Quellian-dyrae
2007-07-04, 05:10 PM
I was reading a thread in the gaming section that was discussing how the D&D races tended to suffer from "humans in funny suits" syndrome. I didn't wind up posting, but it got me thinking about one of my pet peeves with D&D; race really doesn't matter into the high levels. A given race may be nominally better than another in a given field, but often the benefits are barely noticeable at high levels. In some cases, they aren't noticeable at all (elf wizards, for example).
Now, I do understand the logic behind that. You don't want players to feel shoehorned into playing a certain class because they took a certain race. That in mind, I think I came up with something that can make races more important throughout play. It's something of a read, but if anyone wants to wade through it and provide some feedback, it would be most appreciated. PEACH, as they say.
Basics:
This variant utilizes the gestalt rules for maximum effectiveness. What it does is creates racial classes for the core races. These aren't the three-level paragon race classes provided in UA, they aren't bloodlines, they aren't racial classes for creatures with high level adjustments. They are full-blown, PC-worthy, 20-level base classes designed for each core race.
When using this variant, human characters function as normal, selecting two gestalt classes. This represents the diversity and adaptability of humans. The other races each have a specific racial class that they must progress in as one of their gestalt classes. The other class is chosen normally.
Members of the core races do not take NPC classes. Instead, they progress non-gestalt in their racial class.
Campaign Repercussions:
This variant leads to some adjustments to the campaign dynamic:
Although the races remain balanced for purposes of PCs (as balanced as any set of classes can be with the other classes, leastwise) the average non-human is significantly more powerful than the average human, because while the average human is a dinky 1st level Commoner, the average dwarf or elf is a 1st level character in the Dwarf or Elf class.
This greater power can be extended by virtue of the fact that these are standard classes, and thus deserving of all the inherent benefits of being an "elite" character, including the elite ability array, and maximum hit points for the first HD. As such, although dwarves, elves, and the like are not any more effective a player race than human, the average dwarf or elf is very likely stronger, faster, and so on than the average human. In combat, a 1st level standard elf is as exceptional as any 1st level PC when looked at by a human commoner. As levels advance, this becomes even more pronounced; a 20th level non-adventuring elf is skilled at swordplay, archery, a variety of skills, and mid-level spells. A 20th level non-adventuring dwarf is a master warrior with tremendous defensive abilities. A 20th level human commoner is as dinky as ever.
Among PCs, the racial classes will differentiate the characters as effectively as any gestalt class. A 20th level elf fighter is way different than a 20th level dwarf fighter or a 20th level halfling fighter or a 20th level human fighter//cleric. Since the races provide certain abilities, characters of that race are likely to focus in that area regardless of their other class. A gnome fighter is going to make use of its illusions to reshape the battlefield, while a dwarf fighter is going to be a powerful tank.
Dwarves:
Dwarves are powerful defenders. The ultimate tanks, they can block and absorb blows that would leave lesser warriors in pieces. A phalanx of heavily armored dwarves with shields at the ready is as formidable a barrier as a stone wall--a stone wall that bites back, and bites back fiercely against giants, orcs, and goblins. Even when dwarves seek to learn a specific adventurer's path, they always have the intrinsic resilience and grit of their race to fall back on.
HD: d12.
SP: 4.
Skills: Appraise, Concentration, Craft, Disable Device, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering), Open Lock, Profession, Search.
Profs: Martial weapons, “dwarven” weapons, all armor, all shields.
Dwarf
{table=head]Level|BAB|Fort|Ref|Will|AC|Special
1|1|2|0|2|+1|Favored Enemy +2.
2|2|3|0|3|+1|Mettle.
3|3|3|1|3|+1|Extra HD.
4|4|4|1|4|+2|-
5|5|4|1|4|+2|Favored Enemy +4.
6|6|5|2|5|+2|DR 2/-.
7|7|5|2|5|+2|Extra HD.
8|8|6|2|6|+3|-
9|9|6|3|6|+3|DR 3/-.
10|10|7|3|7|+3|Favored Enemy +6.
11|11|7|3|7|+3|Extra HD.
12|12|8|4|8|+4|DR 4/-.
13|13|8|4|8|+4|-
14|14|9|4|9|+4|-
15|15|9|5|9|+4|DR 5/-, Extra HD, Favored Enemy +8.
16|16|10|5|10|+5|-
17|17|10|5|10|+5|-
18|18|11|6|11|+5|DR 6/-.
19|19|11|6|11|+5|Extra HD.
20|20|12|6|12|+6|Favored Enemy +10.[/table]
AC Bonus (Ex): Dwarves are highly skilled at using armor to defend themselves. Whenever a dwarf is armored, its armor bonus to AC increases by 1, but this cannot more than double the base armor bonus of the armor (so a dwarf in leather armor +3 could receive no more than a +2 increase to its AC from this ability). This bonus only applies with actual physical armor, not simply effects that provide armor bonuses.
Favored Enemy (Ex): A 1st level dwarf gains the favored enemy ability with regards to creatures of the humanoid (orc), humanoid (goblinoid), and giant types. This bonus begins at +2 at 1st level and increases by +2 at 5th, 10th, 15th, and 20th levels.
Mettle (Ex): A dwarf gains mettle at 2nd level.
Extra HD (Ex): At 3rd level, and every four levels thereafter, a dwarf gains a bonus HD. It rolls another d12 for hit points and adds its Constitution modifier as normal. This bonus HD counts for hit points, and against spell effects (such as sleep) that use HD to determine their effects. It does not improve the dwarf’s base attack bonus, saving throws, or any ability or effect the dwarf might possess that uses HD in calculating its power.
Damage Reduction (Ex): Beginning at 6th level, the dwarf becomes adept at using its armor to absorb the impact of blows. While armored, it gains DR/- equal to 1/3 its class levels (so, DR 2/- at 6th, 3/- at 9th, and so on). Its DR cannot exceed the base AC bonus of its physical armor, much like its AC bonus.
Elves:
Even the least of elves have trained for decades, but being flighty, they are more likely to obtain noteable skill in a variety of fields rather than mastering any. Elves are skilled in swordplay and archery, stealth and mobility, and being innately magical creatures, are able to utilize some degree of magic. Even those more dedicated to an adventurer's single calling keep up their practice in a variety of skills, and use them all in synchrony to deadly effect.
HD: d6.
SP: 6.
Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana, Geography, History, Nature), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble.
Profs: Simple weapons, long sword, rapier, longbow, short bow, “elven” weapons, light armor, no shields.
Elf
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|2|Elven Weapon Focus.
2|1|0|3|3|-
3|2|1|3|3|-
4|3|1|4|4|-
5|3|1|4|4|Elven Weapon Specialization.
6|4|2|5|5|-
7|5|2|5|5|-
8|6|2|6|6|-
9|6|3|6|6|-
10|7|3|7|7|Improved Critical (Elven Weapons).
11|8|3|7|7|-
12|9|4|8|8|-
13|9|4|8|8|-
14|10|4|9|9|-
15|11|5|9|9|Greater Elven Weapon Focus.
16|12|5|10|10|-
17|12|5|10|10|-
18|13|6|11|11|-
19|14|6|11|11|-
20|15|6|12|12|Greater Elven Weapon Specialization.
[/table]
Spells Known
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
1|4|3|-|-|-|-|-
2|5|3|-|-|-|-|-
3|5|4|-|-|-|-|-
4|6|4|3|-|-|-|-
5|6|5|3|-|-|-|-
6|7|5|4|-|-|-|-
7|7|6|4|3|-|-|-
8|8|6|5|3|-|-|-
9|8|6|5|4|-|-|-
10|9|6|6|4|3|-|-
11|9|6|6|5|3|-|-
12|9|6|6|5|4|-|-
13|9|6|6|6|4|3|-
14|9|6|6|6|5|3|-
15|9|6|6|6|5|4|-
16|9|6|6|6|6|4|3
17|9|6|6|6|6|5|3
18|9|6|6|6|6|5|4
19|9|6|6|6|6|6|4
20|9|6|6|6|6|6|5
[/table]
Spells per Day
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
1|5|3|-|-|-|-|-
2|6|4|-|-|-|-|-
3|6|5|-|-|-|-|-
4|6|6|3|-|-|-|-
5|6|6|4|-|-|-|-
6|6|6|5|-|-|-|-
7|6|6|6|3|-|-|-
8|6|6|6|4|-|-|-
9|6|6|6|5|-|-|-
10|6|6|6|6|3|-|-
11|6|6|6|6|4|-|-
12|6|6|6|6|5|-|-
13|6|6|6|6|6|3|-
14|6|6|6|6|6|4|-
15|6|6|6|6|6|5|-
16|6|6|6|6|6|6|3
17|6|6|6|6|6|6|4
18|6|6|6|6|6|6|5
19|6|6|6|6|6|6|6
20|6|6|6|6|6|6|6
[/table]
Spells: Elves are inherently magical creatures, and as they advance, slowly develop natural spellcasting ability. Although the innate magic of the elves never advances to the level of a trained wizard or sorcerer, elves’ long lives and innate magical aptitude ensure that they learn a good number of spells, can cast a decent few each day, and also, allow them to learn a much greater variety of spells than most dedicated casters.
Elves follow the same rules as bards for learning and casting spells, although they have more spells known and spells per day. A given elf may choose Intelligence, Wisdom, or Charisma as its casting attribute; once this choice is made, it cannot be changed. Elves can learn spells from the druid or sorcerer/wizard spell list, except for necromancy spells. Elf spells are arcane spells.
Since elves are innately magical, they can channel their magic much more efficiently than most. They can cast spells gained from their elf class levels while wearing light armor.
Elven Weapon Feats (Ex): All elves are trained for the eventuality of hand-to-hand or missile combat. At first level, the elf receives weapon focus with the long sword, rapier, longbow, and short bow. They receive weapon specialization for these weapons at 5th level. At 10th level they receive the improved critical feat regarding these weapons. At 15th level they receive greater weapon focus. At 20th level they receive greater weapon specialization.
If an elf already has the given feat for such weapons, it may swap the existing feat for another feat that it meets the prerequisites for. This feat must be drawn from the fighter list of bonus feats and must be applicable for use with the weapon whose feat is being switched out. So if the elf were giving up weapon specialization (longbow), it would need to select a feat that could be used with the longbow, such as point-blank shot, precise shot, and so on.
Gnomes:
All gnomes have a knack for illusions, and can develop significant power over earthen magic. They are skilled in various arts of spell casting and item creation. Gnomes use their versatile breadth of illusory and earth-shaping magic to perform practical jokes, and those who train as adventurers continue to hone their skills--all the better for confounding and defeating their enemies.
HD: d8.
SP: 6.
Skills: Appraise, Bluff, Concentration, Craft, Disable Device, Disguise, Forgery, Hide, Knowledge (Arcana, Dungeoneering), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device.
Profs: Simple weapons, martial picks and hammers, “gnome” weapons, light armor, no shields.
Gnome
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|2|0|2|Bonus Feat.
2|1|3|0|3|-
3|1|3|1|3|-
4|2|4|1|4|-
5|2|4|1|4|Bonus Feat.
6|3|5|2|5|-
7|3|5|2|5|-
8|4|6|2|6|-
9|4|6|3|6|-
10|5|7|3|7|Bonus Feat.
11|5|7|3|7|-
12|6|8|4|8|-
13|6|8|4|8|-
14|7|9|4|9|-
15|7|9|5|9|Bonus Feat.
16|8|10|5|10|-
17|8|10|5|10|-
18|9|11|6|11|-
19|9|11|6|11|-
20|10|12|6|12|Bonus Feat.
[/table]
Spells per Day
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|5|3|-|-|-|-|-|-|-|-
2|6|4|-|-|-|-|-|-|-|-
3|6|5|-|-|-|-|-|-|-|-
4|6|6|3|-|-|-|-|-|-|-
5|6|6|4|-|-|-|-|-|-|-
6|6|6|5|3|-|-|-|-|-|-
7|6|6|6|4|-|-|-|-|-|-
8|6|6|6|5|3|-|-|-|-|-
9|6|6|6|6|4|-|-|-|-|-
10|6|6|6|6|5|3|-|-|-|-
11|6|6|6|6|6|4|-|-|-|-
12|6|6|6|6|6|5|3|-|-|-
13|6|6|6|6|6|6|4|-|-|-
14|6|6|6|6|6|6|5|3|-|-
15|6|6|6|6|6|6|6|4|-|-
16|6|6|6|6|6|6|6|5|3|-
17|6|6|6|6|6|6|6|6|4|-
18|6|6|6|6|6|6|6|6|5|3
19|6|6|6|6|6|6|6|6|6|4
20|6|6|6|6|6|6|6|6|6|5
[/table]
Spells: Gnomes have an innate talent for illusory and earth-based magic. All gnomes can cast a number of arcane spells. They cast spells spontaneously from the gnome spell list, which includes all Sorcerer/Wizard spells of the illusion school, all Sorcerer/Wizard cantrips, all spells from the Earth domain, all of the Summon Nature’s Ally spells (but gnomes may only summon underground animals or creatures with the earth subtype with these spells), and any spell with the words “earth” or “stone” in the name. If a spell appears on multiple spell lists, gnomes receive it at the lowest applicable spell level.
