D&D Saga Edition Races. [Archive] - Wizards Community

Post/Author/DateTimePost
EvilVegan

06-25-07, 03:59 PM
Lets work on the playable races and make them Saga editionish! (If you don't want to or think its dumb, please go elsewhere)

The flavor doesn't change, just the mechanics and not by much.

Which racial abilities should be "rerolls" and which should be conditional foci?

Which races should get to keep the better reroll with an action point?

What compensates for the loss of favored class?

(ignore this portion if you retain multiclassing)

Anyway, I think I'll edit this post and include all finalized reworks here for easy reference later.

Medium Size: As Medium creatures, humans have no special bonuses or penalties due to their size.
Speed: Human base land speed is 6 squares.
Bonus Feat: 1 extra feat at 1st level.
Bonus Trained Skill: 1 additional trained skill at 1st level. This skill must be chosen from the character's list of class skills.
Automatic Language: Common.

Ability Modifiers: +2 Constitution, -2 Charisma
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Speed: Dwarf base land speed is 4 squares.
Darkvision: Dwarves ignore concealment from darkness, including total concealment. However, they cannot perceive colors in total darkness.
Stonecunning: Dwarves may choose to reroll any Perception check 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 can use the Perception skill to find stonework traps even if he is untrained. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves with Weapon Proficiency (Martial Weapons) also gains Exotic Weapon Proficiency (Dwarven waraxes) and Exotic Weapon Proficiency (Dwarven Urgoshes).
Stability: A dwarf may choose to reroll any check to avoid being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground), keeping the better of the two results.
Resistance: Dwarves receive a +2 racial bonus to all defenses against poisons and spells.
Hatred: Dwarves get a +1 racial bonus on attack rolls against orcs and goblinoids.
Giant Fighting: Dwarves receive a +5 dodge bonus to their reflex defense against attacks from monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Reflex Defense, such as when it's caught flat-footed, it loses its dodge bonus, too.
Conditional Bonus Feat: Any dwarf with Craft as a trained skill gains Skill Focus (Craft) as a bonus feat.
Automatic Languages: Common and Dwarven.



Ability Modifiers:+2 Dexterity, -2 Constitution. Elves are agile but not particularly resilient.
Medium Size: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 6 Squares.
Sleep Immunity: Immunity to magic sleep effects.
Resistance: Elves gain a +2 racial bonus to defense against enchantment spells or effects.
Low-Light Vision: Elves ignore concealment (but not total concealment) from darkness.
Weapon Proficiency: Elves gain Weapon Proficiency (bows) and Weapon Proficiency (swords).
Weapon Familiarity: Elves with the Weapon Proficiency(martial weapons) feat are proficient with racial weapons of the elves as well(Courtblade,etc).
Perceptive: Elves may re-roll Perception checks when used to notice target or search.
Automatic Languages: Common and Elven.

Gnomes
Half-Elves
Ability Modifiers:+2 Strengh, -2 Intelligence, -2 Charisma. Half-orcs possess great physical power but aren't particularly witty or astute.
Medium Size: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
Speed: Half-orcs base land speed is 6 Squares.
Darkvision: Half-orcs ignore concealment from darkness, including total concealment. However, they cannot perceive colors in total darkness.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Automatic Languages: Common and Orc.


Ability Modifiers:+2 Dexterity, -2 Strengh. Halflings are agile but somewhat weak.
Small Size: As Small creatures, halflings gain +1 size bonus to their Reflex Defense and +5 size bonus on Stealth checks. However their lifting and carrying limits are three-quarters of those of a Medium character.
Speed: Halflings base land speed is 4 Squares.
Resistance: Halflings gain a +1 racial bonus to all Defenses and a +2 morale bonus to their Defenses against fear spells or effects.
Athletic: Halflings may choose to take 10 on Jump and Climb skills even when distracted or threatened.
Sneaky: Halflings may choose to reroll any Stealth checks, but the result of the reroll must be accepted even if it is worse.
Expert Thrower: Halflings gain +1 racial bonus on attack rolls with thrown weapons and slings.
Automatic Languages: Common and Halfling.
Joseph_Silver

06-25-07, 04:36 PM
Let's start with humans.

