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  1. - Top - End - #1
    Ogre in the Playground
     
    Gnorman's Avatar

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    Feb 2009
    Location
    Cascadia
    Gender
    Male

    Default Gnorman's E6 Race Compendium

    Core Races


    The Dwarf

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    • +2 Constitution, -2 Charisma - dwarves are hardy but gruff and belligerent
    • Medium size
    • 20' movement. However, 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)
    • Humanoid (Dwarf) type.
    • Darkvision 60'.
    • Bloodline: All dwarves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • Weapon Familiarity: Dwarves treat any weapon with "dwarven" or "dwarf" in the name as martial weapons, rather than exotic weapons. Dwarves are also always proficient with battleaxes and warhammers.
    • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Tough as Stone: Dwarves possess a +2 racial bonus on saves against spells and spell-like effects, as well as poison.
    • Second Skin: At 3rd level, a dwarf's speed increases to 30', and he may still move that speed when wearing medium or heavy armor or when carrying a medium or heavy load. The armor check penalty of any armor he is wearing is reduced by 2.
    • Adamant Soul: At 6th level, whenever a dwarf is standing on a stone surface, he gains DR/- equal to half his hit dice. This ability is not triggered by equipment or anything the dwarf wears - he may not strap stone plates to his feet and gain the damage reduction, for example.
    • +2 racial bonus to Appraise and Craft checks relating to stone or metal items.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon
    • Favored Classes: Engineer and sentinel

    Bloodlines

    City Dwarf
    • +2 Dexterity
    • City dwarves gain a +2 bonus to Reflex saves made to avoid traps and a +2 bonus to dodge AC against attacks made by traps. This ability stacks with other trap sense bonuses. They may also disable simple devices or open locks as a standard action.

    Duergar
    • +2 Wisdom
    • Duergar are immune to paralysis, poison, and phantasms, and possess a natural power point reserve of 3.

    Mountain Dwarf
    • +2 Strength
    • Mountain dwarves possess a +4 dodge bonus to Armor Class against monsters of the giant type, and a +1 racial bonus to attack rolls against orcs and goblinoids.

    Rune Dwarf
    • +2 Intelligence
    • Rune dwarves cast all transmutation and [earth] spells at +1 caster level and always treat Spellcraft as a class skill.

    Shaped Stone (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a dwarf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Tough as Stone bonuses double, and the reductions in armor check penalty from his Second Skin ability is now 4.

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    The Elf

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    • +2 Dexterity, -2 Constitution - elves are graceful but frail
    • Medium size
    • 30' movement.
    • Humanoid (Elf) type.
    • Low-light vision.
    • Bloodline: All elves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Elves treat any weapon with "elven" or
    "elf" in the name as martial weapons, rather than exotic weapons. Elves are also always proficient with long swords and long bows.
    • Trance Technique: Elves possess immunity to magic sleep effects, and a +2 racial saving throw bonus on all Will saves that increases to +4 against enchantment spells or effects.
    • Elven Agility: Elves may use their Dexterity modifier instead of their Strength modifier when using the Climb, Jump, and Swim skills.
    • Keen Senses: At 3rd level, elves may ignore the miss chance from partial concealment, and may roll twice and take the better of the two results against the miss chance from total concealment.
    • Ancestral Wisdom: At 6th level, once per day, an elf may make an attack roll, ability check, or skill check with a +10 bonus to the check. He must declare that he is using this ability before he makes the check.
    • +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Classes: Hunter and green mage

    Bloodlines

    Drow
    • +2 Charisma
    • Drow may attempt to resist spells cast against them as a free action. The drow momentarily gains spell resistance equal to 11 + his hit dice. Regardless of his success or failure, this spell resistance disappears immediately after the spell in question resolves. Drow may use this ability a number of times per day equal to half their hit dice (minimum of one).

    Gray Elf
    • +2 Intelligence
    • Gray elves possess a +2 racial bonus to attempts to overcome spell resistance. This bonus stacks with Spell Penetration and any other similar feats.

    High Elf
    • +2 Wisdom
    • High elves reduce the arcane spell failure chance of any armor they wear or shields they equip by 10%.

    Wood Elf
    • +2 Strength
    • Wood elves may add their Strength modifier to damage when using bows, even if they are not composite bows. They may also move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

    Wisdom of the Ages (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an elf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Will save bonus doubles, and his Ancestral Wisdom ability now adds +20 to the skill check.

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    The Gnome

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    • +2 Constitution, -2 Strength - gnomes are puny but surprisingly hardy
    • Small size
    • 20' movement.
    • Humanoid (Gnome) type.
    • Low-light vision.
    • Weapon Familiarity: Gnomes treat any weapon with "gnomish" or "gnome" in the name as martial weapons, rather than exotic weapons. Gnomes are also always proficient with rapiers and one-handed firearms.
    • Gnomes possess a +2 racial bonus on saves against illusion and enchantments.
    • Gnomes possess a +1 racial bonus on attack rolls against kobolds and goblinoids.
    • Gnomes possess a +4 dodge bonus to Armor Class against monsters of the giant type.
    • Gnomes possess a +1 racial bonus to the DC of any illusion spells or SLAs they cast, which stacks with similar effects.
    • Natural Magic: All gnomes possess the ability to work magic. They may cast Dancing Lights, Ghost Sound, Prestidigitation, Silent Image, and Speak with Animals as spell-like abilities once per day each. They also have a small complement of other spell-like abilities, as determined by their bloodline. They gain their first listed SLA at 1st level and may cast it once per day. The caster level of their SLAs is equal to their hit dice, and the DC is equal to 10 + the gnome's Charisma modifier + the level of the spell.
    • Hedge Mage: At 3rd level, gnomes gain their second listed SLA, which they may cast once per day.
    • Practical Magic: At 6th level, gnomes may cast all of their spell-like abilities three times per day.
    • +2 racial bonus on Listen and Craft (alchemy) checks.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
    • Favored Classes: Blue mage and poet

    Bloodlines

    Forest Gnome
    • +2 Wisdom
    • Forest gnomes gain a +4 bonus to Hide checks, which increases to +8 in wooded areas, and have the innate ability to use Pass Without Trace on himself as a free action as a druid of his character level.
    • SLAs: Entangle, Barkskin

    Rock Gnome
    • +2 Charisma
    • Rock gnomes possess a +1 racial bonus to the DC of any enchantment spells or SLAs they cast, which stacks with similar effects.
    • SLAs: Charm Person, Hideous Laughter

    Tinker Gnome
    • +2 Intelligence
    • Tinker gnomes may craft alchemical items even if they are not spellcasters and gain Craft Wondrous Item as a bonus feat. They may craft wondrous items even if they cannot cast the required spell(s) - if they possess no spellcasting ability, treat their hit dice as their caster level.
    • SLAs: Identify, Locate Object

    Whisper Gnome
    • +2 Dexterity
    • Whisper gnomes gain a +4 racial bonus to Move Silently and darkvision 60'. Their base land speed is 30'.
    • SLAs: Ventriloquism, Silence (self only)

    Child of Magic (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a gnome character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, he may cast his spell-like abilities as swift actions that do not provoke attacks of opportunity, and he may use his Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals SLAs at will.

