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Thread: Races Remix (PEACH)

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    Default Races Remix (PEACH)

    So, I was toying around with races again, and came up with a very symmetrical set of LA +0 player races. I really dig the standard fantasy races, and I stayed close to D&D norms.

    Race Abilities Size Vision Alignment
    Orc +2 Str, -2 Int Medium Low-light Vision CN
    Elf +2 Dex, -2 Con Medium Low-light Vision CG
    Dwarf +2 Con, -2 Dex Medium Darkvision LG
    Gnome +2 Int, -2 Wis Small Low-light Vision NG
    Hobbit +2 Wis, -2 Str Small - LN
    Human - Medium - N
    Kobold +2 Cha Small Darkvision LE
    Goblin - Small Darkvision NE
    Saurian +2 Con, -2 Cha Medium - CE

    Other racial traits:

    Orcs: +2 Str, -2 Int, Low-light Vision, bonus skills (as humans), +2 saves vs Disease, +2 Intimidate, +2 Survival, +3 bonus when charging (instead of +2), +1 attacks/skill and ability checks/AC/saves when below 50% hp

    Elves: +2 Dex, -2 Con, 35ft speed, low-light vision, Immune to Sleep, +2 saves vs Enchantment, Detect Secret Doors, Ignore 20% of enemy concealment, proficient with longswords/rapiers (or shortswords)/shortbows/longbows, if they are (or become) proficient with any of these from a class they instead gain a +1 racial bonus to attacks with them, +2 listen/search/spot, +2 craft with wood, +2 spellcraft, light sleepers (only -2 penalty when sleeping, 4 hours of trance)

    Spoiler: subraces
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    Adult at 25, Middle-aged at 75, Old at 125, Venerable at 175 (+6d20)

    Subraces:

    high elves: +2 Int, -2 Con, +2 CL checks to bypass spell resistance, no natural proficiency with bows or rapiers, spd 30

    free elves: normal

    sylvan elves: +2 Dex, -2 Con, +2 Wis, -2 Int, no natural proficiency with swords, wild empathy (+4 if you gain from class), +2 handle animal

    wild elves: +2 Dex, -2 Int, natural proficiency with shortbow only, +2 Survival, no detect secret doors, primitive weapon mastery (bolas, club, dart, javelin, longspear, quarterstaff, shortspear, sling, spear, throwing axe), climate tolerant (0-100), illiteracy

    dark elves: +2 Dex, -2 Con, +2 Wis, -2 Str, auto proficient handcrossbow/rapiers/shortswords, Darkvision 60ft, +2 Craft Poison instead of wood/bowmaking, +2 Climb
    *not sure about dark elves yet*


    Dwarves: +2 Con, -2 Dex, 20ft speed, Darkvision, Light Sensitivity, Armored Ease, Stonecunning, Stability, +2 saves vs poison and spells, +2 craft with stone and metal, treat mauls as martial weapons, warhammers and light hammers as simple (can choose picks instead), +1 attacks vs goblins, +2 damage vs orcs, +4 dodge bonus to AC vs giants

    Gnomes: +2 Int, -2 Wis, Small, 20ft speed, low-light vision, detect illusions (automatically gets a save to disbelieve an illusion as if studying it if they come within 10ft of one), can use silent image as an SLA 1/day/cha mod (min 1, upgrades to other "image" spells as you level up), +2 saves vs illusion, +2 craft alchemy, +2 open lock, treat light repeating crossbows as simple, heavy as martial, +1 attacks vs reptilian humanoids and goblins

    Hobbits: +2 Wis, -2 Str, Small, 20ft speed, +1 racial bonus to saves, +1 attacks with thrown weapons and slings, +2 concentration, a hobbit that consumes twice as much food as required for the day gains a +1 morale bonus to all ability checks, all hobbits treat hide/listen/move silently/spot as class skills and gain 2 extra skill points per level (8 at 1st) to spend on those skills only

    Humans: as PHB

    Kobolds: +2 Cha, Small, 20ft speed, Darkvision, Light Sensitivity, +1 natural armor (can take improved natural armor, but only at level one), secondary bite (1d3), poison use, +2 craft poison & traps, +2 escape artist, +2 search, +2 disable device, trap sense +1 (stacks), treat nets as martial wepaons

    Goblins: Small, 30ft speed, Darkvision, Light Sensitivity, +2 hide/move silently/listen (big pointy ears), +2 saves vs disease, +3 when flanking or aiding another (instead of +2), +1 damage per attack if the target is currently vulnerable to sneak attack damage, +1 dodge bonus to AC

    Saurians: +2 Con, -2 Cha, +1 natural armor (can take improved natural armor, but only at level one), 2 claws (1d3), 1 secondary bite (1d4), hold breath (as lizardfolk), +2 balance/swim (from their tail), +2 climb (from their claws)
    -basically lizardfolk, but not as bulky, and not limited to swamps and marshes-

    One for each alignment, every ability score is represented with both a bonus and a penalty, five medium races and four small ones, 3 with darkvision and 3 with low-light vision and 3 with neither. The three evil races are not as encouraged for player use as the others, but are still available and balanced enough for play (or that's what I'm aiming for anyway).
    Last edited by Seharvepernfan; 2018-08-30 at 02:56 PM.
    Spoiler: Ironcage Keep
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    Initiative:

    - Leo
    - Enemies
    - Frith (Light, 92 rounds), Obergrym (rage 5 rounds, 14/17 hp), Melrik - CURRENT
    - Enemies
    - Jade
    - Enemies