OttotheBugbear
2007-11-20, 09:21 PM
Hey all.
I've got an idea for races the next time I start up a campaign and I wanted to get feedback on what I've done so far. I chose to post here instead of on Wizards.com due to their unfortunate claim to co-ownership of everything posted on their boards.
Before getting started, I have a few explanations to make.
Humanoid type (terrestrial subtype): I got a little tired of favored enemy humanoid (orc) or humanoid (elf), so I wanted to cut the list down a little bit. That sort of evolved into three subtypes of humanoids; terrestrial being land-bound humanoids (humans, elves, orcs, etc.), aerial being flying humanoids (raptorians, winged elves, etc.), and aquatic being, well, aquatic (sea elves, etc.)
Favored Classes: A long time ago -- fall of 2000 -- I dumped the Favored Class rule and the EXP penalty. Then, late last year, I came up with an idea to re-implement favored class, but make it a bonus instead of a penalty. (Players always like to see bonuses more than penalties). What you see here is the result of that change. So far, it's worked great, so it won't be changing.
Racial Traits: These are the basic building blocks of the race; size, ability bonus, ability penalty, speed, favored classes, languages. And that's it. The other stuff is all covered under Racial Advancement.
Racial Advancement: There was talk on the 4ed boards about advancing racial features. I'm interested to see how they do it (soon with the preview book), but in the meantime I wrote this up. It's pretty straight forward in application, so I'm pretty much looking for problem areas with the listed options.
Fluff: I ommited the fluff, as I'd rather not post it here. Since I'm just looking for input on the mechanical aspects, that's all that is really needed to post.
No Small Races: My 12 year old nephew would tower over the small PHB races, weigh more than them, and is likely stronger. The gnome and halfling both suffer from being equivalent to about an 8 year old human. No thanks.
Human
Humans
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common.
Favored Class: Any one. A multi-class human counts any one class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement - Adaptable: Beginning at 3rd level, and each odd level after that (5th level, 7th level, and so forth), a human character may choose one racial advancement trait from any other race.
Not much to say about humans, really.
Dwarf
Dwarf
Racial Traits: All dwarves have the following racial abilities.
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
+2 racial bonus to Constitution: Dwarves are a very hearty folk.
–2 Dexterity: Dwarves have short, stocky bodies, and are less dextrous.
Darkvision: Dwarves can see in the dark. Like all creatures with darkvision, everything appears black-and-white, thus they suffer a -2 to spot and search checks in the dark.
Base Land Speed – 20 ft.: Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Automatic Languages: Dwarven.
Favored Classes: Fighter or Cleric. A multi-class dwarf with at least one level of cleric or fighter (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement - Born of the Mountain: At each odd level, a dwarven character may choose one of the following traits. A typical dwarf character chooses from this list, though a DM may agree to allow some unique dwarves, such as Player Characters, to choose other traits.
Stability: All dwarves gain a +4 to resist being tripped or bull rushed.
Industrious: Dwarves gain a +2 to craft (stonework), craft (armor & weapons), and appraise checks related to stone or armor items.
Poison Resistant: Dwarves gain a +2 racial bonus to saving throws against poison.
Unyielding Form: Dwarves gain a +2 racial bonus to saving throws against Transmutation spells and effects.
Stonecunning: Dwarves automatically make spot check to notice unusual stonework, such as traps, sliding panels, trapdoors, or pits.
Dwarves don't change much; they just lose some of that pseudo-favored-enemy schtick they had. The Cha penalty being changed is mainly because, no matter what, every single dwarf character I've ever seen has a very strong force of personality. Also, the short, stocky bodies really kinda point to a reduced Dexterity.
Elf
Elf
Racial Traits: All elves have the following racial traits.
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
+2 racial bonus to Dexterity: Elves are nimble and dexterous
-2 penalty to Wisdom: Elves are flighty and free-spirited.
Low-Light Vision: Elves can see clearly in shadowy areas.
Base Land Speed – 30 ft.