Gnomes follow the casting rules for warmages. A gnome can select Intelligence or Charisma as its primary casting stat.
Since gnomes focus on a very limited selection of spells, they are able to practice them effectively even in armor. A gnome ignores the arcane spell failure chance for wearing light armor when casting its gnome spells.
A gnome’s caster level for its racial spell-like abilities is equal to its gnome level, and it may use either its Cha or Int to set the DC.
The gnome spell list as derived from core spells is as follows (DM has discretion as to whether spells from other sources that fit the above criteria are also allowed):
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1: Color Spray, Disguise Self, Magic Aura, Magic Stone, Silent Image, Summon Nature’s Ally I, Ventriloquism.
2: Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Soften Earth and Stone, Summon Nature’s Ally II.
3: Displacement, Illusory Script, Invisibility Sphere, Major Image, Meld into Stone, Stone Shape, Summon Nature’s Ally III.
4: Hallucinatory Terrain, Illusory Wall, Invisibility (Greater), Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Spike Stones, Summon Nature’s Ally IV.
5: Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Summon Nature’s Ally V, Wall of Stone.
6: Flesh to Stone, Mislead, Move Earth, Permanent Image, Programmed Image, Shadow Walk, Stone Tell, Stone to Flesh, Stoneskin, Summon Nature’s Ally VI, Veil.
7: Earthquake, Invisibility (Mass), Project Image, Shadow Conjuration (Greater), Simulacrum, Summon Nature’s Ally VII.
8: Iron Body, Repel Metal or Stone, Scintillating Pattern, Screen, Shadow Evocation (Greater), Summon Nature’s Ally VIII, Telekinetic Sphere.
9: Elemental Swarm (Earth), Shades, Summon Nature’s Ally IX, Weird.
Bonus Feats: At 1st level and again at every level evenly divisible by 5, the gnome can choose a bonus feat that it meets the prerequisites for. These feats are chosen from the following list: Any Item Creation feat, Eschew Materials, Greater Spell Focus (Illusion), Heighten Spell, Silent Spell, Spell Focus (Illusion), or Still Spell. At the DM’s option, other feats that make the gnome’s spells harder to resist, allow for the construction of items, or allow the gnome to cast its spells more subtly can be added to this list.
Halflings:
All halflings learn from an early age that they were born into a world that is meant for folks bigger than they are. And as soon as that lesson is learned, they are taught how to use that to their advantage. Agile and acrobatic, prone to being underestimated, a halfling's stealthy skill isn't so much something it trains at as something that just happens. Even the mightiest of halfling warriors and mages are constantly amazed at how often their foes will ignore their presence and present an opening to exploit.
HD: d6.
SP: 8.
Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (Geography, Local), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope.
Profs: Simple weapons, “halfling” weapons, light armor, shields (except tower shields).
Halfling
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|0|Sneak Attack +1d6.
2|1|0|3|0|Evasion.
3|2|1|3|1|Sneak Attack +2d6.
4|3|1|4|1|Thrown Weapon Focus.
5|3|1|4|1|Sneak Attack +3d6.
6|4|2|5|2|Hide in Plain Sight.
7|5|2|5|2|Sneak Attack +4d6.
8|6|2|6|2|Thrown Weapon Specialization.
9|6|3|6|3|Sneak Attack +5d6.
10|7|3|7|3|Improved Evasion.
11|8|3|7|3|Sneak Attack +6d6.
12|9|4|8|4|Thrown Weapon Mastery.
13|9|4|8|4|Sneak Attack +7d6.
14|10|4|9|4|Camouflage.
15|11|5|9|5|Sneak Attack +8d6.
16|12|5|10|5|Greater Thrown Weapon Focus.
17|12|5|10|5|Sneak Attack +9d6.
18|13|6|11|6|Extended Precision.
19|14|6|11|6|Sneak Attack +10d6.
20|15|6|12|6|Greater Thrown Weapon Specialization.
[/table]
Sneak Attack (Ex): A halfling gains the sneak attack ability just like a rogue.
Evasion (Ex): Starting at 2nd level, the halfling gains evasion.
Thrown Weapon Feats (Ex): Beginning at 4th level, the halfling counts as having the weapon focus feat for all thrown weapons (including slings). It gains weapon specialization at 8th level, ranged weapon mastery (thrown weapons, rather than weapons of a specific damage type) at 12th level, greater weapon focus at 16th level, and greater weapon specialization at 20th level.
If the halfling already has the given feat for a certain weapon, it may swap out its existing feat for another feat it meets the prerequisites for that improves its ability to use thrown weapons (including quick draw).
Hide in Plain Sight (Ex): Using a mixture of stealthy skill and underestimation, a halfling of at least sixth level gains the hide in plain sight ability, as the ranger ability, except they can use it in any sort of terrain.
Improved Evasion (Ex): Starting at 10th level, the halfling gains improved evasion.
Camouflage (Ex): A 14th level halfling is skilled at blending with the background and keeping below most foes’ lines of sight. They gain camouflage as the ranger ability, except it is usable in any terrain.
Extended Precision (Ex): An 18th level halfling is a master of hitting a vital spot with a projectile weapon. It extends its point-blank range to 60’.
Half Elves:
Half elves are beings of two worlds, often separate from both. They have their work cut out for them learning their place and finding their niche, but human ambition and elven patience lends them the ability to perfect the skills they need to fulfill their chosen roles. Some half elves embrace their diversity, while others cleave towards the human or elven way of thinking.
HD: d8.
SP: 8.
Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Arcana, Geography, History, Local, Nobility and Royalty), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device.
Profs: Simple weapons, “elf” weapons, light armor, shields (except tower shields).
