MattKatt
2008-01-02, 09:20 AM
A few weeks ago, I decided to try my hand at DMing. I wanted to run the game in my own world but I knew that building it from scratch would take a while, so I decided to take the basic world and change the races and added a new one, add a new class (a changed old one), changed the politics and changed the flavour of magic. My players give the changes a general 4 out of 5, but I was wondering what you lot think. Any comments will be gladly accepted as this is the first time Iv tried this and Iv only been playing D&D for a year.
RACES:
Cahlail is home to 9 major races, though there are many other species in the world, these are the ones that hold the major seats on the world council.
Dopplegangers
Due to their lack of physical features, Dopplegangers are seen as alien to other races, even thought they belong on Cahlail probably more than any other Humanoid. Unemotional and logical in nature, their personal outlooks on life and religion is unwavering yet flexible.
Alignment: Dopplegangers are almost all true neutral, making them natural arbiters and judges, and finding ones along the good/evil or lawful/chaotic axis is not unusual. However very few take to the extremes of the alignments (chaotic-evil for example)
Language: Dopplegangers have their own vocal language that other races cannot seem to understand, and their ability to read minds means they have no reason to learn languages other than Common.
Class: Dopplegangers as a whole are relatively pacifist, but some tend towards fighters or rogues, taking advantage of their natural dexterity. They do not often become clerics or paladins and a Bard Doppleganger is extremely rare.
DOPPLEGANGER RACIAL TRAITS
+2 Dex, -2 Con, +2 Cha
Medium
Base land speed: 30 feet
Low-light vision
Immune to sleep and Charm Effects
Racial Skills: Diplomacy, Disguise
+2 Racial Bonus on Spot and Diplomacy
Detect Thoughts (Su): A Doppleganger can cast detect thought a number of times per day equal to its level + Charisma Modifier.
Change Shape (Su): A Doppleganger can assume the shape of any Small or Medium humanoid. A Doppleganger can remain in this form for a number of hours equal to its level + Wisdom Modifier.
Favored Class: None
Level Adjustment: +1
Dwarves
Dwarves are the most prominent race in Cahlail. Hundreds of generations ago, they shunned their homes under the mountains and took to life on the surface. Now, they can be found anywhere and everywhere that people may settle.
Alignment: Dwarves are naturally lawful creatures, tending towards good. However, their race is large in number and divides in ideas and actions are not uncommon.
Languages: Over the last few thousand years, the Dwarven language has mutated into non-existence and become the new Common. Most dwarves take it upon themselves to learn other languages out of courtesy
Class: Dwarves can be found in all parts of society and the world. A dwarf of a certain class is never a rare sight.
DWARF RACIAL TRAITS
Dwarves are the same as standard except with the following changes:
Ability Modifiers: +1 Con, -1 Wis, +1 Cha. Dwarves have adapted to life above ground, so they are not as sturdy or careful as their ancestors.
Low-light vision
Dwarves no longer have Stonecunning, but retain all other racial traits, such as resistance to poisons
Racial Skills: None
Dwaves gain a +2 racial bonus to any social skill when dealing with another race (for example, Diplomacy, Intimidate)
Favored Class: Any
Elves
Elves have fallen from grace over the centuries and have degraded mainly into wandering bands of mercenaries, rogues and bandits. Usually treated with mistrust, elves have a bad rep for sneaking into homes at night and eating peoples babies. A rumor with they do not support, nor deny.
Alignment: Most elves are chaotic in nature, and whether any live to follow the good/evil axis is yet to be seen.
Languages: Elves still speak their native Sylvan, and generally learn other languages to help with negotiations and threats.
ELF RACIAL TRAITS
Elves are the same as standard except with the following changes:
Ability Modifiers: +2 Dex, -4 Cha. Elves retain their natural grace, but have become right bastards.
Elves retain all other racial traits, such as resistance to sleep and charm effects.
Racial Skills: Forgery, Bluff
Elves gain a +4 racial bonus to Intimidate
Favored Class: Rogue
Gnomes
Gnomes are seen as the analytical mathemagicians of the world, studying Arcane magics in their labs on top of tall towers. Most Gnomes however don't bother with Mathematics and chose to live out their lives peacefully. These, of course, are the Gnomes that most don't hear about.
Alignment: Gnomes mostly hover around the chaotic-good end of the axes, though there are some that follow lawful codes.
Languages: Gnomes all speak Gnomish, which is so similar to Common that it is more of a dialect, rather than a separate language.
GNOME RACIAL TRAITS
Gnomes are the same as standard except with the following changes:
Ability Modifiers: -1 Str, +2 Int. Gnomes are small but naturally intelligent.