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    The Halfling

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    • +2 Dexterity, -2 Strength - halflings are built for agility, not power
    • Small size
    • 20' movement.
    • Humanoid (Halfling) type.
    • Weapon Familiarity: Halflings treat any weapon with "halfling" in the name as martial weapons, rather than exotic weapons. Halflings are also always proficient with the short sword and shortbow.
    • Lucky: Halflings possess a +1 racial bonus on all saving throws.
    • Fearless: +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    • Skiprock Champion: +1 racial bonus on attack rolls with thrown weapons and slings.
    • Padded Feet: Halflings may move their full speed or over noisy surfaces without taking a penalty to their Move Silently check.
    • Below the Belt: At 3rd level, halflings gain a +4 dodge bonus to AC against any opponent that is more than two sizes larger than they are.
    • Small Body, Big Heart: At 6th level, halflings may once per day elect to treat a saving throw as if they had rolled a natural twenty - they may do so after the die is rolled, but before the result is announced. In addition, they become immune to fear.
    • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
    • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    • Favored class: Hunter and scoundrel

    Lightfoot Halfling
    • +2 Charisma
    • Lightfoot halflings gain a +4 bonus on Bluff checks to create a diversion and do not take the normal -10 penalty to Hide after doing so.

    Stoutheart Halfling
    • +2 Constitution
    • Stoutheart halflings receive double the bonuses from their Lucky ability, giving them a +2 bonus on all saving throws.

    Streetwise Halfling
    • +2 Intelligence
    • Streetwise halflings gain a bonus feat at 1st level.

    Tallfellow Halfling
    • +2 Wisdom
    • Tallfellow halflings gain a +1 bonus to attack and damage rolls with all ranged weapons, and a +2 bonus to Spot checks.

    Halfling Go Lightly (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a halfling character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Below the Belt functions against any opponent larger than himself, and he may run or charge without taking a penalty to his Move Silently check.

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    The Human

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    • Medium size
    • 30' movement.
    • Humanoid (Human) type.
    • Bloodline: All humans select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Humans may select one martial weapon at 1st level, and gain proficiency with that weapon.
    • Adaptability: Humans gain one bonus feat at 1st level. They also gain 4 extra skill points at 1st level, and one extra skill point each level thereafter.
    • Versatility: Humans select two skills at 1st level. These two skills are always treated as class skills, and the human gains a +2 racial bonus to them.
    • At 3rd level, humans gain a second bonus feat, for which they must meet the prerequisites. At the start of each day, humans may choose to swap this feat for any other for which they meet the prerequisites.
    • At 6th level, the bonus to skills humans select for their Versatility ability increase to +4, and they may take ten on such skills even if rushed or endangered, and even if they could not normally take ten on the skill.
    • Automatic Languages: Common. Bonus Languages: Any except secret languages.
    • Favored class: Any

    Bloodlines

    Half-Dwarf
    • +2 Constitution
    • Half-dwarves possess darkvision 60' and may move their full speed even while encumbered or wearing medium or heavy armor, and possess a +4 bonus to ability checks to avoid being tripped or bull rushed while standing on the ground.

    Half-Elf
    • +2 Dexterity
    • Half-elves are immune to sleep spells and similar magic effects and possess low-light vision and a +2 racial bonus to Will saves, which increases to +4 against enchantment spells or effects.

    Half-Orc
    • +2 Strength
    • Half-orcs possess darkvision 60' and a +2 racial bonus to Fortitude saves, which increases to +4 against poison or disease.

    Metropolitan
    • +2 Intelligence
    • Metropolitan humans may select a third skill for their Versatility ability.

    Noble
    • +2 Charisma
    • Noble humans gain a 25% bonus to their starting wealth and always treat Diplomacy as a class skill.

    Rural
    • +2 Wisdom
    • Rural humans gain an animal companion as a 1st-level druid. This animal is incapable of advancement and does not gain bonus HD or the listed abilities for having a master of higher level. If the animal companion dies, it can be replaced after 24 hours.

    Factotum (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a human character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice and the bonus on his Versatility skills increases to +6. In addition, once per day, when using one of his Versatility class skills, he may treat the result of the roll as a twenty. He may use this ability after the die is rolled but must use it before the result is announced.

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    The Orc

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    • +2 Strength, -2 Intelligence - orcs are muscular but rarely educated
    • Medium size
    • 30' movement.
    • Humanoid (Orc) type.
    • Darkvision 60'.
    • Bloodline: All orcs select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Orcs treat any weapon with "orcish" or "orc" in the name as martial weapons, rather than exotic weapons. Orcs are also always proficient with falchions and greataxes
    • Battle Fury: All orcs possess the ability to rage as a barbarian of their character level.
    • Imposing Figure: Orcs may use their Strength modifier in place of their Charisma modifier on Intimidate checks.
    • Nomad's Endurance: Orcs are not fatigued by forced marches or hustling, though they continue to take non-lethal damage as normal. They may exist comfortably in environments from -50 and 140 degrees Fahrenheit without having to make Fortitude saves, as if constantly under the effects of Endure Elements.
    • Iron Stomach: At 3rd level, orcs gain a +2 racial bonus on Fortitude saves, which increases to +4 on saves against poison and disease.
    • Indomitability: At 6th level, orcs are no longer disabled when dying, and may function normally while at 0 or lower hit points. If one reaches -10 hit points, he is not immediately killed, but may function normally for one round. After that round is over, if his hit point total is still at -10 or lower, he immediately dies.
    • +2 racial bonus to Intimidate and Survival checks.
    • Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
    • Favored Classes: Gladiator and red mage

    Bloodlines

    Desert Orc
    • +2 Constitution
    • A desert orc's base land speed is 40', and they may move over difficult terrain without having their movement hampered.

    Mountain Orc
    • +2 Dexterity
    • Mountain orcs possess a natural climb speed of 20', and are not penalized on Jump checks for not having a running start.

    Orog
    • +2 Charisma
    • Orogs possess fire resistance 5 and a +2 racial bonus on all Craft checks involving weapons and armor.

    Swamp Orc
    • +2 Wisdom
    • Swamp orcs cast all necromancy spells at +1 caster level and are immune to the nausea and sickened conditions.

    One with the War Drums (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an orc character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, is no longer fatigued after raging, and gains fast healing 10 when in negative hit points, though this fast healing cannot take him above a single positive hit point.

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  2. - Top - End - #2
    Ogre in the Playground
     
    Gnorman's Avatar

    Join Date
    Feb 2009
    Location
    Cascadia
    Gender
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    Default Re: Gnorman's E6 Race Compendium

    Non-Core Races


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    • +2 Intelligence, -2 Strength - Cambions are cunning and fiendishly intelligent, but their specialized breeding has left them little in the way of athletic prowess
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Low-light vision
    • Bloodline: All cambions select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Resistance to fire 5.
    • Infernal Heritage: Cambions have a +2 bonus to all Charisma-based checks when dealing with elementals or evil outsiders, and cast all (summoning) spells at +1 caster level.
    • Fiendish Resistance: At 3rd level, cambions gain damage reduction equal to half their level (minimum of one). This damage reduction may be overcome by good-aligned or magic weapons.
    • Beyond the Void: At 6th level, cambions may summon an evil outsider or elemental with HD equal to or less than one-half their level once per day. The outsider follows the cambion's commands faithfully and remains for up to five minutes or until killed. This is a (Su) ability with a caster level equal to the cambion's HD and an effective spell level of two.
    • +2 racial bonus to Bluff and Knowledge (the planes) checks.
    • Automatic Languages: Common and Inferal. Bonus Languages: Abyssal, Celestial, Draconic, Ignan, and Terran.
    • Favored Classes: Black mage and noble

    Bloodlines

    Avernian
    • +2 Constitution - Avernian cambions are solidly built and hardier than other cambions, with much larger horns
    • Avernian cambions possess a natural gore attack that does 1d8 damage, double on a charge.

