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View Full Version : A few races for tweaking.



Mr.Moron
2007-11-07, 09:38 PM
These are races I'm planning on using as standard races in a setting. The Fluff doesn't really need checking over, but you're welcome to comment if you want.It's not set in stone anyway.

Mostly I'm looking to get these races as a solid LA+0, so comments on how to adjust them would be greatly appreciated. I'm really not that familiar with racial balance mechanics, so the chances of big errors are fairly high.

Rough explanation on the setting this is for:

They are mostly modified from existing races, due to the nature of the setting. If you do want to read the fluff about it should be noted that "Olon" is a sort of big shot overdiety and the name of the Old World isn't known to the common races. The Dwarves & Elves blew it up and as such weren't allowed to recreate themselves in the new world. Half-elves also don't exist by extension of this fact. Dwarven is still used for Legal transactions in many cultures, while eleven is used by some magi and pretentious artists. Gnomes never existed, humans and Halflings made it over OK. All the coaxing in the world wasn't going to get the Orcs in, so half-orcs are out too.

"Lenthos" is the name of the new world, the terms are used interchangeably.




The Goblinoids:
The Goblinoids were commonly used as tools by the Orcs in their constant warfare against the Dwarves and Elves. In the moments after the event that tore apart the old world, Olon commanded the new gods to build a world where mortal life could find refuge and continue. The Gods ascended from the Dwarven and Elven races were adamant that the Goblinoids not be resurrected in the new world. While most of the gods ascended humans found this attitude to be bitter and extreme, they did not object loudly. Their sole champion was Dorren, the new god of Enlightenment and Understanding, he loudly protested their elimination. A compromise was made, the Goblinoids would be brought to the new world but in an altered state: Stripped of their evil tendencies, and tribal natures the Goblinoids were reborn otherwise intact.

The Hobgoblins became known as the “Oreth” and though their aggressive tenancies were reduced somewhat by the gods, they still retain deep connection to combat. Few physical changes were made, and the Oreth have almost exactly the same bodies as Hobgoblins.

The goblins were granted stronger forms, and stronger wills so that could channel their racial ingenuity more constructively. The Oreth did not bully the goblins as the Hobgoblins did, and the Orcs were no more. These facts, combined with the God's meddling changed much of how the goblins interact with the world.

The Gods were less successful in their modifications to the bugbears.While their chaotic natures were calmed somewhat, they remained aggressive and largely without morality. They remain on Lenthos raiding and attacking the civilized races, just as they did in the old world.

Oreth

Of the all new races, the Oreth are perhaps the least changed from their old world ancestors, the hobgoblins. The Oreth look almost identical to their predecessors, having the same dark hair, orange or red skin, dirty eyes and yellow teeth. Some males even maintain the distinctive nose colorings. The Oreth are less nimble than the hobgoblins of the past were, but their martial tradition has let them retain their prowess with ranged weapons in spite of it. The Oreth are also somewhat less observant than their old world counterparts were however, they are also less aggressive and have been able integrate into the civilizations formed by the other common races.

The tallest and arguably the most imposing of the new races, the Oreth retain their militaristic roots. They almost all find themselves naturally driven to being involved with warfare, no matter what path they take in life. This doesn’t mean all Oreth are combatants, far from it in fact, though many do become soldiers. What it does mean is that Oreth craftsmen find themselves making weapons, Oreth magi often wind up developing destructive spells, and Oreth farmers somehow settle near forts with their grain making hard, dry biscuits for rations. Those Oreth with no connection whatsoever to combat and war are a rarity, but aren’t necessarily doing anything extraordinary; they simply apply their skills in an unusual area.

Like most of the new races, the Oreth have no truly unified culture. They do have a tendency towards following order and tradition, but it’s always local tradition as defined by the region or village they live in. An Oreth is typically enthusiastic and focused. Oreth tend to be more straightforward than the other races, a trait that hints at their impulsive past.

