Seharvepernfan
2015-07-22, 12:40 PM
So, I was toying around with races again, and came up with a very symmetrical set of LA +0 player races. I really dig the standard fantasy races, and I stayed close to D&D norms.
Race
Abilities
Size
Vision
Alignment
Orc
+2 Str, -2 Int
Medium
Low-light Vision
CN
Elf
+2 Dex, -2 Con
Medium
Low-light Vision
CG
Dwarf
+2 Con, -2 Dex
Medium
Darkvision
LG
Gnome
+2 Int, -2 Wis
Small
Low-light Vision
NG
Hobbit
+2 Wis, -2 Str
Small
-
LN
Human
-
Medium
-
N
Kobold
+2 Cha
Small
Darkvision
LE
Goblin
-
Small
Darkvision
NE
Saurian
+2 Con, -2 Cha
Medium
-
CE
Other racial traits:
Orcs: +2 Str, -2 Int, Low-light Vision, bonus skills (as humans), +2 saves vs Disease, +2 Intimidate, +2 Survival, +3 bonus when charging (instead of +2), +1 attacks/skill and ability checks/AC/saves when below 50% hp
Elves: +2 Dex, -2 Con, 35ft speed, low-light vision, Immune to Sleep, +2 saves vs Enchantment, Detect Secret Doors, Ignore 20% of enemy concealment, proficient with longswords/rapiers (or shortswords)/shortbows/longbows, if they are (or become) proficient with any of these from a class they instead gain a +1 racial bonus to attacks with them, +2 listen/search/spot, +2 craft with wood, +2 spellcraft, light sleepers (only -2 penalty when sleeping, 4 hours of trance)
Adult at 25, Middle-aged at 75, Old at 125, Venerable at 175 (+6d20)
Subraces:
high elves: +2 Int, -2 Con, +2 CL checks to bypass spell resistance, no natural proficiency with bows or rapiers, spd 30
free elves: normal
sylvan elves: +2 Dex, -2 Con, +2 Wis, -2 Int, no natural proficiency with swords, wild empathy (+4 if you gain from class), +2 handle animal
wild elves: +2 Dex, -2 Int, natural proficiency with shortbow only, +2 Survival, no detect secret doors, primitive weapon mastery (bolas, club, dart, javelin, longspear, quarterstaff, shortspear, sling, spear, throwing axe), climate tolerant (0-100), illiteracy
dark elves: +2 Dex, -2 Con, +2 Wis, -2 Str, auto proficient handcrossbow/rapiers/shortswords, Darkvision 60ft, +2 Craft Poison instead of wood/bowmaking, +2 Climb
*not sure about dark elves yet*
Dwarves: +2 Con, -2 Dex, 20ft speed, Darkvision, Light Sensitivity, Armored Ease, Stonecunning, Stability, +2 saves vs poison and spells, +2 craft with stone and metal, treat mauls as martial weapons, warhammers and light hammers as simple (can choose picks instead), +1 attacks vs goblins, +2 damage vs orcs, +4 dodge bonus to AC vs giants
Gnomes: +2 Int, -2 Wis, Small, 20ft speed, low-light vision, detect illusions (automatically gets a save to disbelieve an illusion as if studying it if they come within 10ft of one), can use silent image as an SLA 1/day/cha mod (min 1, upgrades to other "image" spells as you level up), +2 saves vs illusion, +2 craft alchemy, +2 open lock, treat light repeating crossbows as simple, heavy as martial, +1 attacks vs reptilian humanoids and goblins
Hobbits: +2 Wis, -2 Str, Small, 20ft speed, +1 racial bonus to saves, +1 attacks with thrown weapons and slings, +2 concentration, a hobbit that consumes twice as much food as required for the day gains a +1 morale bonus to all ability checks, all hobbits treat hide/listen/move silently/spot as class skills and gain 2 extra skill points per level (8 at 1st) to spend on those skills only
Humans: as PHB
Kobolds: +2 Cha, Small, 20ft speed, Darkvision, Light Sensitivity, +1 natural armor (can take improved natural armor, but only at level one), secondary bite (1d3), poison use, +2 craft poison & traps, +2 escape artist, +2 search, +2 disable device, trap sense +1 (stacks), treat nets as martial wepaons
Goblins: Small, 30ft speed, Darkvision, Light Sensitivity, +2 hide/move silently/listen (big pointy ears), +2 saves vs disease, +3 when flanking or aiding another (instead of +2), +1 damage per attack if the target is currently vulnerable to sneak attack damage, +1 dodge bonus to AC
Saurians: +2 Con, -2 Cha, +1 natural armor (can take improved natural armor, but only at level one), 2 claws (1d3), 1 secondary bite (1d4), hold breath (as lizardfolk), +2 balance/swim (from their tail), +2 climb (from their claws)
-basically lizardfolk, but not as bulky, and not limited to swamps and marshes-
One for each alignment, every ability score is represented with both a bonus and a penalty, five medium races and four small ones, 3 with darkvision and 3 with low-light vision and 3 with neither. The three evil races are not as encouraged for player use as the others, but are still available and balanced enough for play (or that's what I'm aiming for anyway).