    Disian
    • +2 Wisdom - Disian cambions are cautious, somewhat reserved, and always on the lookout for danger
    • Disian cambions possess a +1 bonus to natural armor.

    Malbolgian
    • +2 Charisma - Malbolgian cambions are supreme flatterers and liars, with the forked tongues to prove it
    • Once per day, Malbolgian cambions may immediately reroll a failed Bluff, Diplomacy, or Intimidate check.

    Minaurosian
    • +2 Dexterity - Minaurosian cambions are quick and agile, with excellent manual dexterity - who wouldn't be with an extra limb?
    • Minaurosian cambions possess a prehensile tail that may be used as a rudimentary extra limb. It may not grasp a weapon or make any sort of attack, but it may hold and manipulate objects and offers its owner a +2 bonus on Sleight of Hand checks.

    Bound by Blood (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a cambion character that has reached epic status may gain this ability. The cambion's type changes to Outsider, he gains a +2 inherent bonus to two ability scores of his choice, and his Beyond the Void ability may now summon evil outsiders or elementals with HD equal to or less than his own HD.

    Personality: Cambions are quite similar to humans, and possess the same range of personalities that they do. However, due to their fiendish ancestry (however slight), they do tend to be sly, lascivious, and cunning. They excel at most intellectual pursuits, but can be arrogant and possess a certain moral flexibility that does not always leave them in the best graces of others. They are often eloquent speakers and expert negotiators, weaving tales and stories with grand, dramatic flourishes - cambions take to politics, law, and the theatre with notable frequency. They are also predisposed to the magical arts, and in particular excel at the calling and binding of extraplanar creatures - in fact, by calling on the power of their own blood, they may do so even without being trained in the ways of sorcery. Cambions tend to enjoy the easy route to things in life, and often use their prodigious talents at manipulation to avoid doing any sort of work themselves. Most cambions envision and desire a life of luxury, but they are driven to achieve the wealth and success that might potentially get them there - cambions are actually quite competitive, and enjoy the thrill of the game as much as the enjoy the spoils of victory (especially the money - Minaurosian cambions in particular are covetous of coin). Cambions also tend to be curious, even to a fault, and their prying often get them into trouble. At their best, cambions are sophisticated, erudite, inquisitive, graceful, and magnetic. At worst, they are vain, tyrannical, conniving, greedy, lecherous, and impatient.

    Physical Description: Cambions resemble humans except for a faint reddish tint to their skin (which is usually olive-colored, though cambions with paler or darker skin are common), vestigial horns on top of their heads, sharp canines, and a tail. Not all cambions possess all of these traits, and some show no outward sign of their heritage at all beyond a dull red glow in their eyes and vertical slits for pupils. In others, physical fiendish traits are pronounced, and some cambions have elaborate curved horns, thick scaley skin, or forked tongues. In some, the tail is long, thick, and prehensile, acting as an extra limb. Most cambions have dark brown or black hair, though striking red hair is somewhat common and considered a sign of great beauty. Male cambions favor either short-cropped hair or keep it tied back, and often sport neatly-trimmed beards and goatees. Female cambions typically wear their hair up and in elaborate styles, often wrapping it around their horns in what some consider very fashionable styles. Both sexes prefer loose fitting clothing that allows their skin to breathe easily (one side effect of their fiendish blood is that their temperature often runs hot). They adore luxurious garments and jewelry, and see such things as a way to advertise their wealth and status to their peers. Avernian cambions tend to be more muscular and have pronounced horns. Disian cambions have thicker skin with a rust-red tint, and tend to be compact and solidly-built. Malbolgian cambions are tall, regal, and comely, but their lips hide a forked tongue and sharp, pronounced canines. Minaurosian cambions are wiry and thin, with a twitching, active tail.

    Relations: Cambions are rarely viewed with the overt suspicion that fiendish races are on other worlds, though to say that they are loved and trusted would be a stretch. While cambions are personable, quick to make friends, and possess little prejudices themselves, they do have a reputation as swindlers, thieves, and lawyers that often precedes them. Among the urbane elite, this is no problem - they jockey for social position almost constantly, and deception is part of the game, though some people may find their constant prevarication to be tiring at best, and offensive at worst.

    Alignment: Cambions can be of any alignment, though they do slightly favor lawful and/or evil alignments.

    Lands: Cambions, as befitting their cosmopolitan leanings, are most often found in cities and large towns, though as one of the most prolific races they are a common sight all around the world. In some realms, cambions make up the upper crust of nobility, their heritage being seen as a mark of power and status.

    Language: Cambions, with their natural intelligence and love of language, are natural linguists. Most are at least bilingual, and many speak three or four.

    Names: Cambions typically have three names - their own name, typically first, an honorific (not all cambions possess one, and it is usually earned through deeds or reputation rather than given at birth, though it is occasionally used to denote birth order), and their family name (coming from the right family or the right house is a great boon in cambion society). Cambion names (and by extension, their society), do not hew strictly to patrilineal or matrilineal convention - the child is almost always named after the most powerful and influential member of the family, and so sons may end up being named after the mothers, daughters after their fathers, et cetera, though most names possess both a masculine and a feminine version. They tend to be elaborate, though not overly so, and almost lilt off the tongue.

    Adventurers: Cambion adventurers are most often motivated by the acquisition of wealth. The second most common is boredom - cambions thrive on new experiences and enjoy the thrill of discovery and danger. They make excellent additions to any party, being predisposed to a variety of roles and adventuring professions. Just keep an eye on your coinpurse.



