View Full Version : D&D 3.x Other (Yet another) 3.5 Race revision [P.E.A.C.H.]

2015-12-27, 10:01 PM
Ok, as a part of my 3.5 overhaul, I started out with fixing up the races. The main idea of this revision is to take out the parts of racial traits that feel more like cultural background, and create more abilities that seem genetic in nature. It always bugged me, for example, how all dwarves, even those that have been left on a doorstep of a human church at birth, have a bonus versus Orcs :smallsmile:

In addition to the four iconic Tolkeinian races (human, elf, dwarf, halfling), I have added 3 new ones, that aim to give more versatility and interesting options, while phasing out the races I felt had no real place in the game.
A side note, the fluff is slightly changed in most of the races, and that may explain some of the more questionalble new abilities.

The humans are the same as in the PHB, and I mostly use them as a benchmark for balance, but I will add them here for completion sake.
Of all the races living in the world, Humans are by far the most numerous. Driven by their inner fire, their passion, they strive to overcome every difficulty and thrive in every environment. Due to their expansive nature, and their relatively short lifespan, the origin of Humans has long been forgotten. Their culture is as varied as it can be, ranging from the mountaintop villages, over the desert caravans, to the massive, urban metropolises.

Personality: Humanity is driven by their passion, ever changing, and ever evolving. They spread wherever they can, settling and defending their homes fiercely. Humanity holds, in its midst, the potential for the most driven of conquering kingdoms, the most depraved megalomaniacs, and the most knowledgeable sages. Therefore, it can be difficult to generalize when speaking of Human personality, except when narrowing the focus to at least one area.

Physical Description: Most Humans stand at about 1,7 to 2 meters tall, and 70 to 110 kilograms heavy, with females being somewhat shorter and lighter in general. Their hair can be black, white, blonde, red, brown, and any shade of and between those colors. Eyes can be anything on a wide spectrum, from bright blue to the deepest black If not warriors, they are usually not very muscular, and their intellect can vary greatly.

Lands: Humans can be found anywhere, living in caves, deserts, mountains, on islands, frozen continents, and tropical rainforests. They organize their lives in villages, city-states and kingdoms just as easily, never missing a beat. This, however, can often lead to conflict, be it with other races, or more often, with other ever-expanding Humans.

Languages: After eons of wandering, Humanity has lost its original language, if it ever had one. However, due to their presence, they often dictate the language spoken in any given region of the world. The more scholarly often learn several regional languages, and the languages of the more long-lived races.

Names: Again due to their differences, the name-giving of Humans cannot be unified into a single tradition. Every region, hamlet, kingdom and empire has it’s own names, heroes, and opinions, which shape the trends for several years, after which they change into something new, endlessly cycling.

Relations: The meddling nature of Humans can more often than not lead to conflict between them and the other races. However, most Humans appreciate the diversity of the world, regarding Elves as a standard for beauty, Dwarves as the prototypical hard workers, and Halflings as child-like, cheerful wanderers. Socialites are viewed as gifts of fate, highly respected, and Librarians and Mourned often experience distrust, at least at first hand.

Alignment: Humans are, as said, driven by their passion. However, that passion does not necessarily need to be chaotic in nature, but can also create the most fervent followers and upholders of the law. Just the same, when talking of good and evil, Humans can be found at the far ends of the spectrum on both sides, but most gravitate somewhere in the middle.

Adventurers: Out of all the races, the Humans fall into the role of the adventurer the easiest. They can be either heroes, striving to cleanse the world of evil, explorers, looking for uncharted territories, and villains, carving out their piece of the world by force. No matter what their plans are when they set on the path, however, they can often be changed, modified, and improved upon, for that is the nature of a Human.

Human Racial Traits:

• Medium. As medium creatures, Humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• Great Adaptability: One of the strongest points of the human race is their capability for adapting to new environments. Humans gain 4 bonus skill points at first level, and one additional skill point at every level after that.
• Great Versatility: While comparatively short lived, Humans make up for this by increased base capabilities. Humans gain a bonus feat at level one. They must meet the prerequisites for this feat.