Half Elf
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|2|2|2|Bonus Feat, Heritage.
2|1|3|3|3|Bonus Feat.
3|2|3|3|3|Skillful Feat.
4|3|4|4|4|Bonus Feat.
5|3|4|4|4|Skillful Feat.
6|4|5|5|5|Bonus Feat.
7|5|5|5|5|Skillful Feat.
8|6|6|6|6|Bonus Feat.
9|6|6|6|6|Skillful Feat.
10|7|7|7|7|Bonus Feat.
11|8|7|7|7|Skillful Feat.
12|9|8|8|8|Bonus Feat.
13|9|8|8|8|Skillful Feat.
14|10|9|9|9|Bonus Feat.
15|11|9|9|9|Skillful Feat.
16|12|10|10|10|Bonus Feat.
17|12|10|10|10|Skillful Feat.
18|13|11|11|11|Bonus Feat.
19|14|11|11|11|Skillful Feat.
20|15|12|12|12|Bonus Feat.
[/table]
Bonus Feats: At 1st level, and at every even-numbered level, a half elf gains a bonus feat for which it meets the prerequisites.
Heritage: Due to its mixed heritage, and its combination of an elf’s greater lifespan and a human’s drive and adaptability, a half elf is able to multiclass its racial levels. Its first racial level must be half elf, but thereafter, it can take other classes or even elf racial levels as it chooses. Generally, the half-elf’s progression exemplifies how the half-elf was brought up and what it considers itself to be; a half elf who focuses on standard classes is more human, while a half elf who takes a number of elf levels is more elven. A half elf that follows the standard half elf progression is generally one who has embraced the duality of its nature, while a half elf that multiclasses frequently may be unsure of exactly where it fits in the world.
Skillful Feats: At every odd-numbered level except for first, the half elf gains a bonus feat for which it meets the prerequisites. The feat must be one that improves skills (such as skill focus, athletic, agile, able learner, etc). The feats Track, Run, and Endurance can also be selected.
Half Orcs:
The fury of the orcs and the passion of the humans means half orcs are powerful, furious adversaries. Though often looked upon as uncivilized brutes, even the elves and dwarves have to respect their tremendous strength and drive. Even the most refined of half orc rogues and wizards have that primal fury lying ready in their hearts, and all they need is a big axe to bring it to the fore...
HD: d10.
SP: 2.
Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Geography), Profession, Ride, Survival, Swim.
Profs: Martial weapons, “orcish” weapons, medium armor, shields (except tower shields).
Half Orc
{table=head]Level|BAB|Fort|Ref|Will|Special
1|1|2|0|0|Orcish Fury 1/day.
2|2|3|0|0|Brutish Intimidation.
3|3|3|1|1|Power Attack.
4|4|4|1|1|-
5|5|4|1|1|Orcish Fury 2/day.
6|6|5|2|2|Heedless Charge.
7|7|5|2|2|Improved Power Attack.
8|8|6|2|2|-
9|9|6|3|3|Improved Cleaving.
10|10|7|3|3|Orcish Fury 3/day.
11|11|7|3|3|Greater Fury.
12|12|8|4|4|-
13|13|8|4|4|Heedless Attack.
14|14|9|4|4|Greater Power Attack.
15|15|9|5|5|Orcish Fury 4/day.
16|16|10|5|5|-
17|17|10|5|5|Tireless Fury.
18|18|11|6|6|Greater Cleaving.
19|19|11|6|6|Mighty Fury.
20|20|12|6|6|Orcish Fury 5/day.
[/table]
Orcish Fury (Ex): Half orcs can enter a state of fury once per day, plus one additional time per day at every level evenly divisible by 5. This state is equivalent to a barbarian’s rage with the following exceptions: the half orc receives no increase to Constitution, and its weapon damage die increases by one die step (as if the weapon were a size category larger). While in a fury, the half orc counts as one size category larger for purposes of effects based on size, such as grapples, trips, and so on. It does not actually increase in size, and does not gain additional reach, natural armor, size modifiers to attack rolls and AC, or so on.
Brutish Intimidation (Ex): Half orcs of at least second level add their Strength modifier to their Intimidate checks, if it is positive. They do not apply a Charisma penalty to Intimidate checks, but can still add a Charisma bonus (in addition to Strength).
Power Attack: A third level half orc gains Power Attack as a bonus feat. If it already has power attack, it can choose another fighter feat for which it meets the prerequisites.
Heedless Charge (Ex): A 6rd level half orc gains access to the heedless charge function of the Shock Trooper feat. It does not gain Shock Trooper itself, only this one function. If it later takes the shock trooper feat, it may use heedless charge as long as it takes at least a -1 penalty on its attack roll.
Improved Power Attack (Ex): A 7th level half orc increases the damage bonus from Power Attack by 50%.
Improved Cleaving (Ex): A 9th level half orc’s cleaving ability is improved, depending on how well it can currently cleave:
--If the half orc does not have the cleave feat, it acts as if it did.
--If the half orc has cleave, it acts as if it had great cleave.
--If the half orc has great cleave, it can take its 5’ step for the round between a cleave attack.
Greater Fury (Ex): Starting at 11th level, the orc’s Strength bonus and bonus on Will saves from its fury increases to +6 and +3, and it counts as two size categories larger for purposes of size-based checks while in its fury. Additionally, its weapon damage improves by another die step while in a fury.
Heedless Attack (Ex): A 13th level half orc no longer needs to charge to swap its power attack penalty to its AC; it can do so with any sort of melee attack.
Greater Power Attack (Ex): A 14th level half orc increases its power attack damage bonus by 100%, rather than 50%.
Tireless Fury (Ex): A 17th level half orc is no longer fatigued after a fury.
Greater Cleaving (Ex): The half orc’s cleaving ability improves further:
--If it does not have the cleave feat, it now acts as if it had both cleave and great cleave.
--If it has cleave, it acts as if it has great cleave and it can take its 5’ step for the round between a cleave attack.
--If it has both cleave and great cleave, it can move as an immediate action between cleave attacks. This is in addition to normal movement or move-equivalent actions. The half orc can move no more than half its base speed in this manner each round (divided between cleaves as it sees fit).
Mighty Fury (Ex): A 19th level half orc increases its Strength and Will save bonuses from a fury to +8 and +4, gets another effective size in a fury, and increases its damage in a fury by another die step.