Oreth:
+2 Strength, -2 Wisdom
-Medium: As Medium creatures, Oreth have no special bonuses or penalties due to their size.
-An Oreth's base land speed is 30 feet.
-Goblinoid: Oreth have the Goblinoid subtype and their Goblinoid heritage grants them a +4 racial bonus on move silently checks.
-Darkvision: Oreth can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Oreth can function just fine with no light at all.
-Fighting Spirit: The Oreth have a strong fighting spirited that makes them easy to inspire, when an Oreth is subject to a moral bonus that bonus is increased by +1.
Focused: Oreth are good at addressing the task at hand, they receive a +2 racial bonus on concentration checks.
Athletic: Oreth have more athletic builds than other races, they receive a +2 racial bonus on Climb checks.
-Martial Tradition: The Oreth have a +1 racial bonus on attack rolls with ranged weapons (including rays).
-Tactless: In comparison to the other races, the Oreth can be straightforward to a fault, they have a -2 racial penalty on all diplomacy and bluff checks as well as intimidate checks made outside combat.
Automatic Languages: Common, Goblin.
Bonus Languages: Draconic, Giant, Dwarven
Favored Class: Fighter
Alignment: Oreth tend to be lawful.


Goblins

The goblins emerged as one of the new races at the dawn of the world, alongside the Oreth, the Varth and the Noren. Of the three new common races with roots in the old world, they are likely the most changed. Goblins have the distinction of being the only one to retain their old name. If the goblins chose to retain the name out of defiance or if the gods simply didn’t assign them a new one isn’t actually known, though most goblins are happy to assume the former. The goblins of Lenthos stand a fair bit taller than the old world goblins by an average of about 2-3 inches. They retain their ancestor’s frail frames, but have better developed muscles and generally seem more robust. Lenthosian goblins have wider ears, and brighter eyes which are almost always red. New goblins typically have more body hair, and the hair on their heads tends to be thick and coarse. Despite all the differences the goblins remain as nimble and crafty as they ever were in the old world, and retain a good deal of their racial cowardice and greed as well.

As the goblins found a place within the civilizations of Lenthos, they developed the closest thing any of the new races have to a unified culture. Even the intervention of the gods couldn’t seem to undo the effect of countless generations of bullying at the hands of Orcs and the larger Goblinoids; goblins tend form somewhat secretive social networks within their communities. This means that there is always at least one goblin who knows another goblin from the next nearest town or city even if that relationship isn‘t friendly one. These connections often mean goblins and edge in trade and other professions, both legal and illegal, which benefit from having varied sources of information.

Perhaps the biggest change of all is the trend of the goblins pursuing the arcane arts. With more freedom to explore their limits than the old world goblins ever had, the Lenthosian goblins began to discover they had a knack for magic. Though short-lived, many generations of goblins would build upon work of the previous ones. The goblin magi work in large, loud groups experimenting and arguing about method, as well as about who is at fault for the most recent explosion, or summoned creature run amok. This environment, that would seem disorganized and (rightly so) dangerous to the reserved and precise wizards of the old world, has been to thank for much re-discovery and innovation of magic on Lenthos.

Goblins:
+2 Dexterity, -2 Constitution
-Goblinoid: Goblins have the Goblinoid subtype and their Goblinoid heritage gives them a +4 racial bonus on move silently checks.
-Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
-A goblins base land speed is 30 feet.
-Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Goblins can function just fine with no light at all.
-Rider: Their ancestors once rode on fierce Worgs, some of this skill remains to this day. Goblins receive a +2 racial bonus on ride checks.
-Cunning Spellcraft: Goblins have a unique approach to magic that has a tendency to develop new techniques quickly; goblins receieve a +2 bonus on all spellcraft checks.
-Connections: A goblin always seems to have connections; they get a +2 racial bonus on gather information anywhere with a goblin population.
-Cowardly: On average, goblins are a bit easier to scare than the other races; they have a -2 racial penalty on all saving throws against fear effects.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll.
Alignment: Overwhelmingly neutral. Good, Evil, Lawful are goblins equally rare, Chaotic goblins are also fairly rare but somewhat more common.
Favored Class: Magus (*Settings Primary arcane caster, wizard/sorcerer replacement)



The Varth:
The Varth are an accident, or more accurately a side-effect of the end of the old world. The event twisted and changed many creatures, some were filtered out as the gods migrated populations Lenthos, others were not. The Varth are one such mutation that was not filtered out, perhaps because of the relative subtlety of their alterations.

Varth

The Varth are an offshoot from the Lizardfolk of the old world, and the only one of the new races whose predecessors exist on Lenthos. Unlike the Goblinoids, their transformation did not take place because of the intervention of bitter gods, it was simply a result of the great forces that tore apart the old world. There is a shared animosity between the Varth and the Lizardfolk, the Varth seeing the Lizardfolk as primitive and brutish; the Lizardfolk often see the Varth as inferior weaklings. The Lizardfolk claims are not without merit either, the Varth lack the sheer power of their older cousins and the Varth form is also much clumsier, as their tails are smaller and to not provide adequate balance. The Varth retain much of the toughness inherent to the Lizardfolk, and are noticeably more intelligent.