Elves, similarly to humans, had almost no changes. However, I did feel that the CON penalty warranted a bit more, so they got a bit of a boost in the form of INT (I know, it is a bit strong, but after I rework the classes, it shouldn't be that scary), and the Dabbling Hands, that are there to emphasize the longevity of the race, and replace the Martial Proficiency.

Elves are the children of nature, the long-living shepherds of the forests, and the mystical followers of the fey. At least, that is what they used to be, before spreading out into the world, opting for a life of beauty created just as much as nurtured. While they have now lost most of their connection to nature, the buildings they create still reflect their origin, featuring organic shapes, branching rooms and irregular walls.

Personality: The personality of the elves can be summed up in one single word: relaxed. However, one can never mistake that relaxation for a lack of care and knowledge, as a being that lives half a millennia can afford to take its time with everything. They dedicate themselves to whatever they do, carefully shaping and modifying every aspect of their work to its utmost perfection. They have no aspirations for expanding or control, simply because such quests would be too strenuous, and hold no beauty in themselves.

Physical Description: Elves are, as a rule, noticeably shorter and slimmer than Humans, ranging from 1,7 to 1,9 meters in height, and 50 to 70 kilograms in weight, with no noticeable difference between males and females. Their hair is usually dark black, silvery gray, or blonde, with eyes of the same color. Their most notable characteristics are slightly downwards slanted eyes, and elongated, pointy ears, that some Humans try to artificially imitate, with varying degrees of success.

Lands: While their original homelands were the deep forests, Elves can nowadays be found everywhere in the world, spreading their art and beauty wherever they go. Their ancient capitals, woven into the Methuselah trees of the world, can still be found, some thriving, and some abandoned to grow back into the nature. Abandoned or not, they are a testament to the Elven care, as they cause almost no damage to nature, and complement it perfectly.

Languages: The vast majority of Elves speaks the language of the region they have been born in. However, the ancient language of the Elves is not forgotten, and can still be heard both in their capitals, and in the poetry and prose of the world, as its melodious phrases find their way into the repertoire of every bard.

Names: Elven names are their declaration of the beauties of the world, often referring to the sunset, vibrant forests, or the joy of people living together. However, those names rarely make sense in the regional languages, or even cause mocking, so Elves commonly use them in the original, Elven tongue. Last names are almost non-existent, however, as most Elves do not have a strong bond with their parents.

Relations: Being the ever relaxed, patient race of the world, Elves have little trouble coexisting with others. They enjoy the passion of Humans, and the wanderlust of Halflings, but often find Dwarven single-mindedness to be tedious and dull. The Socialites leave no particular impression on Elves, but the Librarians and the Mourned are often a point of interest, showing up like a new fruit of nature, and a testament to its splendor.

Alignment: When talking of the Elves, only one thing is certain: they all hold a dash of chaos in their souls. This, however, is not the destructive chaos of the storm, but the ever-adaptable chaos of the river, making its way around all obstacles, organic and fluid. However, while most Elves find satisfaction in the productive arts of the world, some can descend to evil, showing remarkable skill in harming and destroying others, almost like art.
Adventurers Elves may adventure, of course, to see the wonders that the world has to offer. However, they do not do this often, or for a long time, often dedicating twenty years at most to such a life, before settling in a location they consider appropriate. Most adventuring Elves are young, curious, and willing to wander.

Elven Racial Traits:

• -2 Constitution, +2 Dexterity, +2 Intelligence. While more delicate, Elves compensate their frailty with grace and intellect.
• Medium. As medium creatures, Elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Low-Light Vision: Elves see twice as far as a Human in poorly illuminated areas, and retain the ability to distinguish color and details in those conditions.
• Vigilant Mind: Elves are immune to the effects of magical sleep, and have a +2 bonus against enchantment spells and effects. They also do not sleep, but instead enter a trance-like state for four hours each night to rest. Spellcaster elves still need 8 hours of rest to regain their spells.
• Attentive Senses: All Elves posses superior perception capabilities when compared to Humans. An Elf gains a +2 bonus to Search, Spot, and Listen.
• Dabbling Hands: Elves often pursue interests outside their area of expertise, due to the overwhelming time they have in their long lives. Elves can treat any two skills as their class skills.