Now, I do understand the logic behind that. You don't want players to feel shoehorned into playing a certain class because they took a certain race. That in mind, I think I came up with something that can make races more important throughout play. It's something of a read, but if anyone wants to wade through it and provide some feedback, it would be most appreciated. PEACH, as they say.
Basics:
This variant utilizes the gestalt rules for maximum effectiveness. What it does is creates racial classes for the core races. These aren't the three-level paragon race classes provided in UA, they aren't bloodlines, they aren't racial classes for creatures with high level adjustments. They are full-blown, PC-worthy, 20-level base classes designed for each core race.
When using this variant, human characters function as normal, selecting two gestalt classes. This represents the diversity and adaptability of humans. The other races each have a specific racial class that they must progress in as one of their gestalt classes. The other class is chosen normally.
Members of the core races do not take NPC classes. Instead, they progress non-gestalt in their racial class.
Campaign Repercussions:
This variant leads to some adjustments to the campaign dynamic:
Although the races remain balanced for purposes of PCs (as balanced as any set of classes can be with the other classes, leastwise) the average non-human is significantly more powerful than the average human, because while the average human is a dinky 1st level Commoner, the average dwarf or elf is a 1st level character in the Dwarf or Elf class.
This greater power can be extended by virtue of the fact that these are standard classes, and thus deserving of all the inherent benefits of being an "elite" character, including the elite ability array, and maximum hit points for the first HD. As such, although dwarves, elves, and the like are not any more effective a player race than human, the average dwarf or elf is very likely stronger, faster, and so on than the average human. In combat, a 1st level standard elf is as exceptional as any 1st level PC when looked at by a human commoner. As levels advance, this becomes even more pronounced; a 20th level non-adventuring elf is skilled at swordplay, archery, a variety of skills, and mid-level spells. A 20th level non-adventuring dwarf is a master warrior with tremendous defensive abilities. A 20th level human commoner is as dinky as ever.
Among PCs, the racial classes will differentiate the characters as effectively as any gestalt class. A 20th level elf fighter is way different than a 20th level dwarf fighter or a 20th level halfling fighter or a 20th level human fighter//cleric. Since the races provide certain abilities, characters of that race are likely to focus in that area regardless of their other class. A gnome fighter is going to make use of its illusions to reshape the battlefield, while a dwarf fighter is going to be a powerful tank.
Dwarves:
Dwarves are powerful defenders. The ultimate tanks, they can block and absorb blows that would leave lesser warriors in pieces. A phalanx of heavily armored dwarves with shields at the ready is as formidable a barrier as a stone wall--a stone wall that bites back, and bites back fiercely against giants, orcs, and goblins. Even when dwarves seek to learn a specific adventurer's path, they always have the intrinsic resilience and grit of their race to fall back on.
HD: d12.
SP: 4.
Skills: Appraise, Concentration, Craft, Disable Device, Intimidate, Knowledge (Architecture and Engineering, Dungeoneering), Open Lock, Profession, Search.
Profs: Martial weapons, “dwarven” weapons, all armor, all shields.
Dwarf
{table=head]Level|BAB|Fort|Ref|Will|AC|Special
1|1|2|0|2|+1|Favored Enemy +2.
2|2|3|0|3|+1|Mettle.
3|3|3|1|3|+1|Extra HD.
4|4|4|1|4|+2|-
5|5|4|1|4|+2|Favored Enemy +4.
6|6|5|2|5|+2|DR 2/-.
7|7|5|2|5|+2|Extra HD.
8|8|6|2|6|+3|-
9|9|6|3|6|+3|DR 3/-.
10|10|7|3|7|+3|Favored Enemy +6.
11|11|7|3|7|+3|Extra HD.
12|12|8|4|8|+4|DR 4/-.
13|13|8|4|8|+4|-
14|14|9|4|9|+4|-
15|15|9|5|9|+4|DR 5/-, Extra HD, Favored Enemy +8.
16|16|10|5|10|+5|-
17|17|10|5|10|+5|-
18|18|11|6|11|+5|DR 6/-.
19|19|11|6|11|+5|Extra HD.
20|20|12|6|12|+6|Favored Enemy +10.[/table]
AC Bonus (Ex): Dwarves are highly skilled at using armor to defend themselves. Whenever a dwarf is armored, its armor bonus to AC increases by 1, but this cannot more than double the base armor bonus of the armor (so a dwarf in leather armor +3 could receive no more than a +2 increase to its AC from this ability). This bonus only applies with actual physical armor, not simply effects that provide armor bonuses.
Favored Enemy (Ex): A 1st level dwarf gains the favored enemy ability with regards to creatures of the humanoid (orc), humanoid (goblinoid), and giant types. This bonus begins at +2 at 1st level and increases by +2 at 5th, 10th, 15th, and 20th levels.
Mettle (Ex): A dwarf gains mettle at 2nd level.
Extra HD (Ex): At 3rd level, and every four levels thereafter, a dwarf gains a bonus HD. It rolls another d12 for hit points and adds its Constitution modifier as normal. This bonus HD counts for hit points, and against spell effects (such as sleep) that use HD to determine their effects. It does not improve the dwarf’s base attack bonus, saving throws, or any ability or effect the dwarf might possess that uses HD in calculating its power.
Damage Reduction (Ex): Beginning at 6th level, the dwarf becomes adept at using its armor to absorb the impact of blows. While armored, it gains DR/- equal to 1/3 its class levels (so, DR 2/- at 6th, 3/- at 9th, and so on). Its DR cannot exceed the base AC bonus of its physical armor, much like its AC bonus.
Elves:
Even the least of elves have trained for decades, but being flighty, they are more likely to obtain noteable skill in a variety of fields rather than mastering any. Elves are skilled in swordplay and archery, stealth and mobility, and being innately magical creatures, are able to utilize some degree of magic. Even those more dedicated to an adventurer's single calling keep up their practice in a variety of skills, and use them all in synchrony to deadly effect.
HD: d6.
SP: 6.
Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana, Geography, History, Nature), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble.
Profs: Simple weapons, long sword, rapier, longbow, short bow, “elven” weapons, light armor, no shields.
Elf
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|2|Elven Weapon Focus.
2|1|0|3|3|-
3|2|1|3|3|-
4|3|1|4|4|-
5|3|1|4|4|Elven Weapon Specialization.