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    • +2 Charisma, -2 Constitution - Changelings possess an otherworldly presence and power, but are ephemeral and delicate
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All changelings select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Change Shape: changelings have the supernatural ability to alter their appearance as a full-round action as if using a Disguise Self spell that affects their bodies but not their possessions. This is not an illusory effect, but a physical alteration of a changeling's features within the limits given for the spell. A changeling can use this ability at will, and it lasts until the shape is changed again. A changeling reverts to its natural form when killed. True Seeing reveals its true form, as does touching or wielding items made out of cold iron. When using this to create a disguise, a changeling receives a +10 circumstance bonus on the check. Changelings also have the innate ability to know if they are looking at a disguised changeling, but not the ability to see through the disguise.
    • Fey Charm: Add +1 to the DC for all saving throws against enchantment spells and telepathy powers cast by changelings. This adjustment stacks with those from similar effects.
    • Wild Soul: At 3rd level, a changeling may use wild empathy, treating his hit dice as his druid level.
    • Deep Cover: At 6th level, changelings gain a +4 bonus against all attempts to read their thoughts, discern their lies, or discover their true identity. If the attempt fails, he reads as if he truly was his cover identity. He is also no longer forced to revert to his true form by cold iron.
    • +2 racial bonus to Diplomacy and Knowledge (local) checks
    • Automatic Languages: Common and Sylvan. Bonus Languages: Any except secret languages.
    • Favored Classes: Blue mage and poet

    Bloodlines

    Autumn Court
    • +2 Wisdom - autumn court changelings are wistful, almost melancholy, but focused and observant
    • Once per day, an autumn court changeling can foster a deep sense of loss in any opponent within 30 feet as a standard action, causing it to receive a -2 penalty on all attack rolls, saves, skill checks, and ability checks for a number of rounds equal to the changeling's hit dice. Any shapeshifted creature affected by this ability must revert to its true form for the duration.

    Spring Court
    • +2 Dexterity - spring court changelings are whimsical and graceful
    • A spring court changeling may change shape as a standard action, and may use his Wild Soul ability on plants, even those who do not possess an Intelligence score.

    Summer Court
    • +2 Strength - summer court changelings are intense and vibrant
    • Whenever a summer court changeling is damaged, he gains fast healing 1 for a number of rounds equal to the damage dealt to him. Multiple instances of this ability do not stack - only the longest-lasting applies.

    Winter Court
    • +2 Intelligence - winter court changelings are cold, cruel, and calculating
    • If a winter court changeling damages an opponent, that opponent takes one additional damage any time it receives damage from any other source for one round. This damage is of the same type of the concurrent damage, not of the original damage inflicted by the changeling. This ability does not stack.

    Embrace of the Sidhe (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a changeling character that has reached epic status may gain this ability. The changeling's type changes to Fey, he gains a +2 inherent bonus to two ability scores of his choice, and his Deep Cover ability now provides immunity to the stated effects rather than a +4 bonus against them.

    Personality: Descending from a hodge-podge of creatures including dryads, hags and trolls (and a mess of other fey creatures), changelings are a varied lot, to say the least. Changelings tend to wear their emotions on their sleeves, and even the most serious of them is taken by flights of fancy and humor at times. Born with an instinctive ability to mimic other forms, they enjoy trickery and games, and especially love pretending to be other people - they often see how far they can take the game, or how long they can deceive their target's family and friends before being discovered - though the game is usually good-natured and innocent, some changelings use their gifts for more sinister ends, making unparalleled assassins and spies. They are just as useful in counter-intelligence, as their unique ability to sense others of their kind can make changeling espionage a risky proposition. Despite their mutability, their natural form is the most comfortable to them, and they do prefer to spend as much time in it as possible unless required. They generally tend to be light-hearted and friendly no matter their form, and enjoy the myriad pleasures life has to offer with aplomb. They are artistically-inclined and often produce adept musicians, painters, and actors. The season has an effect on their mood, and even the dourest winter court changelings brighten during the height of summer. At best, changelings are charming, warm, accepting, conscientious, and the life of any gathering. At worst, they are capricious, selfish, uncaring, manipulative, and given to violent mood swings.

    Physical Description: Changelings, given their whimsical nature and shapeshifting abilities, have a good deal of flexibility in their physical form. In their natural forms, however, they resemble non-descript humans, with slight shifts in appearance given their particular court or their specific ancestry - changelings in their normal form occasionally possess hooves, goat-like horns, long ears, thick, bark-like skin, or small patches of leaves or flowers growing from their skin. Spring court changelings are especially given to the latter, and in their natural form often possess brightly colored blonde, orange, or even pink hair, with rosy pink skin. Summer court changelings are almost as colorful, with dark brown or greenish hair and a hale and hearty complexion, being more robust and taller than others. They have a slight greenish tint to their skin, which many claim as proof of their trollish ancestry. Autumn court changelings have deep orange or red hair, and are taller and thinner than other changelings with slightly sullen skin. Winter court changelings are thin, sometimes to the point of emaciation, and invariably possess either jet black or stark white hair. Their skin is pale white and icy to the touch.

    Relations: Changelings get along exceptionally well with others, at least if those others aren't aware that they are interacting with a changeling. A changeling's ability to be whatever suits his situation best allows for exceptional blending skills. Once discovered for what they really are, changelings drop somewhat in the estimation of most - smaller villages in particular tend to be superstitious and wary of feyborn, and will not trust a changeling unless he has proven himself. In larger cities and cosmopolitan provinces, changelings are relatively common and therefore more accepted - or at least tolerated. While they are rightly seen as fickle and inconsistent, they do not have a reputation for thievery or criminal behavior.

    Alignment: Changelings exhibit no overwhelming preference for good or evil, but many possess a definite bent towards chaotic behavior.

    Lands: Changelings are raised in many disparate areas and environments, and so have no true lands of their own. Quite a few of them aren't even raised by others of their kind - changelings balk at the idea of parenthood distressingly often, and commonly choose to leave their offspring on doorsteps and orphanages. A changeling's shapeshifting abilities do not usually manifest themselves until puberty, and so their adoptive parents are usually none the wiser until that time. Changelings tend to congregate in large cities, where the crowd offers them plenty of opportunity to satisfy their curiosity as well as the chance to disappear if necessary. Some band together in itinerant caravans, roaming the countryside as traveling merchants and entertainers. Changelings are often pariahs, unaccepted in either of the worlds from which they sprang - mortals find their shapeshifting abilities and capricious nature unsettling or off-putting at best and abominable at worst, and fey courts consider changelings to be too polluted by human blood to be allowed to join their society. The rare changeling who embraces his heritage and denounces mortal life may be allowed to join as a minor courtier.

    Language: Changelings often learn two or three languages, the better to move from society to society, though they are not quite as linguistically adept as some. Changelings more interested in the fey side of their heritage will frequently learn the language of the fairy folk.

    Names: Changelings adopt and discard names as easily as they do faces, but their true names tend to be short and relatively simple.

    Adventurers: Changelings are possessed of a natural wanderlust and an endless desire to meet and interact with new people, so adventuring is a perfect vocation for them - though they are not the hardiest warriors or the most skilled swordsmen, they make up for their physical deficiencies with their talents in the mental and manipulative arts. They tend to be creative strategists in parties, and are usually the first to advocate a solution other than head-first assault.



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    • +2 Strength, -2 Intelligence - All jotun are descended from giants and possess a fraction of their strength, but often act before they think and rarely put much value in formal education or logical ability.
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All jotun select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Stability: Jotun are exceptionally stable on their feet. A jotun has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
    • Powerful Build: At 3rd level, the physical stature of jotun lets them function in many ways as if they were one size category larger. Whenever a jotun is subject to a size modifier or special size modifier for an opposed check, the jotun is treated as one size larger if doing so is advantageous to him. A jotun is also considered to be one size larger when determining whether a creature’s special attacks based on size can affect him. A jotun can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • Elemental Acclimation: Jotun possess a limited resistance to a particular elements based on their heritage, as noted in the bloodline entry. At 6th level, their resistance increases from 5 to 10, and their bonus to saves against elemental spells and effects increases to +4.
    • +2 racial bonus to Balance, Climb, and Swim checks.
    • Automatic Languages: Common and Giant. Bonus Languages: Aquan, Auran, Dwarf, Ignan, Orc, and Terran.
    • Favored Classes: Gladiator and red mage

    Bloodlines

    Flameheart
    • +2 Charisma - Flameheart jotun are confident and possessed of a strong sense of self, prideful even to the point of arrogance.
    • Resistance to fire 5.
    • +2 racial bonus on saves against all fire spells and effects.