Dvearves are, in my opinion, the second strongest race in the PHB. However, as a lot of their abilities rely on their culture, I had to drop most, and that gave me the chance to put focus on other things, like their crafting and resilience.

Dwarves are the workers of the mountains, patiently crafting and creating the most spectacular items and citadels of the world. When objects of beauty are needed, people turn to the Elves. However, when a tool needs to last for generations, the Dwarven worker is the person you need. They are a race of people originating in the mountains, and although the majority lives on the surface, they stubbornly hold to their traditions, creating their homes out of stone, dark and structured perfectly.

Personality: Where other races might give up, abandon a task, or look for an alternative route, a Dwarf will solider through, breaking away any obstacle and discovering a way to complete their job, disregarding any danger, threat, or peril. For that is the nature of a Dwarf: persistent, stubborn, resilient and strong. Be it research, menial labor, war, or farming, there is no worker like a Dwarven worker. The only time at which they party, it is in a tavern, spending their time twice as cheerfully as any other race, compensating for the endless hours of toiling at their work.

Physical Description: Dwarves are a short, bulky race. While the tallest of them go barely over 1,5 meters, they can weigh up to 110 kilograms, with females going up to 90. They are all very muscular and sturdy. They all have thick, long hair, and men almost always have beards, which they braid into a lot of elaborate shapes. Their arms are also somewhat longer than those of Humans.

Lands: Dwarves are, and always have been,, the people of the mountain. While now they live all over the world, driven by their desire to utilize their craft more, the magnificent citadels in which their race was born still stand, and provide the main hub for the commerce for the area. However, they have no ruling power over the Dwarves living anywhere else.

Language: The language of the Dwarves persists even to this day, even though it is only used as an active language in the citadels. Outside, Dwarven has become the language of commerce and trade, with its to-the-point phrases and simple grammar. While the form other races use is much more artificial, almost every dwarf can speak it fluently.

Names: Dwarven naming customs, much like anything else, is deeply rooted in their traditions. They base their first names on the ones passed down for generations, the names of their clan founders and heroes. They are heavily consonantal, and rough. Their family names can be traced for several eons, and refer to their family craft (eg. Stoncarver, Forgemaster, Woodrazer).

Relations: All of the races of the world respect Dwarves, as the stubborn, durable workers they are. Humans enjoy the quality of Dwarven tools and weapons, which often outclass their own by a long shot. Elves are considered by Dwarves to be very childish, or too relaxed about life, while Socialites look simply like shiny Humans. Halflings are respected in their dedication to joy, which helps alleviate the stress of work. Dwarves respect the Mourned immensely, because they have a high regard for battle, and the Mourned are a living promise that they will continue to work after death. Librarians in the Dwarven community usually just default to their namesake job.

Alignment: Dwarves are a race living in a well-structured, strict society. Therefore, great number of them lean towards the lawful side of the alignment spectrum. On the good and evil scale, they usually stand in the middle, not really concerned with personal gain and grand quests, content to dedicate themselves to their craft, and perfecting it for as long as they live.

Adventurers: Adventuring Dwarves are, while not being ever present, a rather common occurrence. They are, almost to the last one, warriors and mages, devoted to perfecting their craft against a myriad of opponents, before they can return home and defend it properly, no matter the danger.

Dwarven Racial Traits:

• -2 Dexterity, +2 Constitution. While Dwarves are far less mobile than the other races, they compensate with a powerful frame.
• Medium. As medium creatures, Dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, a Dwarf’s speed is not reduced by medium and heavy armor.
• Darkvision: Dwarves have the ability to see in non-magical darkness, up to a distance of 60 feet. They can discern detail, but not color, seeing only black and white.
• Dwarven resilience: Dwarves posses a more powerful immune system and an inborn resilience against spells. Dwarves gain +2 on saves against spells, and +2 to their Fortitude saves.
• Stability: The powerful build of a Dwarf makes him or her resilient to combat maneuvers. Dwarves get a +4 to resist all bull rush and trip attempts.
• Inborn productivity: Dwarves are an incredibly active, focused race. This gives them a +4 bonus to every Craft check they make, and they create mundane items at ½ the time it would take any other race.