6|4|2|5|5|-
7|5|2|5|5|-
8|6|2|6|6|-
9|6|3|6|6|-
10|7|3|7|7|Improved Critical (Elven Weapons).
11|8|3|7|7|-
12|9|4|8|8|-
13|9|4|8|8|-
14|10|4|9|9|-
15|11|5|9|9|Greater Elven Weapon Focus.
16|12|5|10|10|-
17|12|5|10|10|-
18|13|6|11|11|-
19|14|6|11|11|-
20|15|6|12|12|Greater Elven Weapon Specialization.
[/table]
Spells Known
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
1|4|3|-|-|-|-|-
2|5|3|-|-|-|-|-
3|5|4|-|-|-|-|-
4|6|4|3|-|-|-|-
5|6|5|3|-|-|-|-
6|7|5|4|-|-|-|-
7|7|6|4|3|-|-|-
8|8|6|5|3|-|-|-
9|8|6|5|4|-|-|-
10|9|6|6|4|3|-|-
11|9|6|6|5|3|-|-
12|9|6|6|5|4|-|-
13|9|6|6|6|4|3|-
14|9|6|6|6|5|3|-
15|9|6|6|6|5|4|-
16|9|6|6|6|6|4|3
17|9|6|6|6|6|5|3
18|9|6|6|6|6|5|4
19|9|6|6|6|6|6|4
20|9|6|6|6|6|6|5
[/table]
Spells per Day
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th
1|5|3|-|-|-|-|-
2|6|4|-|-|-|-|-
3|6|5|-|-|-|-|-
4|6|6|3|-|-|-|-
5|6|6|4|-|-|-|-
6|6|6|5|-|-|-|-
7|6|6|6|3|-|-|-
8|6|6|6|4|-|-|-
9|6|6|6|5|-|-|-
10|6|6|6|6|3|-|-
11|6|6|6|6|4|-|-
12|6|6|6|6|5|-|-
13|6|6|6|6|6|3|-
14|6|6|6|6|6|4|-
15|6|6|6|6|6|5|-
16|6|6|6|6|6|6|3
17|6|6|6|6|6|6|4
18|6|6|6|6|6|6|5
19|6|6|6|6|6|6|6
20|6|6|6|6|6|6|6
[/table]
Spells: Elves are inherently magical creatures, and as they advance, slowly develop natural spellcasting ability. Although the innate magic of the elves never advances to the level of a trained wizard or sorcerer, elves’ long lives and innate magical aptitude ensure that they learn a good number of spells, can cast a decent few each day, and also, allow them to learn a much greater variety of spells than most dedicated casters.
Elves follow the same rules as bards for learning and casting spells, although they have more spells known and spells per day. A given elf may choose Intelligence, Wisdom, or Charisma as its casting attribute; once this choice is made, it cannot be changed. Elves can learn spells from the druid or sorcerer/wizard spell list, except for necromancy spells. Elf spells are arcane spells.
Since elves are innately magical, they can channel their magic much more efficiently than most. They can cast spells gained from their elf class levels while wearing light armor.
Elven Weapon Feats (Ex): All elves are trained for the eventuality of hand-to-hand or missile combat. At first level, the elf receives weapon focus with the long sword, rapier, longbow, and short bow. They receive weapon specialization for these weapons at 5th level. At 10th level they receive the improved critical feat regarding these weapons. At 15th level they receive greater weapon focus. At 20th level they receive greater weapon specialization.
If an elf already has the given feat for such weapons, it may swap the existing feat for another feat that it meets the prerequisites for. This feat must be drawn from the fighter list of bonus feats and must be applicable for use with the weapon whose feat is being switched out. So if the elf were giving up weapon specialization (longbow), it would need to select a feat that could be used with the longbow, such as point-blank shot, precise shot, and so on.
Gnomes:
All gnomes have a knack for illusions, and can develop significant power over earthen magic. They are skilled in various arts of spell casting and item creation. Gnomes use their versatile breadth of illusory and earth-shaping magic to perform practical jokes, and those who train as adventurers continue to hone their skills--all the better for confounding and defeating their enemies.
HD: d8.
SP: 6.
Skills: Appraise, Bluff, Concentration, Craft, Disable Device, Disguise, Forgery, Hide, Knowledge (Arcana, Dungeoneering), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device.
Profs: Simple weapons, martial picks and hammers, “gnome” weapons, light armor, no shields.
Gnome
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|2|0|2|Bonus Feat.
2|1|3|0|3|-
3|1|3|1|3|-
4|2|4|1|4|-
5|2|4|1|4|Bonus Feat.
6|3|5|2|5|-
7|3|5|2|5|-
8|4|6|2|6|-
9|4|6|3|6|-
10|5|7|3|7|Bonus Feat.
11|5|7|3|7|-
12|6|8|4|8|-
13|6|8|4|8|-
14|7|9|4|9|-
15|7|9|5|9|Bonus Feat.
16|8|10|5|10|-
17|8|10|5|10|-
18|9|11|6|11|-
19|9|11|6|11|-
20|10|12|6|12|Bonus Feat.
[/table]
Spells per Day
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|5|3|-|-|-|-|-|-|-|-
2|6|4|-|-|-|-|-|-|-|-
3|6|5|-|-|-|-|-|-|-|-
4|6|6|3|-|-|-|-|-|-|-
5|6|6|4|-|-|-|-|-|-|-
6|6|6|5|3|-|-|-|-|-|-
7|6|6|6|4|-|-|-|-|-|-
8|6|6|6|5|3|-|-|-|-|-
9|6|6|6|6|4|-|-|-|-|-
10|6|6|6|6|5|3|-|-|-|-
11|6|6|6|6|6|4|-|-|-|-
12|6|6|6|6|6|5|3|-|-|-
13|6|6|6|6|6|6|4|-|-|-
14|6|6|6|6|6|6|5|3|-|-
15|6|6|6|6|6|6|6|4|-|-
16|6|6|6|6|6|6|6|5|3|-
17|6|6|6|6|6|6|6|6|4|-
18|6|6|6|6|6|6|6|6|5|3
19|6|6|6|6|6|6|6|6|6|4
20|6|6|6|6|6|6|6|6|6|5
[/table]
Spells: Gnomes have an innate talent for illusory and earth-based magic. All gnomes can cast a number of arcane spells. They cast spells spontaneously from the gnome spell list, which includes all Sorcerer/Wizard spells of the illusion school, all Sorcerer/Wizard cantrips, all spells from the Earth domain, all of the Summon Nature’s Ally spells (but gnomes may only summon underground animals or creatures with the earth subtype with these spells), and any spell with the words “earth” or “stone” in the name. If a spell appears on multiple spell lists, gnomes receive it at the lowest applicable spell level.