A typical Varth stands between 5½ and 6’ tall, and weighs between 180 and 240lbs. They have the same scaly, mottled skin as the Lizardfolk, their coloration is varied reaching into soft bluish hues. They also share the same basic skeletal structure and have similar tails they use for balance however, the Varth tail is smaller and somewhat inadequate for it’s purpose. The Varth typically have smaller elongated skulls than Lizardfolk, and things such as ridges or frills are present but less pronounced.

Not much can be said of the how the Varth think as a whole, they have few racial tendencies in behavior. They have much in common with humans in that regard, though they lack a human’s personal flexibility. Perhaps the only thing that can be accurately said about them is that they seek the comfort of faith more than the other races. The average Varth is aware that there was no divine hand in his creation, and they often will seek out that connection actively in their lives. How they find that connection is still a very personal, so the specific deity any Varth may follow is to know hard beforehand.

Varth:
+2 Constitution, -2 Dexterity
-Medium: As Medium creatures, Varth have no special bonuses or penalties due to their size.
-Reptilian: The Varth have the reptilian subtype.
-A Varth’s base land speed is 30ft.
-Tough Hide: The Varth’s thick scaly skin gives them a +1 natural armor bonus.
-Natural Weapon: Bite(1d4). The Varth have powerful jaws, they can use them in combat if so inclined.
-Hold Breath: The Varth have powerful lungs, and can hold their breath for four times their Constitution modifier before drowning.
-Scent: (http://www.d20srd.org/srd/specialAbilities.htm#scent)The Varth have an extremely acute sense of smell, they can detect enemies by scent.
-No Grace: The Varth are from graceful, they receive a -2 racial penalty on Ride, Tumble and Jump Checks.
-Clumsy: The Varth are clumsy and under any conditions when they would have a to make a balance to check to run or charge they must make a balance check just to move up to their normal speed. A Varth can move up to half his normal speed without requiring a balance check in such conditions.
-Unbalanced: The Varth lack balance, they always count as 1 size category smaller for the purposes of trip attempts. Additionally when fighting on any terrain (except marshes) that would apply a penalty to balance or tumble checks, they suffer a -2 penalty on attack rolls and must make concentration checks as if casting defensively, as it is hard for them to keep their footing.
Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll,
Favored Class: Priest(*Setting primary divine caster, cleric replacement)
Alignment: Varth have no alignment tendencies to speak of.


The Noren:
The only one of the “New Races” that was created by the gods especially for Lenthos. They are the only truly new species amongst the common races. There is relatively little to be said about them, as their history is short and their nature varies widely.

Noren

The Noren are unique among the new races in the fact that they have no connection to the old world. The Oreth, Goblins, and Varth are all descended from races that existed before the creation of Lenthos, the Noren were created alongside it. Anatomically speaking they are comparable to a Centaur, having a humanoid torso and a quadrupedal body. However while a centaur clearly has a very horse-like body a Noren’s body is less distinct, something like a cross between a rhinoceros and an elephant. Their bodies are heavy and have a superficially rough skin that varies in color from dark brown to mossy green. Their humanoid sections have a stocky trunk, with long thin arms. They look almost as if someone had put the limbs of an elf on the torso of a dwarf. If this was perhaps one last attempt on part of the gods ascended from those races to see themselves continue in small fashion, is unknown. They have sharp, angular facial features with a variety of skin, hair and eye color to match a humans.

More so than any other race a Noren is capable of dedicating itself to a singular, driven purpose in life. They have no universal or common goals, the Noren are a very varied people each individual being vastly different from the next. However no matter what a Noren chooses to do in life, they pursue it with an intense passion seen in none of the other common races, new or old. When you ask a young Noren “What do you want to be when you grow up” there is no question in their mind of the answer, and they usually turn out correct.