The halflings in the PHB are, in my opinion, just a bundle of random traits. With this, I tried to establish them more firmly into their own identity, that of the quick-eyed, quiet small people.

Halflings are the merry little folk of the rivers, constantly travelling the world, and meeting new people, spreading the web of friends they have over their share of the world. They are the permanently jolly, happy, and entertaining lot, managing to cheer up even the saddest people. However, even though the joy they provide is real, the motive is often there, and it is not always at the benefit of those that were cheered up.

Personality: The joy of the little people is the one characteristic that defines them the best. They enjoy any form of happiness, basking in acknowledgement of their efforts. They also enjoy wandering, moving from place to place all the time, meeting new people and making friends. The Halflings are the people of adventure, finding new ways to enjoy themselves wherever they go. However, their web of “friends” can also show an underlying paranoia, as those same “friends” can help them in any sort of trouble.

Physical Description: Halflings are, as their name implies, a race people who are the size of a Human child. They are slender, quick, agile, and have an easy way of sneaking into all places imaginable. The only defining characteristic of Halflings, that separates them from Human children, is the fact that they all have furry feet, which enable them to walk comfortably even on harsh terrain, not requiring shoes.

Lands: Halflings have no lands of their own, choosing instead to constantly move between towns and villages, learning about new places and new things all the time. Their race is said to have originated in small boating communities, but that tradition is all but gone now.

Language: There is no language that can be called “Halfling.” However, almost all of them know several regional tongues, as a side-effect of their unending migrations, and many of them learn Elven, as a side-effect of their love for music.

Names: Halflings tend to adapt any name they enjoy, either from the region they were born in, or from one of the older races. The one peculiarity, that can quickly agitate people of other races, is that Halflings change their name on a whim, and completely ignore any attempt to address them by their previous name. They will correct anyone once, and never again. They have no family names, as they consider anyone in their web of friends equal, with their parents simply being the first two.

Relations: Halflings are a race that generally has the least difficulty when it comes to interacting with other races. They simply act childishly around Humans, have fun with Elves, and interact with dwarves only in taverns, in the evening. Socialites are treated much like any other Human, but with a dose of respect. Librarians are, most of the time ignored as bores, but Mourned are fun, with their thirst of life pushing them to share the joy with the little people.

Alignment: If any race can be said to lean to one side overwhelmingly, it is the Halflings with their tendency to chaos. Their thirst for fun more often than not leads them into trouble with the law, even though that trouble is generally not serious. On the good and evil scale, it is a difficult balance, as just as a Halfling is capable of bringing joy to people, he or she can just as easily abuse that joy to rob their patrons blind.

Adventurers: In a way, every Halfling can be said to be an adventurer. They all wander, discover, and learn their entire lives, spreading their web of friends. The dedicated adventurers are often welcomed by adventuring parties, as they bring the desperately needed joy at the times of trouble.

Halfling Racial Traits:

• -2 Strength, +2 Dexterity. Halflings lack the physical power of the larger races, but they match even the elves in their swiftness.
• Small. As small creatures, Halflings have a +1 size bonus to AC and attacks, and a +4 bonus to their Hide checks. However, they use smaller weapons and armor, and their carrying capacity is ¾ that of the larger races.
• Halfling base land speed is 20 feet.
• Blink of an eye: Halflings are born significantly more agile than the taller races. Every Halfling gains +2 to Reflex saves
• Sharp eye: Halflings are extremely capable of seeing through deceptive magic. All Halflings have +2 to resist spells of the illusion school.
• Steady hand: The throwing capabilities of Halflings are nothing short of legendary. Halflings gain a +4 bonus to attacks with all thrown weapons, and slings.
• Cat’s footing: Halflings are natural stalkers, capable of impressive maneuverability for their size. Halflings gain +2 to Climb, Jump, and Move Silently.

