus to attacks with thrown weapons.
Languages: Halflings have no language of their own and begin play speaking Common. Halflings with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
ELF RACIAL TRAITS
+2 Charisma, –2 Constitution: Elves have a frail form but strong personalities.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves commonly deal with fey and developed a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception (Listen, Search, Spot) skill checks.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Dwarven, Goblin, Orc, and Celestial.
High Elves have the following additional abilities...
+2 Intelligence: Elven lords are renowned for their knowledge.
Elven Magic: High Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, high elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Knowledge of Ages: The elven nobles are deep wells of knowledge. High Elves gain a +2 racial bonus to all Knowledge skills. Likewise, all Knowledge skills are considered class skills.
Bonus Languages: High elves with high Intelligence scores can add Celestial and Draconic to their list of bonus languages
Favored Class: Wizard. A multiclass high elf's wizard class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Wood Elves have the following additional abilities...
+2 Dexterity: Elves of the forest dance through the woods as soon as they can walk.
Like a Deer: Wood elves treat naturally difficult woodland terrain as normal terrain.
Familiar Glade: Wood elves gain a +2 racial bonus to Survival and an additional +2 when in woodlands.
Bonus Languages: Wood elves with high Intelligence scores can add Druidic and Sylvan to their list of bonus languages.
Favored Class: Ranger. A multiclass wood elf's ranger class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Elves are NOT immune to sleep. They sleep just like everyone else. They have no specific talent with any weapons (bows or otherwise.)
All elves are either High or Wood.
Dropped immunity to sleep.
Dropped weapon proficiencies.
Added Survival bonus.
Added Knowledge bonus.
Move through difficult terrain easily.
Broke into 2 castes.
HALF-ELF RACIAL TRAITS
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception (Listen, Search, Spot) skill checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Any. A multiclass half-elf’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
ORC RACIAL TRAITS
+4 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, –2 Charisma : Orcs are strong and tough but also dimwitted, slow and crude.
Orc: Orcs are creatures with the orc subtype.
Orc base land speed is 40 feet.
Darkvision: Orcs can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Light Sensitivity: Orcs are dazzled (–1 penalty on attack rolls, Search checks, and Spot checks) in bright sunlight or within the radius of a daylight spell.
Weapon Familiarity: Orcs gain a +1 bonus to attacks with any weapon wielded with two hands.
Savage Visage: Orcs have a +4 racial bonus to Intimidate checks and may use either their Strength or Charisma to make such a check. Orcs always receive Intimidate as a class skill.
Automatic Languages: Common and Orc. Bonus Languages: Ogre, Dwarven, Goblin Elven, and Abyssal.
Favored Class: Barbarian. A multiclass orc’s barbarian class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Added con bonus.
Increased speed.
Added weapon familiarity.
Added intimidate bonus, linked to strength and made class skill.
HALF-ORC RACIAL TRAITS
+2 Strength, +2 Constitution, –2 Charisma : Half-orcs are strong and tough but coarse.
Orc: Half-orcs are creatures with the orc subtype.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs gain a +1 bonus to attacks with any weapon wielded with two hands.
Half-orc base land speed is 30 feet.
Darkvision: Half-orcs can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Common and Orc. Bonus Languages: Ogre, Dwarven, Goblin Elven, Infernal and Abyssal.
Favored Class: Any. A multiclass half-orc’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Added con bonus.
Dropped Int penalty.
Added weapon familiarity.
changed favored class.
GOBLIN RACIAL TRAITS
-2 Strength, +4 Dexterity, –2 Charisma : Goblins are small and quick but easily dominated.
Goblin: Goblins are creatures with the goblin subtype.
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.
Goblin base land speed is 30 feet.
Darkvision: Goblins can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
Goblins have a +4 racial bonus on Handle Animal, Hide, Move Silently and Ride checks.
Immunities: Goblins are immune to all non-magical diseases and a +4 racial bonus to saves against poison.
Automatic Languages: Common and Goblin. Bonus Languages: Ogre, Dwarven, Orc, Elven, Infernal and Abyssal.
Favored Class: Rogue. A multiclass goblin’s rogue class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Increased Dex modifier.
Added several racial skills.
Added disease immunity.
Added bonus vs. poisons.
HALF-GOBLIN RACIAL TRAITS
+2 Dexterity: Half-goblins are stronger than their goblin ancestors while retaining their agility. They are also far more confident.
Goblin: Half-goblins are creatures with the goblin subtype.
Goblin Blood: Half-goblins count as both humans and goblins for any effect related to race.
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.
Half-goblin base land speed is 30 feet.
Darkvision: Half-goblins can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-goblins can function just fine with no light at all.
Healthy: Half-goblins have a +4 racial bonus to resist diseases and poisons.
Automatic Languages: Common and Goblin. Bonus Languages: Ogre, Dwarven, Orc, Elven, Infernal and Abyssal.
Favored Class: Any. A multiclass half-goblin’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Small creature with no strength penalty.
Goblin with no charisma penalty.
Added bonus vs. poison and disease.
Any favored class.
HALF-OGRE RACIAL TRAITS
Half-ogres have a +1 Level Adjustment (+0 LA for Bard, Psion, Sorcerer and Wizard.)
Giant: Half-ogres are treated as having the humanoid type and giant subtype (in spite of the lack of a giant subtype.)
Ogre Blood: Half-ogres count as both humans and ogres for any effect related to race.
+6 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma : Half-ogres are big, brawny creatures without a great deal of intelligence or couth.
Large: As a Large creature, a half-ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he gains a +4 size bonus to grapple checks, he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Large creatures fill a 10' block rather than 5' and have a 10' reach.
Half-ogre base land speed is 30 feet.
Darkvision: Half-ogres can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-ogres can function just fine with no light at all.
Natural Armor: Half-ogres have +2 natural armor due to their tough, thick skin.
Automatic Languages: Common and Ogre. Bonus Languages: Dwarven, Goblin, Orc, Infernal and Abyssal.
Favored Class: Any. A multiclass half-ogre’s highest class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Reduced LA by 1, conditionally by 2.
Reduced natural armor.
Changed favored class.
OGRE RACIAL TRAITS
Ogres have a +1 Level Adjustment (+0 LA for Bard, Cleric, Druid, Psion, Sorcerer and Wizard.)
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). It's class skills are Climb, Listen, and Spot.
Racial Feats: An ogre’s giant levels give it two feats.
Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
Giant: Half-ogres are creatures with the giant type.
+10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Wisdom, –4 Charisma : Ogres are big and tough but also dimwitted and unpleasant.
Large: As a Large creature, an ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks, but he gains a +4 size bonus to grapple checks, he uses larger weapons than humans use, and his lifting and carrying limits are double those of a Medium character. Large creatures fill a 10' block rather than 5' and have a 10' reach.
Ogre base land speed is 40 feet.
Darkvision: Ogres can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ogres can function just fine with no light at all.
Natural Armor: Ogres have +5 natural armor due to their tough, thick skin.
Automatic Languages: Common and Ogre. Bonus Languages: Dwarven, Goblin, Orc, Infernal and Abyssal.
Favored Class: Barbarian. A multiclass ogre’s barbarian class does not count when determining whether he takes an experience point penalty (see XP for Multiclass Characters, Core Rulebook I, page 60).
Ogres are not designed to be a PC race. They are fleshed out as a background for half-ogres. HOWEVER, if played as a PC they should be started as level 4 giants + any class levels +1 Level Adjustment, (meaning a level 1 Ogre fighter is a level 6 character.)