Automatic Languages: Elfin
Favored Classes: Sorcerer or Wizard. A multi-class elf with at least one level of sorcerer or wizard (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Arboreal Caretakers: At each odd level, an elfin character may choose one of the following traits. A typical elf character chooses from this list, though a DM may agree to allow some unique elves, such as Player Characters, to choose other traits.
Weapon Familiarity: Elves can use the short bow, javelin, hand axe, and short spear without penalty.
Grounded: Elves receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Lifewell: Elves receive a +2 racial bonus on saving throws against Paralysis spells and effects.
Ever Alert: Elves receive a +2 racial bonus on Listen, Spot, and Survival checks.
Awareness: Elves may automatically make active Spot checks as a Swift action, instead of a move action.
No more Constitution penalty; Yay! Ok, these are not Tolkien uber-elf race. The Wisdom penalty is more representative of the frivolous and fey nature of elves.
Orc
Orc
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
+2 racial bonus to Strength: Orcs are known for their Strength
-2 penalty to Intelligence: Orcs are not very bright.
Base land speed – 30 ft.
Darkvision: Orcs can see in the dark. Like all creatures with darkvision, everything appears black-and-white, thus they suffer a -2 to spot and search checks in the dark.
Automatic Languages: Orcish.
Favored Class: Druid or Ranger. A multi-class orc with at least one level of Druid or Ranger (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Living on the Fringes: At each odd level, an orcish character may choose one of the following traits. A typical orc character chooses from this list, though a DM may agree to allow some unique orcs, such as Player Characters, to choose other traits.
Weapon Familiarity: Orcs can use the hand axe, short spear, javelin, and great axe without penalty.
Mistrustful: Orcs receive a +2 racial bonus on saving throws against Illusion spells and effects.
Feral Survival: Orcs receive a +2 racial bonus on Intimidate and Survival checks.
Iron Gut: Orcs gain a +2 racial bonus to saving throws against poison and disease.
Environmental Adaptation: Orcs gain a +2 racial bonus to endure extremely hot or extremely cold temperatures.
Mostly, I wanted to make a LA+0 Orc race that doesn't get hit with the nerf stick just because it's ugly. Ugliness is a really piss-poor reason to gimp an otherwise playable race. They now look more like a half-orc, but that's ok since I'm dropping half-orcs anyway.
Hobgoblin
Hobgoblin
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, Hobgoblins have no special bonuses or penalties due to their size.
+2 racial bonus to Dexterity: Despite their bulk, Hobgoblins are quite dexterous.
-2 penalty to Wisdom: Hobgoblins tend not to question others or think before following orders.
Base land speed – 30 ft.
Low Light Vision: Hobgoblins can see clearly in shadowy areas.
Automatic Languages: Goblin
Favored Class: Fighter or Rogue. A multi-class hobgoblin with at least one level of Fighter or Rogue (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Militaristic Society: At each odd level, a hobgoblin character may choose one of the following traits. A typical hobgoblin character chooses from this list, though a DM may agree to allow some unique hobgoblins, such as Player Characters, to choose other traits.
Weapon Familiarity: Hobgoblins can use the short sword, long sword, and short bow without penalty.
Toughened: Hobgoblins receive a +2 racial bonus on saving throws against Evocation spells or effects with an energy descriptor (Acid, Cold, Electricity, Fire, or Sonic).
Intense Training: Hobgoblins gain a +3 synergy bonus to skills, instead of the normal +2
Skill Knack: Hobgoblins gain a +2 racial bonus to Move Silently and Ride checks.
My Ally is my Strength: Hobgoblins impart a +3 bonus whenever they use the Assist Other option to increase an ally’s To Hit roll, Armor Class, or Skill Checks.
Much like the Orc, though not as bad off, these guys needed a little love.
Komodite
Komodite (Komodites are renamed, and rebuilt to LA +0, lizardmen)
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, Komodites have no special bonuses or penalties due to their size.
+2 racial bonus to Constitution: Komodites’ reptilian physiology makes them quite hearty.
-2 penalty to Charisma: Komodites have trouble relating to other people, even their own kind.