Gnomes loose Weapon Familiarity with the gnome hooked hammer
Racial Skills: Concentration, Hide
Gnomes gain a +2 racial bonus to Knowledge(Maths)
Favored Class: Wizard
Halflings
Across the world, no race is as hated as much as the Halflings. Their religious zeal and disdain for all other races is legendary. All Halflings are taught at a young age how much better and more righteous they are than other races, and all of them are taught the way of the Barrakah Paladin. The Church of Barrakah runs its nation like a military and expects all its residents to serve at least one year in the army.
Alignment: All Halflings that live in the Halfling country are lawful evil, through and through. Outsider Halflings can be other alignments but this is rare
Languages: Halflings don't have their own spoken language, but they do have their own written language, and it is used explicitly for holy scripture.
HALFLING RACIAL TRAITS
Halflings are the same as standard except with the following changes:
Ability Modifiers: +1 Str, +1 Con, -1 Int, -1 Cha. Halflings are military trained from an early age by their church, but not allowed much in the way of personal development.
Racial Skills: Knowledge (Religion), Ride
Halflings get a +2 Racial bonus to Sense Motive
Special: If a Halfling character does not have at least one level in Barrakah Paladin, then they receive a 25% exp penalty from level 5 onwards.
Almost all Halflings are Jingoistic.
Favored Class: Barrakah Paladin
Humans
Humans are naturally adaptable and versatile creatures. It is for this reason that, for centuries, they have been used as slaves by other races. 500 years ago, a coalition of Dwarves and other races campaigned, fought, and won for the right of freedom for humans, releasing them from generations of slavery. In some places, however, humans are still treated like cattle.
Alignment: Humans tend towards good, but most will be of any alignment.
Languages: Humans speak Common, but have the capacity to learn most other languages
HUMAN RACIAL TRAITS
Humans are the same as standard except with the following changes:
Racial Skills: Survival
Humans get a +1 racial bonus to all Craft skills
Favored Class: Bard
Kizard
Kizard are vicious, brutal and anarchistic as a whole. Yet from this, they have developed some kind of hodge-podge government, more akin to a revolving-door-dictatorship crossed with a chinese feudal system. The most powerful is in charge until he gets killed by someone better. Most Kizard live in small wandering tribes in lands controlled by one lord, but they are free to travel within all kizard lands.
Alignment: Kizards are seen as Chaotic-Evil. Nearly all are defiantly Chaotic, but they see the difference between Good and Evil as a moot point.
Languages: Salamandarin and Common.
KIZARD RACIAL TRAITS
Kizard are the same as standard lizardfolk except with the following changes
Ability Modifiers: +2 Str, - 2 Int, -2 Cha.
Kizard gain no Racial Hit die, racial skill points, racial feats or weapon and armour proficiencies
+2 natural armour bonus
Natural Weapons: 2 claws (1d4, 19-20/x2) and bite (1d4, x3)
Racial Skills: Swim, Jump
Kizards gain a +2 racial bonus to Balance, Climb and Tumble
Favored Class: Fighter
Mephalites
Each of the 9 major races was created by one of the 9 Higher Gods, and each God gave their race a name. But there is a race on Cahlail that have no name, a race that spawn from pools of pure evil and malice. Those are the chosen of Mephisto, the Dragon God. They are the ones known as the Mephalites.
The Mephalites split themselves into 2 casts. Those of the warrior cast are trained to be pure fighters, while those of the learner cast are taught magic and diplomacy. No Mephalite can escape this cast system.
Description:
Warrior: Those of the warrior cast stand at about 6' to 6'5'', weighing in at close to 200lb. Extremely muscular and with a jutting jaw that reveals a row of sharp, pointed teeth, with scales that extrude from their noses to their hairline and along their strong brows. There skin is usually dark shades of gray, close to almost black. On their backs are rows upon rows of long, ebony spines that they have trained to use as defensive weapons. These spines tend to be anywhere from 6inches to a whole foot long. The majority of this cast are Males.
Learner: The learner cast are more frail than their warrior brothers, and due to this rarely range above 6'2'' or more than 110lb. Their muscle is less but still toned and their faces are slightly more dragon-like and pointed. The spines on their backs are seen more as decoration than defense, so they lay partially flat along their backs and are usually only 5-8 inches long. Their skin is also lighter in shade, going from mid to light gray. This cast seems evenly split among males and females.
Adventures: Mephalites rarely travel outside their own lands. When they do, its usually as part of a raiding party or diplomatic convoy. Sometimes, non-evil Mephalites travel to seek acceptance outside their own boarders.