This is my attempt of re-inventing the warforged from the Eberron campaign setting, but with a less steampunk-y feel. Instead of the automatons, they are the animated armors of fallen warriors

The Mourned are an anomaly, which appears wherever a battlefield can be found. Occasionally, if the corpses in the field are not properly buried/burned, and are left to rot, a Mourned will rise, and posses the armor that his host body used to wear, in an attempt to continue the life that was cut so abruptly short.

Personality: While most people assume that the Mourned are sorrowful, depressed beings, the truth is very far from it. Most of them cling to their newfound life, experiencing it as much as they can, through crafting, painting, and exploring. However, none of them can remember their previous life, except for the battle in which they died.

Physical Description: The only perceivable feature of a Mourned One is a faint, glowing humanoid outline, encased in armor. The parts of their body not covered in armor feel like slippery human flesh. The glow varies in color, with the most common variants being white and green. Their gender is, much like that of the Librarians, purely subjective.

Lands: The Mourned have no lands. When they are raised, they wander the countryside, until they stumble upon a community they can join. After several months, they accept the place as their new “homeland.” Furthermore, due to their origin, it is almost certain that they will be more than capable of defending it.

Language: When a Mourned one rises, he has only the knowledge of the language commonly spoken in the area of their creation. As they have no background with any language, this is most likely just a gift of fate.

Names: The name of a Mourned One is often simple, not related to any actual names. After they are born, they simply decide on a word that they consider describes them best, and use it as a name. Some examples are: Storm, Mountain, Dawn, Saber, Knife, Plate…

Relations: The Mourned a race that enjoys the company of others, and are therefore more prone to being friendly than not. They share the Human (and Socialite) passion for life, and enjoy the fun Halflings bring. In the Dwarven citadels, they are honored as the spirits of ancestors, while Elves are just saddened by the memories they bring. The special bond with Librarians is, however, one of the important aspects of a Mourned life, with the knowledge they lack being complemented by their more studious counterparts.

Alignment: The Mourned do not appear to be leaning to any particular alignment. However, their overwhelming thirst for life often leads them down the chaotic path. A Mourned One is very likely to be chaotic in some way, be it as a dedicated hero, or a soul enjoying the continuation of a war they died in.

Adventurers: The endless thirst for life and experiences that the Mourned feel, almost equal to the inner fire of Humanity can easily lead them to an adventuring life. Most adventuring Mourned boldly accept challenges, always testing themselves, and exploring different solutions.

Mourned Racial Traits:

• -2 Wisdom, -2 Intelligence, +2 Charisma. The Mourned, while at first glance a dark sight, soon manage to adapt to all environments with the help of their likable personalities. However, their outlook to life often leads them to be a bit careless, and thoughtless.
• Medium. As medium creatures, Mourned have no special bonuses or penalties due to their size.
• Mourned base land speed is 30 feet in light armor, and 20 feet in medium or heavy armor.
• Armored Toughness: As they are essentially only spirits possessing a suit of armor, the Mourned have no Constitution score. However, they gain a bonus to their hitpoints equal to the DR bonus of the armor they inhabit.
• Haunted Armor: Every Mourned One inhabits a Masterwork suit of armor. This armor can be regularly enchanted. Furthermore, a Mourned gains a bonus ability based on the type of armor: Light: +2 Dexterity; Medium: +2 Strength; Heavy: DR 2/- (stacks with any other source of DR)
• Mind over Body: The Mourned use their Charisma modifier, instead of their non-existent Constitution, for their Fortitude saves.
• Life-like Existence: While they are spirits in nature, Mourned do require food and water to survive, and can feel taste (most of them enjoy this fact to the fullest). They also require air to survive. Lastly, they are affected by spells as if they were a regular human.

The Librarians are my first truly original race (even though their appearance is not). They are the spirits created out of arcane tomes, and look the same as the Dabus from Planescape.

The Librarians are a race originating from the residual arcane force of a Wizards spellbook, and other magical tomes. They are the beings of the libraries, poring endlessly over the books surrounding them, driven by the desire to learn as much as they can. Due to their unearthly appearance, they are often looked at as ghosts or demons, and can therefore face suspicion of the less intelligent.