Noren
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
-Single-Minded Drive: Noren have a single-minded drive that allows them to peruse one distinct course through life, they may select one ability score to receive a +2 racial bonus on as a representation their dedication.
-Lost Potential: The Noren often miss their potential in other areas because of their single-minded nature, for the purposes of qualifying for feats a Noren is considered to as having all his ability scores as 2 lower than they actually are except the one chosen for “Single-Minded Drive”.
-Personal Knack: A Noren's focused nature means they develop a knack for a certain skill, they may choose 1 class skill at the first level from then on the receive a +4 racial bonus on all checks with that skill.
-Slow to Adapt: Learning new skills is extremely hard for the Noren, they must spend twice the normal skill points to gain the first rank in a new skill (2 for a class skill, 4 for a cross-class skill).
-Slight Build: A Noren’s humanoid section is no bigger than that of any other common race, they are treated as medium size for the use of weapons and other hand-held tools. This also applies to how much they can lift or hold, but not how much they can carry in worn containers.
-Stable: A Noren’s four legs make it more stable than other creatures of it’s size, they get a racial +4 bonus to resist trip attempts.
-Take Rider: A Noren may serve as a mount for a medium or smaller creature, as this is a cooperative effort between the Noren and the Rider, the Rider receives a +2 circumstance bonus on all ride checks. While the Noren has a rider he still takes his turns normally in combat, and unless the Noren is willing to obey commands or is under magical compulsion the rider may not make ride checks that would change the Noren’s behavior. Medium Creatures are obstructed by the Noren’s humanoid section and take a -2 penalty on attack rolls, Small riders do not face this penalty.
Automatic Languages: Common. Bonus Languages: Dwarven, Elven
Favored Class: None - Not to be confused with “Any”, the single-minded nature of the Noren means they always face penalties with multiclassing.
Alignment:Noren tend towards the extreme alignments: Lawful Good, Chaotic Good, Chaotic Evil and Lawful Evil.

Lord Tataraus
2007-11-07, 10:58 PM
Not bad.

Oreth and Goblins are mostly balance, though I'd suggest giving them both an additional net +4 to +6 racial bonus to skills. Once you get that, you're golden.

Varth...very questionable here. Scent is very powerful and +1 nat armor is a big bonus as well at low levels. Though the trip penalty is a big drawback...hm. This is bordering LA +1 I suggest giving an additional smallish drawback or drop land speed to 20 or something.

Noren are strange :smallsmile: They are large, but counted as medium for the main reason people play large creatures. It is hard to say, but I think they are pretty well balanced but I can't see anyone playing one.

Mr.Moron
2007-11-07, 11:23 PM
Not bad.

Oreth and Goblins are mostly balance, though I'd suggest giving them both an additional net +4 to +6 racial bonus to skills. Once you get that, you're golden.

Goblins: +2 Ride, +2 Spellcraft
Oreth: +2 Concentration, +1 Swim +1 Climb




Varth...very questionable here. Scent is very powerful and +1 nat armor is a big bonus as well at low levels. Though the trip penalty is a big drawback...hm. This is bordering LA +1 I suggest giving an additional smallish drawback or drop land speed to 20 or something.

I really don't want to make them slow, so I added another small drawback:
-2 on: Ride, Tumble, Jump.



Noren are strange :smallsmile: They are large, but counted as medium for the main reason people play large creatures. It is hard to say, but I think they are pretty well balanced but I can't see anyone playing one.

Well, weird is what I was going for, heh (half man/elephant-rhino things)! So I guess I was successful in that regard. I added a skill trait to make them more attractive, based on your comment. Hopefully it's not overwhelming, but it fits with their theme of being highly specialized.


Thanks for the input.

Lord Tataraus
2007-11-07, 11:35 PM
Goblins: +2 Ride, +2 Spellcraft[quote]
Check
[quote]Oreth: +2 Concentration, +1 Swim +1 Climb+1's are a little awkward, could pick one to give a +2? If not, ignore this comment.
Check


I really don't want to make them slow, so I added another small drawback:
-2 on: Ride, Tumble, Jump.
That works. Check


Well, weird is what I was going for, heh (half man/elephant-rhino things)! So I guess I was successful in that regard. I added a skill trait to make them more attractive, based on your comment. Hopefully it's not overwhelming, but it fits with their theme of being highly specialized.
Nah, its not overwhelming, I think its balanced. Check


Thanks for the input.
Thanks for giving me something to do while waiting for comments on my own projects! I'm always happy to help with races, their my favorite to balance.
I must say I'm impressed on how balanced they are, that's on reason not too many people pay attention, that can be a good thing!

Mr.Moron
2007-11-07, 11:36 PM
+1's are a little awkward, could pick one to give a +2? If not, ignore this comment.
Check


+2 Climb it is.