Alignment: Though the race is created by Mephisto, and is seen usually as evil, some Mephalites float between evil and neutral, and hardly any display tendencies toward good. Members of the warrior cast are usually chaotic, while learners are mostly lawful.
Languages: All Mephalites speak Draconic and Common. Learners usually take it upon themselves to learn other languages, but warriors hardly ever do.
MEPHALITE RACIAL TRAITS: (warrior / learner)
Str: ( +2 / -2 )
Dex: ( +2 / +1 )
Con: ( +1 / -2 )
Int: ( -2 / +2 )
Wis: ( -2 / +3 )
Cha: ( -3 / -1 )
Height: ( 5 foot 11+1d6 inches / 5 foot 8+1d6 inches )
Weight: ( 180+2d20 lb / 100+1d20 lb )
Medium
Base land speed: 30ft
Darkvision
Warriors gain +2 racial bonus to poison and fear effect saves
Learners gain +2 racial bonus to resist spell effects
Natural Defense: When grappled or attacked from behind, Warrior Mephalites can use their natural spines to do 1d6+1/2 str damage as a free action. Learners do 1d3
Toughened Skin: Warriors gain DR 4/B. Learners gain DR2/B + P
Racial Skills: ( Survival / Use Magic Device )
Mephalite warriors gain +1 racial bonus to their unarmed and melee attack. Learners gain +2 racial bonus to Appraise, Knowledge(Maths), Knowledge(Religion) and Spellcraft.
Favored Class: ( Barbarian / Sorcerer )
Level Adjustment: ( +2 / +1 )
Orcs
One of the most benevolent races, the Orcs are seen as a beacon of morality and wisdom. As the oldest race, Orcs have taken it upon themselves to attempt guide the other races of the world away from self-destruction and war. Though they haven't fully succeeded in that task, they would be the last to admit it.
Alignment: Orcs are, for the majority, Lawful-Good. Few Orcs step neutrally on one axis or the other, and it is extremely rare to find one either chaotic or evil, and never both
Languages: High-Orcen and Common. All Orcs speak both these languages, and most attempt to learn others.
ORC RACIAL TRAITS
Orcs are the same as standard Half-Orcs with the following exceptions
Ability Modifiers: +1 Str, +1 Wis, -1 Dex.
Low-light vision
Orcs lose the Orc Blood trait
Racial Skills: Sense Motive, Spot
Orcs gain a +2 racial bonus to Diplomacy and Sense Motive.
Favored Class: Cleric
RACES:
Cahlail is home to 9 major races, though there are many other species in the world, these are the ones that hold the major seats on the world council.
Dopplegangers
Due to their lack of physical features, Dopplegangers are seen as alien to other races, even thought they belong on Cahlail probably more than any other Humanoid. Unemotional and logical in nature, their personal outlooks on life and religion is unwavering yet flexible.
Alignment: Dopplegangers are almost all true neutral, making them natural arbiters and judges, and finding ones along the good/evil or lawful/chaotic axis is not unusual. However very few take to the extremes of the alignments (chaotic-evil for example)
Language: Dopplegangers have their own vocal language that other races cannot seem to understand, and their ability to read minds means they have no reason to learn languages other than Common.
Class: Dopplegangers as a whole are relatively pacifist, but some tend towards fighters or rogues, taking advantage of their natural dexterity. They do not often become clerics or paladins and a Bard Doppleganger is extremely rare.
DOPPLEGANGER RACIAL TRAITS
+2 Dex, -2 Con, +2 Cha
Medium
Base land speed: 30 feet
Low-light vision
Immune to sleep and Charm Effects
Racial Skills: Diplomacy, Disguise
+2 Racial Bonus on Spot and Diplomacy
Detect Thoughts (Su): A Doppleganger can cast detect thought a number of times per day equal to its level + Charisma Modifier.
Change Shape (Su): A Doppleganger can assume the shape of any Small or Medium humanoid. A Doppleganger can remain in this form for a number of hours equal to its level + Wisdom Modifier.
Favored Class: None
Level Adjustment: +1
Dwarves
Dwarves are the most prominent race in Cahlail. Hundreds of generations ago, they shunned their homes under the mountains and took to life on the surface. Now, they can be found anywhere and everywhere that people may settle.
Alignment: Dwarves are naturally lawful creatures, tending towards good. However, their race is large in number and divides in ideas and actions are not uncommon.
Languages: Over the last few thousand years, the Dwarven language has mutated into non-existence and become the new Common. Most dwarves take it upon themselves to learn other languages out of courtesy
Class: Dwarves can be found in all parts of society and the world. A dwarf of a certain class is never a rare sight.