Base land speed – 30 ft.
Low Light Vision: Komodites can see clearly in shadowy areas.
Automatic Languages: Komodite
Favored Class: Barbarian or Ranger. A multi-class komodite with at least one level of Barbarian or Ranger (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Reptilian Heritage: At each odd level, a komodite character may choose one of the following traits. A typical komodite character chooses from this list, though a DM may agree to allow some unique komodites, such as Player Characters, to choose other traits.
Cold Blooded: A komodite that is subjected to fire damage of at least 3 hit points per hit die gains a +1 dodge bonus to AC, a +1 dodge bonus to Reflex saves, and may make one extra attack during a full attack action for 1 round. (This effect does not stack with haste or other effects similar to haste.)
Reptilian Physiology*: Komodites have a tail that grants them a +2 racial bonus on Balance check. They have claws that grant them a +2 racial bonus on Climb checks. They have some control over the appearance of their scaly skin (similar to a chameleon), granting them a +2 racial bonus on Hide checks. Because of their strange appearance and mannerisms, they suffer a -2 penalty on Diplomacy checks.
Natural Swimmer: Komodites gain a +4 racial bonus on Swim checks, may take 10 when swimming, and they may hold their breath for 4x their Constitution score in rounds.
Bite Attack**: Komodites have sharp teeth, and they may make a secondary bite attack, but at a -5 penalty from their normal attack bonus. This bite attack deals 1d6 points of damage, plus ˝ their Strength modifier.
Deep Reserves: A komodite gains a +2 racial bonus on saving throws against Necromancy spells and effects.
*Humans do not gain the +2 racial bonus to Balance checks if they choose this trait.
** Humans may not choose this trait.
Basically, lizardmen made into a LA+0 race. Even though this one was the most radical change, it wasn't as hard as the Hobgoblin at making up new items.
So that's it, I'm open to virtually all suggestions.
Cheers
Otto :)
I've got an idea for races the next time I start up a campaign and I wanted to get feedback on what I've done so far. I chose to post here instead of on Wizards.com due to their unfortunate claim to co-ownership of everything posted on their boards.
Before getting started, I have a few explanations to make.
Humanoid type (terrestrial subtype): I got a little tired of favored enemy humanoid (orc) or humanoid (elf), so I wanted to cut the list down a little bit. That sort of evolved into three subtypes of humanoids; terrestrial being land-bound humanoids (humans, elves, orcs, etc.), aerial being flying humanoids (raptorians, winged elves, etc.), and aquatic being, well, aquatic (sea elves, etc.)
Favored Classes: A long time ago -- fall of 2000 -- I dumped the Favored Class rule and the EXP penalty. Then, late last year, I came up with an idea to re-implement favored class, but make it a bonus instead of a penalty. (Players always like to see bonuses more than penalties). What you see here is the result of that change. So far, it's worked great, so it won't be changing.
Racial Traits: These are the basic building blocks of the race; size, ability bonus, ability penalty, speed, favored classes, languages. And that's it. The other stuff is all covered under Racial Advancement.
Racial Advancement: There was talk on the 4ed boards about advancing racial features. I'm interested to see how they do it (soon with the preview book), but in the meantime I wrote this up. It's pretty straight forward in application, so I'm pretty much looking for problem areas with the listed options.
Fluff: I ommited the fluff, as I'd rather not post it here. Since I'm just looking for input on the mechanical aspects, that's all that is really needed to post.
No Small Races: My 12 year old nephew would tower over the small PHB races, weigh more than them, and is likely stronger. The gnome and halfling both suffer from being equivalent to about an 8 year old human. No thanks.
Human
Humans
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common.
Favored Class: Any one. A multi-class human counts any one class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement - Adaptable: Beginning at 3rd level, and each odd level after that (5th level, 7th level, and so forth), a human character may choose one racial advancement trait from any other race.
Not much to say about humans, really.
Dwarf
Dwarf
Racial Traits: All dwarves have the following racial abilities.