Race
Abilities
Size
Vision
Alignment
Orc
+2 Str, -2 Int
Medium
Low-light Vision
CN
Elf
+2 Dex, -2 Con
Medium
Low-light Vision
CG
Dwarf
+2 Con, -2 Dex
Medium
Darkvision
LG
Gnome
+2 Int, -2 Wis
Small
Low-light Vision
NG
Hobbit
+2 Wis, -2 Str
Small
-
LN
Human
-
Medium
-
N
Kobold
+2 Cha
Small
Darkvision
LE
Goblin
-
Small
Darkvision
NE
Saurian
+2 Con, -2 Cha
Medium
-
CE
Other racial traits:
Orcs: +2 Str, -2 Int, Low-light Vision, bonus skills (as humans), +2 saves vs Disease, +2 Intimidate, +2 Survival, +3 bonus when charging (instead of +2), +1 attacks/skill and ability checks/AC/saves when below 50% hp
Elves: +2 Dex, -2 Con, 35ft speed, low-light vision, Immune to Sleep, +2 saves vs Enchantment, Detect Secret Doors, Ignore 20% of enemy concealment, proficient with longswords/rapiers (or shortswords)/shortbows/longbows, if they are (or become) proficient with any of these from a class they instead gain a +1 racial bonus to attacks with them, +2 listen/search/spot, +2 craft with wood, +2 spellcraft, light sleepers (only -2 penalty when sleeping, 4 hours of trance)
Adult at 25, Middle-aged at 75, Old at 125, Venerable at 175 (+6d20)
Subraces:
high elves: +2 Int, -2 Con, +2 CL checks to bypass spell resistance, no natural proficiency with bows or rapiers, spd 30
free elves: normal
sylvan elves: +2 Dex, -2 Con, +2 Wis, -2 Int, no natural proficiency with swords, wild empathy (+4 if you gain from class), +2 handle animal
wild elves: +2 Dex, -2 Int, natural proficiency with shortbow only, +2 Survival, no detect secret doors, primitive weapon mastery (bolas, club, dart, javelin, longspear, quarterstaff, shortspear, sling, spear, throwing axe), climate tolerant (0-100), illiteracy
dark elves: +2 Dex, -2 Con, +2 Wis, -2 Str, auto proficient handcrossbow/rapiers/shortswords, Darkvision 60ft, +2 Craft Poison instead of wood/bowmaking, +2 Climb
*not sure about dark elves yet*
Dwarves: +2 Con, -2 Dex, 20ft speed, Darkvision, Light Sensitivity, Armored Ease, Stonecunning, Stability, +2 saves vs poison and spells, +2 craft with stone and metal, treat mauls as martial weapons, warhammers and light hammers as simple (can choose picks instead), +1 attacks vs goblins, +2 damage vs orcs, +4 dodge bonus to AC vs giants
Gnomes: +2 Int, -2 Wis, Small, 20ft speed, low-light vision, detect illusions (automatically gets a save to disbelieve an illusion as if studying it if they come within 10ft of one), can use silent image as an SLA 1/day/cha mod (min 1, upgrades to other "image" spells as you level up), +2 saves vs illusion, +2 craft alchemy, +2 open lock, treat light repeating crossbows as simple, heavy as martial, +1 attacks vs reptilian humanoids and goblins
Hobbits: +2 Wis, -2 Str, Small, 20ft speed, +1 racial bonus to saves, +1 attacks with thrown weapons and slings, +2 concentration, a hobbit that consumes twice as much food as required for the day gains a +1 morale bonus to all ability checks, all hobbits treat hide/listen/move silently/spot as class skills and gain 2 extra skill points per level (8 at 1st) to spend on those skills only
Humans: as PHB
Kobolds: +2 Cha, Small, 20ft speed, Darkvision, Light Sensitivity, +1 natural armor (can take improved natural armor, but only at level one), secondary bite (1d3), poison use, +2 craft poison & traps, +2 escape artist, +2 search, +2 disable device, trap sense +1 (stacks), treat nets as martial wepaons
Goblins: Small, 30ft speed, Darkvision, Light Sensitivity, +2 hide/move silently/listen (big pointy ears), +2 saves vs disease, +3 when flanking or aiding another (instead of +2), +1 damage per attack if the target is currently vulnerable to sneak attack damage, +1 dodge bonus to AC
Saurians: +2 Con, -2 Cha, +1 natural armor (can take improved natural armor, but only at level one), 2 claws (1d3), 1 secondary bite (1d4), hold breath (as lizardfolk), +2 balance/swim (from their tail), +2 climb (from their claws)
-basically lizardfolk, but not as bulky, and not limited to swamps and marshes-
One for each alignment, every ability score is represented with both a bonus and a penalty, five medium races and four small ones, 3 with darkvision and 3 with low-light vision and 3 with neither. The three evil races are not as encouraged for player use as the others, but are still available and balanced enough for play (or that's what I'm aiming for anyway).