    Frostblood
    • +2 Wisdom - Frostblood jotun are keen, observant hunters and tend to be composed and well-controlled (at least, compared to other jotun).
    • Resistance to cold 5.
    • +2 racial bonus on saves against all cold spells and effects.

    Stonebound
    • +2 Constitution - Stonebound jotun are hardy and hale, and shrug off blows that would fell lesser beings as if they were mere nuisances.
    • Resistance to earth* 5.
    • +2 racial bonus on saves against all earth spells and effects.

    * Earth resistance refers to any damage caused by stone, dirt, mud, or sand, such as the Hail of Stones spell, a boulder thrown by a giant, a stone axe, or a falling rock trap.

    Stormsoul
    • +2 Dexterity - Stormsoul jotun are quick and energetic, positively vibrating with activity.
    • Resistance to electricity 5.
    • +2 racial bonus on saves against all electricity spells and effects.

    Soul of a Titan (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a jotun character that has reached epic status may gain this ability. The jotun's size is increased to Large, his type changes to Giant, and he gains a +2 inherent bonus to two ability scores of his choice.

    Personality: Jotun, being mostly human, tend to exhibit the range of personalities and types that humans possess. However, most of them tend to be boisterous and loud, reveling in the fact that they are descended from mighty warriors. They can be impatient and stubborn, even obnoxiously so, and their minds are difficult to change once made up. Jotun tend to be blunt and direct, unconcerned with social niceties or "proper" behavior, and even the most civilized jotun still feels a bit hemmed in by polite society. They rarely make for fine courtiers or nobles, and they certainly have little love for politics. They are much more at home in the wilds than trapped in a labyrinth of buildings, columns and walls - jotun are also particularly susceptible to claustrophobia. They are stronger and hardier than most people and they know it, and so tend to exhibit a certain pride and self-possession when feats of strength or athleticism are concerned. Jotun respect strength in any form, and so also give credit to the magical arts - jotun are particularly adept with spiritual and pragmatic magic, enjoying spells that mend their wounds or increase their physical capabilities. They can be arrogant and lord their strength over others, and a cruel jotun makes for a terrible taskmaster. Family, tribe, and heritage are extremely important to the jotun, and they tend to develop solid loyalties to friends and organizations they believe in. A jotun at your side is worth five lesser men, both in terms of their strength and their devotion. They tend to be slow to trust and wary of strangers and outsiders, but once a jotun is won over, he is a friend for life, short of abject betrayal or other egregious violations against him. By that same token, a jotun enemy is a difficult one to persuade otherwise, and they are legendary for their grudges and feuds. At their best, jotun are honorable, loyal, strong, brave, unpretentious, and forthright . At their worst, jotun are uncouth, cantankerous, overbearing, unyielding, brutish, and dull.

    Physical Description: Jotun look mostly human, but with a few telltale signs that belie their heritage - jotun tend to be taller than most, rarely being shorter than six feet, and frequently approaching seven. They are muscular and broad, with powerful shoulders and upper bodies. Jotun men wear their hair long and somewhat shaggy, and typically remain clean-shaven until they have proven themselves in some way - a beard without a story behind it is usually considered no beard at all. Jotun women treat their hair in much the same manner - the longer and more elaborately braided the hair, the fiercer the warrior beneath it. Ritual tattoos are also popular, and display clan symbols or personal accomplishments, like a depiction of a particularly fierce beast the jotun has vanquished. Jotun dislike elaborate clothing, and prefer functional garments such as warm cloaks, sturdy boots, and heavy furs to silk robes or elegant finery. Fireheart jotun tend to have flaming red or orange hair and an ashen grey tint to their skin, and exude an unnatural warmth. Frostblood jotun tend to have pale blonde or white hair, fair alabaster skin, and are a few degrees cooler to the touch. Stonebound jotun usually have dark brown or black hair and their skin is ruddy brown or tinged with granite-grey, typically with a few rock-like protrusions about the shoulders or upper arms. Stormsoul jotun have striking blonde hair, rosy skin, and touching them often releases a small jolt of static electricity.

    Relations: Jotun tend to get along well with most races, though they do occasionally dismiss races they see as weak, effete, or cowardly. Many jotun feel protective towards smaller races, and treat them as younger siblings to be watched over and guided in the proper direction, even if the littler one is much older and wiser than the jotun in question.

    Alignment: Jotun display no overt attachment towards any alignment extreme, though due to their love of freedom and disdain for restrictions many of them have a slight chaotic bent.

    Lands: Jotun tend towards environmental extremes, their resistance to the elements allowing them to eke out a living where other beings would not be able to - be that volcanic islands, frozen tundra, foreboding cliffs and mountains, or storm-battered coastlines. Jotun are also natural sailors, and many prefer the maritime life to that on dry land. Their societies tend to be clan-based, with a central patriarch or matriarch acting as the village or tribe's adviser. In large cities, where jotun of various clans may congregate together, they still hold clan loyalty to be of paramount importance. Many bar brawls and street fights have been caused by two jotun arguing the superiority of one clan or family over another.

    Language: Jotun are not particularly adept with languages, and rarely go out of their way to learn new ones. Jotun typically speak the language of their home environment, which is most often the language of their clan. In larger cities and across most civilized lands, various jotun clans have synthesized their tribal dialects into a functional creole, which is what most non-jotun think of when they hear the term "the Jotun tongue."

    Names: Jotun names tend to be short and to the point, rarely more than one or two syllables. Family names are usually patronymic or matronymic, depending on the exact nature of the clan they hail from, and jotun often take on a grandiose nickname that brags of their prowess or accomplishments (the more ridiculous and boisterous the better). Jotun are fiercely proud of clan names and reputations, and a jotun without a clan name is usually an exile, a traitor, or worse.

    Adventurers: Jotun are natural adventurers - not only do they often succumb to wanderlust and curiosity, but going out and proving themselves is a rite of passage in many jotun societies. With their natural strength and predilection towards feats of martial prowess, many jotun make a fine living as sellswords and mercenaries.