DWARF RACIAL TRAITS
Dwarves are the same as standard except with the following changes:
Ability Modifiers: +1 Con, -1 Wis, +1 Cha. Dwarves have adapted to life above ground, so they are not as sturdy or careful as their ancestors.
Low-light vision
Dwarves no longer have Stonecunning, but retain all other racial traits, such as resistance to poisons
Racial Skills: None
Dwaves gain a +2 racial bonus to any social skill when dealing with another race (for example, Diplomacy, Intimidate)
Favored Class: Any
Elves
Elves have fallen from grace over the centuries and have degraded mainly into wandering bands of mercenaries, rogues and bandits. Usually treated with mistrust, elves have a bad rep for sneaking into homes at night and eating peoples babies. A rumor with they do not support, nor deny.
Alignment: Most elves are chaotic in nature, and whether any live to follow the good/evil axis is yet to be seen.
Languages: Elves still speak their native Sylvan, and generally learn other languages to help with negotiations and threats.
ELF RACIAL TRAITS
Elves are the same as standard except with the following changes:
Ability Modifiers: +2 Dex, -4 Cha. Elves retain their natural grace, but have become right bastards.
Elves retain all other racial traits, such as resistance to sleep and charm effects.
Racial Skills: Forgery, Bluff
Elves gain a +4 racial bonus to Intimidate
Favored Class: Rogue
Gnomes
Gnomes are seen as the analytical mathemagicians of the world, studying Arcane magics in their labs on top of tall towers. Most Gnomes however don't bother with Mathematics and chose to live out their lives peacefully. These, of course, are the Gnomes that most don't hear about.
Alignment: Gnomes mostly hover around the chaotic-good end of the axes, though there are some that follow lawful codes.
Languages: Gnomes all speak Gnomish, which is so similar to Common that it is more of a dialect, rather than a separate language.
GNOME RACIAL TRAITS
Gnomes are the same as standard except with the following changes:
Ability Modifiers: -1 Str, +2 Int. Gnomes are small but naturally intelligent.
Gnomes loose Weapon Familiarity with the gnome hooked hammer
Racial Skills: Concentration, Hide
Gnomes gain a +2 racial bonus to Knowledge(Maths)
Favored Class: Wizard
Halflings
Across the world, no race is as hated as much as the Halflings. Their religious zeal and disdain for all other races is legendary. All Halflings are taught at a young age how much better and more righteous they are than other races, and all of them are taught the way of the Barrakah Paladin. The Church of Barrakah runs its nation like a military and expects all its residents to serve at least one year in the army.
Alignment: All Halflings that live in the Halfling country are lawful evil, through and through. Outsider Halflings can be other alignments but this is rare
Languages: Halflings don't have their own spoken language, but they do have their own written language, and it is used explicitly for holy scripture.
HALFLING RACIAL TRAITS
Halflings are the same as standard except with the following changes:
Ability Modifiers: +1 Str, +1 Con, -1 Int, -1 Cha. Halflings are military trained from an early age by their church, but not allowed much in the way of personal development.
Racial Skills: Knowledge (Religion), Ride
Halflings get a +2 Racial bonus to Sense Motive
Special: If a Halfling character does not have at least one level in Barrakah Paladin, then they receive a 25% exp penalty from level 5 onwards.
Almost all Halflings are Jingoistic.
Favored Class: Barrakah Paladin
Humans
Humans are naturally adaptable and versatile creatures. It is for this reason that, for centuries, they have been used as slaves by other races. 500 years ago, a coalition of Dwarves and other races campaigned, fought, and won for the right of freedom for humans, releasing them from generations of slavery. In some places, however, humans are still treated like cattle.
Alignment: Humans tend towards good, but most will be of any alignment.
Languages: Humans speak Common, but have the capacity to learn most other languages
HUMAN RACIAL TRAITS
Humans are the same as standard except with the following changes:
Racial Skills: Survival
Humans get a +1 racial bonus to all Craft skills
Favored Class: Bard
Kizard
Kizard are vicious, brutal and anarchistic as a whole. Yet from this, they have developed some kind of hodge-podge government, more akin to a revolving-door-dictatorship crossed with a chinese feudal system. The most powerful is in charge until he gets killed by someone better. Most Kizard live in small wandering tribes in lands controlled by one lord, but they are free to travel within all kizard lands.
Alignment: Kizards are seen as Chaotic-Evil. Nearly all are defiantly Chaotic, but they see the difference between Good and Evil as a moot point.