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
+2 racial bonus to Constitution: Dwarves are a very hearty folk.
–2 Dexterity: Dwarves have short, stocky bodies, and are less dextrous.
Darkvision: Dwarves can see in the dark. Like all creatures with darkvision, everything appears black-and-white, thus they suffer a -2 to spot and search checks in the dark.
Base Land Speed – 20 ft.: Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Automatic Languages: Dwarven.
Favored Classes: Fighter or Cleric. A multi-class dwarf with at least one level of cleric or fighter (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement - Born of the Mountain: At each odd level, a dwarven character may choose one of the following traits. A typical dwarf character chooses from this list, though a DM may agree to allow some unique dwarves, such as Player Characters, to choose other traits.
Stability: All dwarves gain a +4 to resist being tripped or bull rushed.
Industrious: Dwarves gain a +2 to craft (stonework), craft (armor & weapons), and appraise checks related to stone or armor items.
Poison Resistant: Dwarves gain a +2 racial bonus to saving throws against poison.
Unyielding Form: Dwarves gain a +2 racial bonus to saving throws against Transmutation spells and effects.
Stonecunning: Dwarves automatically make spot check to notice unusual stonework, such as traps, sliding panels, trapdoors, or pits.
Dwarves don't change much; they just lose some of that pseudo-favored-enemy schtick they had. The Cha penalty being changed is mainly because, no matter what, every single dwarf character I've ever seen has a very strong force of personality. Also, the short, stocky bodies really kinda point to a reduced Dexterity.
Elf
Elf
Racial Traits: All elves have the following racial traits.
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
+2 racial bonus to Dexterity: Elves are nimble and dexterous
-2 penalty to Wisdom: Elves are flighty and free-spirited.
Low-Light Vision: Elves can see clearly in shadowy areas.
Base Land Speed – 30 ft.
Automatic Languages: Elfin
Favored Classes: Sorcerer or Wizard. A multi-class elf with at least one level of sorcerer or wizard (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Arboreal Caretakers: At each odd level, an elfin character may choose one of the following traits. A typical elf character chooses from this list, though a DM may agree to allow some unique elves, such as Player Characters, to choose other traits.
Weapon Familiarity: Elves can use the short bow, javelin, hand axe, and short spear without penalty.
Grounded: Elves receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Lifewell: Elves receive a +2 racial bonus on saving throws against Paralysis spells and effects.
Ever Alert: Elves receive a +2 racial bonus on Listen, Spot, and Survival checks.
Awareness: Elves may automatically make active Spot checks as a Swift action, instead of a move action.
No more Constitution penalty; Yay! Ok, these are not Tolkien uber-elf race. The Wisdom penalty is more representative of the frivolous and fey nature of elves.
Orc
Orc
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
+2 racial bonus to Strength: Orcs are known for their Strength
-2 penalty to Intelligence: Orcs are not very bright.
Base land speed – 30 ft.
Darkvision: Orcs can see in the dark. Like all creatures with darkvision, everything appears black-and-white, thus they suffer a -2 to spot and search checks in the dark.
Automatic Languages: Orcish.
Favored Class: Druid or Ranger. A multi-class orc with at least one level of Druid or Ranger (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Living on the Fringes: At each odd level, an orcish character may choose one of the following traits. A typical orc character chooses from this list, though a DM may agree to allow some unique orcs, such as Player Characters, to choose other traits.
Weapon Familiarity: Orcs can use the hand axe, short spear, javelin, and great axe without penalty.
Mistrustful: Orcs receive a +2 racial bonus on saving throws against Illusion spells and effects.
Feral Survival: Orcs receive a +2 racial bonus on Intimidate and Survival checks.
Iron Gut: Orcs gain a +2 racial bonus to saving throws against poison and disease.
Environmental Adaptation: Orcs gain a +2 racial bonus to endure extremely hot or extremely cold temperatures.
Mostly, I wanted to make a LA+0 Orc race that doesn't get hit with the nerf stick just because it's ugly. Ugliness is a really piss-poor reason to gimp an otherwise playable race. They now look more like a half-orc, but that's ok since I'm dropping half-orcs anyway.