Gnomes follow the casting rules for warmages. A gnome can select Intelligence or Charisma as its primary casting stat.
Since gnomes focus on a very limited selection of spells, they are able to practice them effectively even in armor. A gnome ignores the arcane spell failure chance for wearing light armor when casting its gnome spells.
A gnome’s caster level for its racial spell-like abilities is equal to its gnome level, and it may use either its Cha or Int to set the DC.
The gnome spell list as derived from core spells is as follows (DM has discretion as to whether spells from other sources that fit the above criteria are also allowed):
0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.
1: Color Spray, Disguise Self, Magic Aura, Magic Stone, Silent Image, Summon Nature’s Ally I, Ventriloquism.
2: Blur, Hypnotic Pattern, Invisibility, Magic Mouth, Minor Image, Mirror Image, Misdirection, Phantom Trap, Soften Earth and Stone, Summon Nature’s Ally II.
3: Displacement, Illusory Script, Invisibility Sphere, Major Image, Meld into Stone, Stone Shape, Summon Nature’s Ally III.
4: Hallucinatory Terrain, Illusory Wall, Invisibility (Greater), Phantasmal Killer, Rainbow Pattern, Shadow Conjuration, Spike Stones, Summon Nature’s Ally IV.
5: Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Summon Nature’s Ally V, Wall of Stone.
6: Flesh to Stone, Mislead, Move Earth, Permanent Image, Programmed Image, Shadow Walk, Stone Tell, Stone to Flesh, Stoneskin, Summon Nature’s Ally VI, Veil.
7: Earthquake, Invisibility (Mass), Project Image, Shadow Conjuration (Greater), Simulacrum, Summon Nature’s Ally VII.
8: Iron Body, Repel Metal or Stone, Scintillating Pattern, Screen, Shadow Evocation (Greater), Summon Nature’s Ally VIII, Telekinetic Sphere.
9: Elemental Swarm (Earth), Shades, Summon Nature’s Ally IX, Weird.
Bonus Feats: At 1st level and again at every level evenly divisible by 5, the gnome can choose a bonus feat that it meets the prerequisites for. These feats are chosen from the following list: Any Item Creation feat, Eschew Materials, Greater Spell Focus (Illusion), Heighten Spell, Silent Spell, Spell Focus (Illusion), or Still Spell. At the DM’s option, other feats that make the gnome’s spells harder to resist, allow for the construction of items, or allow the gnome to cast its spells more subtly can be added to this list.
Halflings:
All halflings learn from an early age that they were born into a world that is meant for folks bigger than they are. And as soon as that lesson is learned, they are taught how to use that to their advantage. Agile and acrobatic, prone to being underestimated, a halfling's stealthy skill isn't so much something it trains at as something that just happens. Even the mightiest of halfling warriors and mages are constantly amazed at how often their foes will ignore their presence and present an opening to exploit.
HD: d6.
SP: 8.
Skills: Appraise, Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Jump, Knowledge (Geography, Local), Listen, Move Silently, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope.
Profs: Simple weapons, “halfling” weapons, light armor, shields (except tower shields).
Halfling
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|0|2|0|Sneak Attack +1d6.
2|1|0|3|0|Evasion.
3|2|1|3|1|Sneak Attack +2d6.
4|3|1|4|1|Thrown Weapon Focus.
5|3|1|4|1|Sneak Attack +3d6.
6|4|2|5|2|Hide in Plain Sight.
7|5|2|5|2|Sneak Attack +4d6.
8|6|2|6|2|Thrown Weapon Specialization.
9|6|3|6|3|Sneak Attack +5d6.
10|7|3|7|3|Improved Evasion.
11|8|3|7|3|Sneak Attack +6d6.
12|9|4|8|4|Thrown Weapon Mastery.
13|9|4|8|4|Sneak Attack +7d6.
14|10|4|9|4|Camouflage.
15|11|5|9|5|Sneak Attack +8d6.
16|12|5|10|5|Greater Thrown Weapon Focus.
17|12|5|10|5|Sneak Attack +9d6.
18|13|6|11|6|Extended Precision.
19|14|6|11|6|Sneak Attack +10d6.
20|15|6|12|6|Greater Thrown Weapon Specialization.
[/table]
Sneak Attack (Ex): A halfling gains the sneak attack ability just like a rogue.
Evasion (Ex): Starting at 2nd level, the halfling gains evasion.
Thrown Weapon Feats (Ex): Beginning at 4th level, the halfling counts as having the weapon focus feat for all thrown weapons (including slings). It gains weapon specialization at 8th level, ranged weapon mastery (thrown weapons, rather than weapons of a specific damage type) at 12th level, greater weapon focus at 16th level, and greater weapon specialization at 20th level.
If the halfling already has the given feat for a certain weapon, it may swap out its existing feat for another feat it meets the prerequisites for that improves its ability to use thrown weapons (including quick draw).
Hide in Plain Sight (Ex): Using a mixture of stealthy skill and underestimation, a halfling of at least sixth level gains the hide in plain sight ability, as the ranger ability, except they can use it in any sort of terrain.
Improved Evasion (Ex): Starting at 10th level, the halfling gains improved evasion.
Camouflage (Ex): A 14th level halfling is skilled at blending with the background and keeping below most foes’ lines of sight. They gain camouflage as the ranger ability, except it is usable in any terrain.
Extended Precision (Ex): An 18th level halfling is a master of hitting a vital spot with a projectile weapon. It extends its point-blank range to 60’.
Half Elves:
Half elves are beings of two worlds, often separate from both. They have their work cut out for them learning their place and finding their niche, but human ambition and elven patience lends them the ability to perfect the skills they need to fulfill their chosen roles. Some half elves embrace their diversity, while others cleave towards the human or elven way of thinking.
HD: d8.
SP: 8.
Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge (Arcana, Geography, History, Local, Nobility and Royalty), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device.
Profs: Simple weapons, “elf” weapons, light armor, shields (except tower shields).