Languages: Salamandarin and Common.
KIZARD RACIAL TRAITS
Kizard are the same as standard lizardfolk except with the following changes
Ability Modifiers: +2 Str, - 2 Int, -2 Cha.
Kizard gain no Racial Hit die, racial skill points, racial feats or weapon and armour proficiencies
+2 natural armour bonus
Natural Weapons: 2 claws (1d4, 19-20/x2) and bite (1d4, x3)
Racial Skills: Swim, Jump
Kizards gain a +2 racial bonus to Balance, Climb and Tumble
Favored Class: Fighter
Mephalites
Each of the 9 major races was created by one of the 9 Higher Gods, and each God gave their race a name. But there is a race on Cahlail that have no name, a race that spawn from pools of pure evil and malice. Those are the chosen of Mephisto, the Dragon God. They are the ones known as the Mephalites.
The Mephalites split themselves into 2 casts. Those of the warrior cast are trained to be pure fighters, while those of the learner cast are taught magic and diplomacy. No Mephalite can escape this cast system.
Description:
Warrior: Those of the warrior cast stand at about 6' to 6'5'', weighing in at close to 200lb. Extremely muscular and with a jutting jaw that reveals a row of sharp, pointed teeth, with scales that extrude from their noses to their hairline and along their strong brows. There skin is usually dark shades of gray, close to almost black. On their backs are rows upon rows of long, ebony spines that they have trained to use as defensive weapons. These spines tend to be anywhere from 6inches to a whole foot long. The majority of this cast are Males.
Learner: The learner cast are more frail than their warrior brothers, and due to this rarely range above 6'2'' or more than 110lb. Their muscle is less but still toned and their faces are slightly more dragon-like and pointed. The spines on their backs are seen more as decoration than defense, so they lay partially flat along their backs and are usually only 5-8 inches long. Their skin is also lighter in shade, going from mid to light gray. This cast seems evenly split among males and females.
Adventures: Mephalites rarely travel outside their own lands. When they do, its usually as part of a raiding party or diplomatic convoy. Sometimes, non-evil Mephalites travel to seek acceptance outside their own boarders.
Alignment: Though the race is created by Mephisto, and is seen usually as evil, some Mephalites float between evil and neutral, and hardly any display tendencies toward good. Members of the warrior cast are usually chaotic, while learners are mostly lawful.
Languages: All Mephalites speak Draconic and Common. Learners usually take it upon themselves to learn other languages, but warriors hardly ever do.
MEPHALITE RACIAL TRAITS: (warrior / learner)
Str: ( +2 / -2 )
Dex: ( +2 / +1 )
Con: ( +1 / -2 )
Int: ( -2 / +2 )
Wis: ( -2 / +3 )
Cha: ( -3 / -1 )
Height: ( 5 foot 11+1d6 inches / 5 foot 8+1d6 inches )
Weight: ( 180+2d20 lb / 100+1d20 lb )
Medium
Base land speed: 30ft
Darkvision
Warriors gain +2 racial bonus to poison and fear effect saves
Learners gain +2 racial bonus to resist spell effects
Natural Defense: When grappled or attacked from behind, Warrior Mephalites can use their natural spines to do 1d6+1/2 str damage as a free action. Learners do 1d3
Toughened Skin: Warriors gain DR 4/B. Learners gain DR2/B + P
Racial Skills: ( Survival / Use Magic Device )
Mephalite warriors gain +1 racial bonus to their unarmed and melee attack. Learners gain +2 racial bonus to Appraise, Knowledge(Maths), Knowledge(Religion) and Spellcraft.
Favored Class: ( Barbarian / Sorcerer )
Level Adjustment: ( +2 / +1 )
Orcs
One of the most benevolent races, the Orcs are seen as a beacon of morality and wisdom. As the oldest race, Orcs have taken it upon themselves to attempt guide the other races of the world away from self-destruction and war. Though they haven't fully succeeded in that task, they would be the last to admit it.
Alignment: Orcs are, for the majority, Lawful-Good. Few Orcs step neutrally on one axis or the other, and it is extremely rare to find one either chaotic or evil, and never both
Languages: High-Orcen and Common. All Orcs speak both these languages, and most attempt to learn others.
ORC RACIAL TRAITS
Orcs are the same as standard Half-Orcs with the following exceptions
Ability Modifiers: +1 Str, +1 Wis, -1 Dex.
Low-light vision
Orcs lose the Orc Blood trait
Racial Skills: Sense Motive, Spot
Orcs gain a +2 racial bonus to Diplomacy and Sense Motive.
Favored Class: Cleric