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    • +2 Wisdom, -2 Dexterity - Nephilim are strong-willed, righteous, and philosophical, but their frames are bulky and ungainly
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All nephilim select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Heavenly Illumination: All nephilim may emit light as a hooded lantern, providing bright light within a thirty-foot radius and shadowy illumination within sixty feet. A nephilim may activate or dismiss this effect as a free action. As a standard action, he may focus and expend this light into a ranged touch attack that does 1d6 damage for every two hit dice he possesses. This damage overcomes all damage reduction, but deals no damage to inanimate objects or structures. Once expended, he may neither emit light nor focus it for five rounds.
    • Celestial Aptitude: A nephilim casts spells with the (healing) subschool or the [good] and [light] descriptors at +1 caster level.
    • Angelic Aura: At 3rd level, a nephilim may add half his Wisdom modifier as a deflection bonus to his armor class.
    • Awestruck: At 6th level, a nephilim may, as an immediate action, force an opponent attempting to attack him in melee to make a Will save (with the DC equal to 10 + 1/2 the nephilim's hit dice + the nephilim's Wisdom modifier). If the save is failed, the opponent must choose another target - if no other valid targets are available, the attack and the action are wasted. This ability may be used once per encounter. Creatures without visual senses are immune to this effect.
    • +2 racial bonus to Diplomacy and Knowledge (religion) checks.
    • Automatic Languages: Common and Celestial. Bonus Languages: Aquan, Auran, Draconic, Elven, and Sylvan.
    • Favored Classes: White mage and zealot

    Bloodlines

    Staff
    • +2 Intelligence - staff nephilim are studious and learned, especially about medicine and healing
    • Whenever a staff nephilim directly restores hit points with a spell or ability, increase the amount of hit points restored by a number equal to his hit dice.

    Sun
    • +2 Constitution - sun nephilim burn brightly in both spirit and body
    • A sun nephilim may wreathe his melee weapons or natural attacks in sacred flame at will as a swift action, allowing them to do extra fire damage equal to half his hit dice (minimum of one). He may dismiss these flames as a free action.

    Sword
    • +2 Strength - sword nephilim are tenacious and sinewy, always ready for a fight
    • A sword nephilim is always proficient with martial weapons, and gains a +1 bonus to attack and damage rolls when wielding swords.

    Trumpet
    • +2 Charisma - trumpet nephilim are unflappable and confident, naturally instilling courage and joy in those around them
    • A trumpet nephilim is immune to silence effects and may inspire his allies once per day as a swift action, giving all allies within 30 feet a +1 morale bonus to attack and damage rolls as well as a +1 morale bonus to saves against charm and fear for five rounds.

    Invoke the Heavens (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, a nephilim character that has reached epic status may gain this ability. The nephilim's type changes to Outsider, he gains a +2 inherent bonus to two ability scores of his choice, and may add his full Wisdom modifier as a deflection bonus to his armor class rather than just half of it. He may also use his Awestruck ability three times per encounter.

    Personality: Nephilim, though as varied as any other mostly-human race, tend to be quiet, devout people who mostly keep to themselves. Though not as warlike as they once were, they still prize martial ability and prowess highly, and though they tend to express this through jousts and friendly duels rather than open combat, they will not hesitate to mete out retribution in blood and deed if necessary. They can be jovial and friendly, and are sometimes quite pleasant to be around, typically forthright and honest in their dealings with all. However, an angered nephilim is a fearful sight, and once their wrath is aroused, they can be vengeful, righteous warriors. Nephilim take a dim view of dishonesty and deception, and believe firmly in fair and honorable behavior. Nephilim often believe that their way is the right way, and that by extension it is the only way - any deviance from that way is a moral affront to be punished harshly. Some take the responsibility of judgment too far, dehumanizing and dismissing those who fail to live up to their code. They make excellent soldiers, especially excelling at battlefield tactics and commanding troops. However, they are equally drawn to mental pursuits, gravitating towards the philosophical and medical professions. They are unparalleled healers, and nephilim doctors are in high demand. Though they are not quite as radical or innovative as some other races, they are excellent engineers, builders, and craftsmen, approaching their work with patience, resolve, and an eye for quality. At their best, nephilim are noble, righteous, protective, unyielding, and contemplative. At their worst, they are intolerant, militant, condescending, obstinate, and conservative.

    Physical Description: Nephilim stand tall and broad, and usually possess pale, alabaster skin, occasionally with a hint of silver or gold. Their eyes are notable for having no pupils, and glow bright gold, silver, or green. Their hair is usually blonde or white, though darker shades are not unheard of. Both sexes tend to wear their hair long and unfettered. Facial hair is uncommon. Nephilim favor ornate armor and clothing, enjoying elaborate designs and patterns - the brighter and more colorful, the better. Sword nephilim are stronger than others, with especially broad shoulders and arms. Sun nephilim are more stocky and compact, and their eyes glow the brightest out of all nephilim. They are more likely than other nephilim to have vibrantly-colored hair, usually orange or red. Staff nephilim are notably lanky, with long arms, spidery fingers, and whitish hair. They tend towards astigmatism. Trumpet nephilim are comely with bright, flashy smiles and shapely figures.

    Relations: Nephilim usually get along well with most races, though their interactions with cambions can often be tense - despite centuries of peace between the two races, not all war wounds have closed completely. Nephilim are trustworthy and have a reputation for being kind and gentle to those in need, so they are typically well-liked in all environments, but especially in cities and towns.

    Alignment: Nephilim run the gamut of alignments, but tend towards good and possess a slight lawful bent.

    Lands: Nephilim are somewhat rare, their homeland of Aurum being shattered and most of it sunk beneath the sea. This cataclysm devastated their populations, and they have been slow to recover. Nephilim are rarely encountered in very large groups, and tend to integrate into whatever societies they are involved in rather than form their own separate communities, though they do stick close to each other out of a shared respect for their history and culture. Some nephilim have banded together in an attempt to reclaim the glory of Aurum, choosing to rebuild their white-gold cities on what little land remains of the once-great kingdom.

    Language: Nephilim still cling to their prediluvian language as a way of reminding themselves of their past glory. It is an elaborate language and its script is full of elegant, curved symbols.

    Names: Nephilim typically possess only a singular name, occasionally with second name denoting their homeland or town of origin. Family names are less important in nephilim culture, as each individual is judged on his merits rather than the accomplishments of his relatives. Many nephilim have adopted names that honor the memory of their lost kingdom, such as Aurelius, Aurelia, or Aurora.

    Adventurers: Nephilim, though they can be reserved at times, enjoy the thrill of discovery and danger. Many adventure for noble causes, and a nephilim sent on a quest he believes to be righteous is an implacable opponent. Their sense of justice, level-headed nature, and general resistance to corruption make them excellent party leaders, quartermasters, and dividers of loot, much to the chagrin of would-be thieves.

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    Monstrous Races

    The Goblin
    The Gnoll
    The Lizardfolk
    The Minotaur

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    Community Contributions and Requests

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    Extra Space (see, I learned my lesson)

    Done reserving space. Post if you like.

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    Good idea to have extra space. Hopefully you run out of extra space and need even more.
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    Default Re: Gnorman's E6 Race Compendium

    Will you be adding normal races (human, elf, warforged?)
    If not, how would you place your races fit in a game with others, as these seem more powerful than regular races?

    I ask, because we just started a game with your e6 classes (in Eberron), and used regular races. We haven't actually started playing yet, but did create characters.
    if you were interested: Human Hunter (sniper), Longtooth Shifter Sentinel (bastion), Changeling Green Mage (wildling), Gnome Engineer (innovater)
    "The problem with defending the purity of the English language is that English is about as pure as a cribhouse whore. We don't just borrow words ... English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary."