Personality: Librarians are a race largely uninterested in the affairs of the living world around them, and only a few even develop enough interest to explore further than the first library they stumble upon (often the place where they were born). Their behavior and opinions are often based on the type of literature they are exposed to, causing a wide array of beliefs.

Physical Description: Librarians are not a particularly tall race, with every member of the race being precisely 5 feet tall, with the only variation present in the length of their hair, which becomes longer, and denser, the older they get. They look like wiry, old humans, standing completely upright, and their skin, gray in color, has a raspy, cardboard-like texture, with hair similar to the hair of a soft toothbrush. Every member of the race has two sets of short horns. Lastly, while they posses functional legs, most of them prefer to use their inborn ability to float.

Lands: Librarians have no lands of their own, as even their birth is a random, impossible to plan event. The only home they acknowledge is the library they were born in, and they are willing to defend it until death. If they cannot save it, all Librarians in the area will gather and at the very least attempt to rescue the literature from it.

Language: Due to the fact that they originate from arcane spellbooks, all Librarians begin their life with a perfect knowledge of written and spoken Draconic (even illiterate ones). All of them adapt to the language spoken in their surroundings early in their life, and often learn many more, through their books.

Names: As they are not a planned creation, most Librarians are never named. However, when they understand the concept of a name, they simply chose a name of a literary character that appeals to them at the time. Their gender is also purely subjective.

Relations: The Librarians are often uninterested in the affairs of other races (except the ones that are unfortunate enough to read romantic novels). However, they do have a special bond to the Mourned, who are, much like Librarians, creatures living by the grace of random arcane residue. They often get into an mind-body relationship, in which the Librarian learns from the books, and exchanges their knowledge for the tales of the places a Mourned one visits.

Alignment: Librarians can, over the course of their long lifetime, develop a complex set of values and opinions, through the books they read. This translates into a completely unpredictable alignment, as it is just as likely for someone to encounter a champion of good and an aspiring overlord in their midst.

Adventurers: Librarian adventures are the ones that, after a long time, manage to read everything of interest in their library. After completing this, often absurdly long, process, they set off into the world, utilizing the knowledge they acquired to further any possible goals they chose for themselves.

Librarian Racial Traits:

• -2 Strength, +2 to one mental ability score. While Librarians have weaker bodies when compared to most other races, their minds are finely tuned.
• Medium. As medium creatures, Librarians have no special bonuses or penalties due to their size.
• Librarian base land speed is 30 feet
• Spirit of the Library: A Librarian constantly floats at the height of 2 inches from the ground. This ability can be dismissed and reactivated at will.
• Arcane Attunement: A Librarian can absorb the knowledge to cast spells from a wizard’s spellbook. To do so, a Librarian must be able to touch the spellbook, and spend an hour studying it. After the period is completed, the Librarian gains the ability to cast a single spell, whose level cannot be higher than 1/3 of the Librarians HD (round down, minimum 0), once per day. When a Librarian attunes him/herself to a new spell, the previous one is lost from their memory.
• Food for Thought: A Librarian does not require air, food or water to survive. They sustain themselves through knowledge, and need to read a minimum of 100 pages per week or face starvation.

The socialite is an attempt to give the natural leaders something to play with. A present from the gods to the rich, a child made of silver that has servants following it.

A Socialite is a gift of fate. The noble Human families of the world are sometimes, if they scheme and improve themselves well enough, rewarded by an extra child, born alongside their own. That child, crafted by fate, symbol of wealth and cunning, is a Socialite.

Personality: A Socialite, being born into nobility, is often pampered since birth. Due to their peculiar appearance, and the meaning of their very existence, Socialites are seen as a symbol of prestige, and are often trained to utilize the gifts they are given for the good of the family. Most of them are snobbish, aloof, and condescending to the people around them.