Half Elf
{table=head]Level|BAB|Fort|Ref|Will|Special
1|0|2|2|2|Bonus Feat, Heritage.
2|1|3|3|3|Bonus Feat.
3|2|3|3|3|Skillful Feat.
4|3|4|4|4|Bonus Feat.
5|3|4|4|4|Skillful Feat.
6|4|5|5|5|Bonus Feat.
7|5|5|5|5|Skillful Feat.
8|6|6|6|6|Bonus Feat.
9|6|6|6|6|Skillful Feat.
10|7|7|7|7|Bonus Feat.
11|8|7|7|7|Skillful Feat.
12|9|8|8|8|Bonus Feat.
13|9|8|8|8|Skillful Feat.
14|10|9|9|9|Bonus Feat.
15|11|9|9|9|Skillful Feat.
16|12|10|10|10|Bonus Feat.
17|12|10|10|10|Skillful Feat.
18|13|11|11|11|Bonus Feat.
19|14|11|11|11|Skillful Feat.
20|15|12|12|12|Bonus Feat.
[/table]
Bonus Feats: At 1st level, and at every even-numbered level, a half elf gains a bonus feat for which it meets the prerequisites.
Heritage: Due to its mixed heritage, and its combination of an elf’s greater lifespan and a human’s drive and adaptability, a half elf is able to multiclass its racial levels. Its first racial level must be half elf, but thereafter, it can take other classes or even elf racial levels as it chooses. Generally, the half-elf’s progression exemplifies how the half-elf was brought up and what it considers itself to be; a half elf who focuses on standard classes is more human, while a half elf who takes a number of elf levels is more elven. A half elf that follows the standard half elf progression is generally one who has embraced the duality of its nature, while a half elf that multiclasses frequently may be unsure of exactly where it fits in the world.
Skillful Feats: At every odd-numbered level except for first, the half elf gains a bonus feat for which it meets the prerequisites. The feat must be one that improves skills (such as skill focus, athletic, agile, able learner, etc). The feats Track, Run, and Endurance can also be selected.
Half Orcs:
The fury of the orcs and the passion of the humans means half orcs are powerful, furious adversaries. Though often looked upon as uncivilized brutes, even the elves and dwarves have to respect their tremendous strength and drive. Even the most refined of half orc rogues and wizards have that primal fury lying ready in their hearts, and all they need is a big axe to bring it to the fore...
HD: d10.
SP: 2.
Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Geography), Profession, Ride, Survival, Swim.
Profs: Martial weapons, “orcish” weapons, medium armor, shields (except tower shields).
Half Orc
{table=head]Level|BAB|Fort|Ref|Will|Special
1|1|2|0|0|Orcish Fury 1/day.
2|2|3|0|0|Brutish Intimidation.
3|3|3|1|1|Power Attack.
4|4|4|1|1|-
5|5|4|1|1|Orcish Fury 2/day.
6|6|5|2|2|Heedless Charge.
7|7|5|2|2|Improved Power Attack.
8|8|6|2|2|-
9|9|6|3|3|Improved Cleaving.
10|10|7|3|3|Orcish Fury 3/day.
11|11|7|3|3|Greater Fury.
12|12|8|4|4|-
13|13|8|4|4|Heedless Attack.
14|14|9|4|4|Greater Power Attack.
15|15|9|5|5|Orcish Fury 4/day.
16|16|10|5|5|-
17|17|10|5|5|Tireless Fury.
18|18|11|6|6|Greater Cleaving.
19|19|11|6|6|Mighty Fury.
20|20|12|6|6|Orcish Fury 5/day.
[/table]
Orcish Fury (Ex): Half orcs can enter a state of fury once per day, plus one additional time per day at every level evenly divisible by 5. This state is equivalent to a barbarian’s rage with the following exceptions: the half orc receives no increase to Constitution, and its weapon damage die increases by one die step (as if the weapon were a size category larger). While in a fury, the half orc counts as one size category larger for purposes of effects based on size, such as grapples, trips, and so on. It does not actually increase in size, and does not gain additional reach, natural armor, size modifiers to attack rolls and AC, or so on.
Brutish Intimidation (Ex): Half orcs of at least second level add their Strength modifier to their Intimidate checks, if it is positive. They do not apply a Charisma penalty to Intimidate checks, but can still add a Charisma bonus (in addition to Strength).
Power Attack: A third level half orc gains Power Attack as a bonus feat. If it already has power attack, it can choose another fighter feat for which it meets the prerequisites.
Heedless Charge (Ex): A 6rd level half orc gains access to the heedless charge function of the Shock Trooper feat. It does not gain Shock Trooper itself, only this one function. If it later takes the shock trooper feat, it may use heedless charge as long as it takes at least a -1 penalty on its attack roll.
Improved Power Attack (Ex): A 7th level half orc increases the damage bonus from Power Attack by 50%.
Improved Cleaving (Ex): A 9th level half orc’s cleaving ability is improved, depending on how well it can currently cleave:
--If the half orc does not have the cleave feat, it acts as if it did.
--If the half orc has cleave, it acts as if it had great cleave.
--If the half orc has great cleave, it can take its 5’ step for the round between a cleave attack.
Greater Fury (Ex): Starting at 11th level, the orc’s Strength bonus and bonus on Will saves from its fury increases to +6 and +3, and it counts as two size categories larger for purposes of size-based checks while in its fury. Additionally, its weapon damage improves by another die step while in a fury.
Heedless Attack (Ex): A 13th level half orc no longer needs to charge to swap its power attack penalty to its AC; it can do so with any sort of melee attack.
Greater Power Attack (Ex): A 14th level half orc increases its power attack damage bonus by 100%, rather than 50%.
Tireless Fury (Ex): A 17th level half orc is no longer fatigued after a fury.
Greater Cleaving (Ex): The half orc’s cleaving ability improves further:
--If it does not have the cleave feat, it now acts as if it had both cleave and great cleave.
--If it has cleave, it acts as if it has great cleave and it can take its 5’ step for the round between a cleave attack.
--If it has both cleave and great cleave, it can move as an immediate action between cleave attacks. This is in addition to normal movement or move-equivalent actions. The half orc can move no more than half its base speed in this manner each round (divided between cleaves as it sees fit).
Mighty Fury (Ex): A 19th level half orc increases its Strength and Will save bonuses from a fury to +8 and +4, gets another effective size in a fury, and increases its damage in a fury by another die step.