Hobgoblin
Hobgoblin
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, Hobgoblins have no special bonuses or penalties due to their size.
+2 racial bonus to Dexterity: Despite their bulk, Hobgoblins are quite dexterous.
-2 penalty to Wisdom: Hobgoblins tend not to question others or think before following orders.
Base land speed – 30 ft.
Low Light Vision: Hobgoblins can see clearly in shadowy areas.
Automatic Languages: Goblin
Favored Class: Fighter or Rogue. A multi-class hobgoblin with at least one level of Fighter or Rogue (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Militaristic Society: At each odd level, a hobgoblin character may choose one of the following traits. A typical hobgoblin character chooses from this list, though a DM may agree to allow some unique hobgoblins, such as Player Characters, to choose other traits.
Weapon Familiarity: Hobgoblins can use the short sword, long sword, and short bow without penalty.
Toughened: Hobgoblins receive a +2 racial bonus on saving throws against Evocation spells or effects with an energy descriptor (Acid, Cold, Electricity, Fire, or Sonic).
Intense Training: Hobgoblins gain a +3 synergy bonus to skills, instead of the normal +2
Skill Knack: Hobgoblins gain a +2 racial bonus to Move Silently and Ride checks.
My Ally is my Strength: Hobgoblins impart a +3 bonus whenever they use the Assist Other option to increase an ally’s To Hit roll, Armor Class, or Skill Checks.
Much like the Orc, though not as bad off, these guys needed a little love.
Komodite
Komodite (Komodites are renamed, and rebuilt to LA +0, lizardmen)
Racial Traits:
Humanoid type (terrestrial subtype)
Medium: As Medium creatures, Komodites have no special bonuses or penalties due to their size.
+2 racial bonus to Constitution: Komodites’ reptilian physiology makes them quite hearty.
-2 penalty to Charisma: Komodites have trouble relating to other people, even their own kind.
Base land speed – 30 ft.
Low Light Vision: Komodites can see clearly in shadowy areas.
Automatic Languages: Komodite
Favored Class: Barbarian or Ranger. A multi-class komodite with at least one level of Barbarian or Ranger (choose one) counts that class as one level higher when determining class abilities, excluding hit dice, base attack bonus, hit points, base saves, skill points, skill ranks, and spellcasting.
Racial Advancement – Reptilian Heritage: At each odd level, a komodite character may choose one of the following traits. A typical komodite character chooses from this list, though a DM may agree to allow some unique komodites, such as Player Characters, to choose other traits.
Cold Blooded: A komodite that is subjected to fire damage of at least 3 hit points per hit die gains a +1 dodge bonus to AC, a +1 dodge bonus to Reflex saves, and may make one extra attack during a full attack action for 1 round. (This effect does not stack with haste or other effects similar to haste.)
Reptilian Physiology*: Komodites have a tail that grants them a +2 racial bonus on Balance check. They have claws that grant them a +2 racial bonus on Climb checks. They have some control over the appearance of their scaly skin (similar to a chameleon), granting them a +2 racial bonus on Hide checks. Because of their strange appearance and mannerisms, they suffer a -2 penalty on Diplomacy checks.
Natural Swimmer: Komodites gain a +4 racial bonus on Swim checks, may take 10 when swimming, and they may hold their breath for 4x their Constitution score in rounds.
Bite Attack**: Komodites have sharp teeth, and they may make a secondary bite attack, but at a -5 penalty from their normal attack bonus. This bite attack deals 1d6 points of damage, plus ˝ their Strength modifier.
Deep Reserves: A komodite gains a +2 racial bonus on saving throws against Necromancy spells and effects.
*Humans do not gain the +2 racial bonus to Balance checks if they choose this trait.
** Humans may not choose this trait.
Basically, lizardmen made into a LA+0 race. Even though this one was the most radical change, it wasn't as hard as the Hobgoblin at making up new items.
So that's it, I'm open to virtually all suggestions.
Cheers
Otto :)