Physical Appearance: A Socialite resembles a member of the Human race in almost every way, with the exception of their skin, which appears to be glistening silver. Their eyes are pure white, and all of them have toned, muscular bodies. They have no body hair, with the exception of hair on their heads, which his white and silvery. When they reproduce, the offspring is always a regular Human, unless they themselves prove worthy of a Socialite child.

Lands: Socialites, being in their essence children of Humans, can be found wherever rich Humans live. Furthermore, due to their, more often than not wealthy lifestyle, they have lands of their own, delegated as wards of their family.

Language: As they are not an independent race, Socialites grow up learning the language of their home region. However, as they are usually expected to fulfill family duties, they almost always learn Dwarven, the language of commerce, and at least one or two other nearby regional languages.

Names: The naming traditions for Socialites are usually identical to one of Humans in any given area. However, they almost exclusively have the names of nobles, or evoke heroes and ancestors. Due to that same fact, their last names are ancient, noble, and significant whenever mentioned in their region of origin.

Relations: The Socialites usually have an easier time while interacting with others than most races. When meeting Humans, they are sometimes aloof, being aware that they are the gift rewarded only upon the best Humans. Dwarves are considered an amazing workforce, while Elves are seen as someone whose beauty they can almost reach. Halflings are entertainment, while Librarians and Mourned represent a curiosity, and nothing more.

Alignment: When a typical Socialite is observed, it is easy to assume that they run the same gamut of alignments as Humans. However, while that is usually true, it is notable that they have a greater tendency to law, as they are brought up in wealth and responsibilities.

Adventurers: The adventuring Socialites are incredibly rare, as successful families have little reason to let them go out in the world. If a Socialite is adventuring, however, they have several options: They can be runaways, ones who brought dishonor to their families, and were subsequently cast out, or those who are forced to go out in the world if their families fall to misfortune.

Socialite Racial Traits:

• -2 Constitution, +2 Dexterity, +2 Charisma; While graceful and charismatic, Socialites lack the physical endurance of the “less refined.”
• Medium. As medium creatures, Socialites have no special bonuses or penalties due to their size.
• Socialite base land speed is 30 feet.
• Silver Tongue: A Socialite receives +2 to Diplomacy and Bluff, due to their beauty and inborn grace.
• Gift of Fate: The very existence of the Socialite is a reward, and their survival is partly ensured by fate. Every socialite receives a +2 luck bonus to their ES, whenever they are denied Dexterity to their ES.
• Higher Class: upon reaching 2 HD, and every 2 HD after that, the Socialite receives a Level 1 Commoner, provided by the DM, as a follower. These followers can never gain levels.

2015-12-29, 06:49 PM
So, no opinions, ideas, thoughts?

2015-12-29, 08:53 PM
I feel the same way about stripping away the cultural aspects of all the races. I did the same with the races in my group's games. I went a step further and took away anything related to skills and tried to have only physical characteristics, i.e. ability score bonuses, save bonuses, sensory traits, immunity to disease, and such, though I think its fair to have skill based abilities that show a race's propensity towards certain skills. What do you think about not having ability score subtractions? I see how its relevant, especially when it pertains to Intelligence or Constitution Ability scores, but I always thought it'd be more fun to emphasize the strengths of a race and let the player determine their character's weaknesses.

2015-12-29, 11:06 PM
Well, that certainly is an interesting idea... I could see that kind of game being more character-friendly, definitely. However, then it falls back to the players to create the weaknesses in their characters, and that is someting players loathe, in my opinion. However, that kind of weakness is not really needed...

Hmmmm... This got me thinking. Perhaps, instead of giving negatives for every positive, other races could be compensated by having more innate abilities, like the extra feat for humans?

2016-01-01, 07:29 PM
Well, that certainly is an interesting idea... I could see that kind of game being more character-friendly, definitely. However, then it falls back to the players to create the weaknesses in their characters, and that is someting players loathe, in my opinion. However, that kind of weakness is not really needed...

Hmmmm... This got me thinking. Perhaps, instead of giving negatives for every positive, other races could be compensated by having more innate abilities, like the extra feat for humans?

I think that's a great idea. The only danger is balancing the races. In which case a less is more kind of philosophy may be best.