    "The only thing necessary for evil to succeed is for good men to do nothing."

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    I think these are aimed at PF LA 0 races, or on par with weak +1 LA for 3.5.
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    Eldest is correct - they'd be about +1 LA when compared to PHB races. I like to make race about more than just a few initial static bonuses, and as such, the power level tends to be higher.

    And no, I will not be adding standard versions of the PHB races to my "core" races. AUTHORIAL RANT ALERT. I think those roads have been well traveled already, and I'd prefer to do something a bit different. Some of the design space may be occupied by other races (jotun fill the role of the half-orc, nephilim are somewhat elf-like), but I personally think Tolkienian fantasy and the significant baggage it brings to the table deserve a well-earned rest.

    That being said, I have a soft spot for orcs and may include some of their tropes in another race.

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    Actually, now that I think about it, would a regular human be balanced with these races? Or are you just saying there are no pure-blooded humans anymore?
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    Hmm. I like. I look forward to any other races you come up with.

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    Some form of half-fey could be nice? Depending on style, you could have two distinct races (seelie and unseelie) or just one race with both...

    I would probably give them +2 dexterity, -2 wisdom, for their charming otherworldly look and carefree attitude.

    Bloodlines would be along the lines of beauty(nymph) for +2 charisma, fertility(satyr) for +2 constitution and mischief(pixie) for +2 intelligence.

    humanoid type, low-light vision, resist natures lure as the druid class feature, dancing lights 1/day CL=HD at level 1, damage reduction equal to half hd - 1/cold iron at level 3, confusion 1/day CL=HD at level 6.

    automatic languages: common and sylvan, favored class: poet and green/blue mage

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    Quote Originally Posted by Abemad View Post
    Some form of half-fey could be nice? Depending on style, you could have two distinct races (seelie and unseelie) or just one race with both...

    I would probably give them +2 dexterity, -2 wisdom, for their charming otherworldly look and carefree attitude.

    Bloodlines would be along the lines of beauty(nymph) for +2 charisma, fertility(satyr) for +2 constitution and mischief(pixie) for +2 intelligence.

    humanoid type, low-light vision, resist natures lure as the druid class feature, dancing lights 1/day CL=HD at level 1, damage reduction equal to half hd - 1/cold iron at level 3, confusion 1/day CL=HD at level 6.

    automatic languages: common and sylvan, favored class: poet and green/blue mage
    Next on the docket, actually, though with +2 CHA and -2 CON, to represent both their otherworldly presence and ephemeral physicality.

    Planned subraces are either going to follow a Spring/Summer/Autumn/Winter Court idea or represent ancestry from specific forms of fey creatures, like Trollborn or Changeling.

    Favored classes will be Blue Mage & Poet.

    I'll give you the stat breakdown of the remaining two "core" races too - bonus points to those who can guess the appropriate ancestry. Bonus points are purely for smug self-satisfaction and convey no special prize.

    +2 Constitution, -2 Wisdom
    +2 Dexterity, -2 Charisma

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    Hmm, I like your Fey idea better

    As for the other two races, my best guess is that the first one could be some form of animal-hybrid/beastmen?

    Anywho, an idea for a feat could be

    Mixed Heritage Your ancestors blood runs in your veins.
    Benefit: When choosing a bloodline, you may choose any bloodline, even from another race.
    Normal: You may only choose a bloodline from your own race.
    Special: This feat may only be taken at first level.

    In effect this allows players to start with +4 to one stat, for the cost of a feat, f.ex. a Jotun with the Sword bloodline.
    Last edited by Abemad; 2012-02-03 at 03:07 PM.

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    How's about a genie race with bloodlines from the various types of genie?
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    Default Re: Gnorman's E6 Race Compendium

    An idea I had for a race is one which has a non-permanent selection for its bloodline. I assume it would need to focus on that ability, or have significant limits on it in order for them to not effectively have a bonus to every stat but there weakness, but besides that I don't really know where else that idea could go.

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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Abemad View Post
    Hmm, I like your Fey idea better

    As for the other two races, my best guess is that the first one could be some form of animal-hybrid/beastmen?

    Anywho, an idea for a feat could be

    Mixed Heritage Your ancestors blood runs in your veins.
    Benefit: When choosing a bloodline, you may choose any bloodline, even from another race.
    Normal: You may only choose a bloodline from your own race.
    Special: This feat may only be taken at first level.

    In effect this allows players to start with +4 to one stat, for the cost of a feat, f.ex. a Jotun with the Sword bloodline.
    Combo with Unorthodox Training, to just go ahead and take an archetype from a different class...
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    Default Re: Gnorman's E6 Race Compendium

    So, are you going to do humans at some point?

    Also, ideas:
    Cliche Dragonborn-esque race.
    Some kind of animal-to-human shapeshifter, since they are pretty prominent in many cultures.
    Prestige Bard, updated for Pathfinder.

    Revamped Spell Resistance system, for use with Spell Points/Psionics.

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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Curious View Post
    So, are you going to do humans at some point?

    Also, ideas:
    Cliche Dragonborn-esque race.
    Some kind of animal-to-human shapeshifter, since they are pretty prominent in many cultures.
    I will be creating humans, yes, if only to satisfy that "default race" impulse in all of us. Sometimes you just ain't feelin' weird devil dudes or giant ladies, I get it, and I will provide.

    Plus, if there weren't humans, where would all these almost-human races come from?

    Next on the docket after the Changeling:

    The Colossus.

    I like "C" races, I guess. Next after that is the Yokai.

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    Default Re: Gnorman's E6 Race Compendium

    Actually, you could just say there are no pure-blooded humans left. Then there would be no humans. But I do want to see what your human remake is, so I'll shut up now.
    LGBTA+itP

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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Eldest View Post
    Actually, you could just say there are no pure-blooded humans left. Then there would be no humans. But I do want to see what your human remake is, so I'll shut up now.
    It's nice to just have a baseline, too, though to be fair all of the races I'm producing for the core section are 75%-95% human. They're just human plus. Plus something else, that is.

    Also, changeling added!

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    Default Re: Gnorman's E6 Race Compendium

    Core enthusiasts may now note that I have caved on my "no PHB races" restriction. I am in no position to restrict race choice based on personal preference - I may not use them, but that's not to say that others don't.

    To replace the loss of half-elf and half-orc (subsumed as human bloodlines), the Orc will now become a core race.

    Dwarves, elves, and orcs complete. Halflings, gnomes, and humans next.

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    Default Re: Gnorman's E6 Race Compendium

    "One with the War Drums" means that unless the Orc is at -20 or lower, he will survive, correct?
    LGBTA+itP

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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Eldest View Post
    "One with the War Drums" means that unless the Orc is at -20 or lower, he will survive, correct?
    Provided that he can heal back to -9 or higher, yes - though it doesn't have to be his fast healing that does it, could be other healing, but that fast healing hopefully makes an epic orc hard to kill.

    Would very much appreciate a critical eye for the orc, as he is the most changed from the original specimen (and likely needed it, in my opinion, but as I've mentioned before, I've got a bias towards the little greenskin, so let me know if I've taken it too far).

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    Default Re: Gnorman's E6 Race Compendium

    I like the new Orc, although I'm going to need to look at it next to the other races to see the comparitive power.
    LGBTA+itP

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    Default Re: Gnorman's E6 Race Compendium

    So I actually really like your idea of not having the same main core races that always get used. What I was wondering was if you would be making a another version of human with different bloodlines to be used if people didn't want to play with the elves, orcs, etc?

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    Default Re: Gnorman's E6 Race Compendium

    The Mixed Heritage feat (look higher in the thread) fills that niche quite well.
    Quote Originally Posted by segtrfyhtfgj View Post
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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Gnorman View Post
    The Elf

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    • +2 Dexterity, -2 Constitution - elves are graceful but frail
    • Medium size
    • 30' movement.
    • Humanoid (Elf) type.
    • Low-light vision.
    • Bloodline: All elves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Elves treat any weapon with "elven" or
    "elf" in the name as martial weapons, rather than exotic weapons. Elves are also always proficient with long swords and long bows.
    • Trance Technique: Elves possess immunity to magic sleep effects, and a +2 racial saving throw bonus on all Will saves that increases to +4 against enchantment spells or effects.
    • Elven Agility: Elves may use their Dexterity modifier instead of their Strength modifier when using the Climb, Jump, and Swim skills.
    • Keen Senses: At 3rd level, elves may ignore the miss chance from partial concealment, and may roll twice and take the better of the two results against the miss chance from total concealment.
    • Ancestral Wisdom: At 6th level, once per day, an elf may make an attack roll, ability check, or skill check with a +10 bonus to the check. He must declare that he is using this ability before he makes the check.
    • +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Classes: Hunter and green mage

    Bloodlines

    Dark Elf
    • +2 Charisma
    • Dark elves may attempt to resist spells cast against them as a free action. The dark elf momentarily gains spell resistance equal to 11 + his hit dice. Regardless of his success or failure, this spell resistance disappears immediately after the spell in question resolves. Dark elves may use this ability a number of times per day equal to half their hit dice (minimum of one).

    Gray Elf
    • +2 Intelligence
    • Gray elves possess a +2 racial bonus to attempts to overcome spell resistance. This bonus stacks with Spell Penetration and any other similar feats.

    High Elf
    • +2 Wisdom
    • High elves reduce the arcane spell failure chance of any armor they wear or shields they equip by 15%.

    Wood Elf
    • +2 Strength
    • Wood elves may add their Strength modifier to damage when using bows, even if they are not composite bows. They may also move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

    Wisdom of the Ages (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an elf character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, his Will save bonus doubles, and his Ancestral Wisdom ability now adds +20 to the skill check.


    The Orc

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    • +2 Strength, -2 Intelligence - orcs are muscular but rarely educated
    • Medium size
    • 30' movement.
    • Humanoid (Orc) type.
    • Darkvision 60'.
    • Bloodline: All orcs select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Orcs treat any weapon with "orcish" or "orc" in the name as martial weapons, rather than exotic weapons. Orcs are also always proficient with falchions and greataxes
    • Battle Fury: All orcs possess the ability to rage as a barbarian of their character level.
    • Imposing Figure: Orcs may use their Strength modifier in place of their Charisma modifier on Intimidate checks.
    • Nomad's Endurance: Orcs are not fatigued by forced marches or hustling, though they continue to take non-lethal damage as normal. They may exist comfortably in environments from -50 and 140 degrees Fahrenheit without having to make Fortitude saves, as if constantly under the effects of Endure Elements.
    • Iron Stomach: At 3rd level, orcs gain a +2 racial bonus on Fortitude saves, which increases to +4 on saves against poison and disease.
    • Indomitability: At 6th level, orcs are no longer disabled when dying, and may function normally while at 0 or lower hit points. If one reaches -10 hit points, he is not immediately killed, but may function normally for one round. After that round is over, if his hit point total is still at -10 or lower, he immediately dies.
    • +2 racial bonus to Intimidate and Survival checks.
    • Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
    • Favored Classes: Brawler and red mage

    Bloodlines

    Desert Orc
    • +2 Constitution
    • A desert orc's base land speed is 40', and they may move over difficult terrain without having their movement hampered.

    Mountain Orc
    • +2 Dexterity
    • Mountain orcs possess a natural climb speed of 20', and are not penalized on Jump checks for not having a running start.

    Orog
    • +2 Charisma
    • Orogs possess fire resistance 5 and a +2 racial bonus on all Craft checks involving weapons and armor.

    Swamp Orc
    • +2 Wisdom
    • Swamp orcs cast all necromancy spells at +1 caster level and are immune to the nausea and sickened conditions.

    One with the War Drums (Optional Epic Destiny)
    Prerequisites: 6th-level character, twenty "epic" feats
    Benefits: At the DM's discretion, an orc character that has reached epic status may gain this ability. He gains a +2 inherent bonus to two ability scores of his choice, is no longer fatigued after raging, and gains fast healing 10 when in negative hit points, though this fast healing cannot take him above a single positive hit point.
    Yeah, pretty much every ability the elves have is matched by a orcish one. The elves come off as more graceful, while the orcs more brute and enduring. Both look good, although you may wish to add some default fluff for your personal setting, to give people ideas.
    LGBTA+itP

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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Nomrom View Post
    So I actually really like your idea of not having the same main core races that always get used. What I was wondering was if you would be making a another version of human with different bloodlines to be used if people didn't want to play with the elves, orcs, etc?
    The Mixed Heritage feat (look higher in the thread) fills that niche quite well.
    Amechra's idea would work for that. I had two ideas: one was to make human bloodlines regionally or culturally-based, like the Barbarian bloodline would offer +2 Strength and relevant abilities, the Magocracy bloodline would offer +2 Intelligence, et cetera. For my particular campaign setting, I will have four specific bloodlines that reflect their nation of origin, for example. The other way I thought about handling it was the humans actually have no bloodlines, but may gain a +2 bonus to any one ability score at character creation.

    Yeah, pretty much every ability the elves have is matched by a orcish one. The elves come off as more graceful, while the orcs more brute and enduring. Both look good, although you may wish to add some default fluff for your personal setting, to give people ideas.
    My personal setting is not likely to have them. I just thought I'd make versions of the core races in my particular style for others to use should they want to, as they are designed to mesh with my E6 classes. Should I decide to include them in my setting, I will include some fluff for them - until that point, surely there is enough material to work with already?

    Also, humans and gnomes are complete (I made one minor but potentially divisive change to the gnome, who now receives a bonus to Intelligence instead of Constitution). Humans receive a floating feat and get to pick and choose class skills and a weapon proficiency. Gnomes get natural SLAs and the ability to run circles around larger opponents, an ability I may include in the halfling as well.

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    Default Re: Gnorman's E6 Race Compendium

    Quote Originally Posted by Gnorman View Post
    Amechra's idea would work for that. I had two ideas: one was to make human bloodlines regionally or culturally-based, like the Barbarian bloodline would offer +2 Strength and relevant abilities, the Magocracy bloodline would offer +2 Intelligence, et cetera. For my particular campaign setting, I will have four specific bloodlines that reflect their nation of origin, for example.
    I like the bloodlines that exist right now, but I like this idea way more.
    LGBTA+itP

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