Humans

Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet (6 squares).
1 extra feat at 1st level.
1 additional trained skill at 1st level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.


I decided not to include the favored class mechanic because it is rarely used and it limits character concepts. Saga Edition Star Wars has free multiclassing, right?

There, that was easy!
Jolly Josh

06-25-07, 05:20 PM
I'm working on these conversions as well. Here is an Elf

Elf

Ability Modifiers:+2 Dexterity, -2 Constitution. Elves are agile but not particularly resilient.
Medium Size: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 6 Squares.
Sleep Immunity: Immunity to magic sleep effects.
Low-Light Vision: Elves ignore concealment from darkness.
Weapon Familiarity: Elves with the Weapon Proficiency(martial weapons) feat are proficient with racial weapons of the elves as well(Courtblade,etc)
Perceptive: Elves recieve a +5 racial bonus on perception checks.
Automatic Languages: Common and Elven.
Wharin

06-25-07, 06:11 PM
I'd personally have given the Elves thea ability to reroll Perception checks instead of giving them the +5 bonus (which i would have actually listed as a Conditional Feat instead of just a flat +5 racial bonus)

To me, and I could be in the minority on this issue, inherent ability enhancements like Elven perception make more since as a reroll, while Cultural reinforcement, like say, Dwarven bonuses to crafting, appraising and whatnot, would be better represented by a Condition Feat: Skill Focus (crafting, mechanics, however you want to list it).
Nifft

06-26-07, 06:58 AM
I'd personally have given the Elves thea ability to reroll Perception checks instead of giving them the +5 bonus (which i would have actually listed as a Conditional Feat instead of just a flat +5 racial bonus)

I'd go with the conditional feat. It's a neat mechanic. There are Talents which grant re-rolls.

Cheers, -- N
Steely_Dan

06-26-07, 07:05 AM
I'm working on these conversions as well. Here is an Elf

Elf

Ability Modifiers:+2 Dexterity, -2 Constitution. Elves are agile but not particularly resilient.
Medium Size: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 6 Squares.
Sleep Immunity: Immunity to magic sleep effects.
Low-Light Vision: Elves ignore concealment from darkness.
Weapon Familiarity: Elves with the Weapon Proficiency(martial weapons) feat are proficient with racial weapons of the elves as well(Courtblade,etc)
Perceptive: Elves may re-roll Perception checks when used to notice target or search.
Automatic Languages: Common and Elven.


Bolded change by me.
EvilVegan

06-28-07, 11:25 AM
I'm working on these conversions as well. Here is an Elf

Elf

Ability Modifiers:+2 Dexterity, -2 Constitution. Elves are agile but not particularly resilient.
Medium Size: As Medium creatures, elves have no special bonuses or penalties due to their size.
Speed: Elf base land speed is 6 Squares.
Sleep Immunity: Immunity to magic sleep effects.
Low-Light Vision: Elves ignore concealment from darkness.
Weapon Familiarity: Elves with the Weapon Proficiency(martial weapons) feat are proficient with racial weapons of the elves as well(Courtblade,etc). Weapon Proficiency: Elves gain Weapon Proficiency (bows) and Weapon Proficiency (swords).
Perceptive: Elves may re-roll Perception checks when used to notice target or search.
Automatic Languages: Common and Elven.

Bolded portion is my suggestion to keep them in line with PHB. Even elves not in classes with martial training know how to use bows and swords.
FrouzenIland

06-28-07, 12:10 PM
Bolded portion is my suggestion to keep them in line with PHB. Even elves not in classes with martial training know how to use bows and swords.


But shouldn't they get proficiency with longswords, rapiers, long bows and shortbows only?
EvilVegan

06-28-07, 02:49 PM
Yep. It was an abreviated suggestion.
FrouzenIland

06-28-07, 04:41 PM
Halflings

* Ability Modifiers:+2 Dexterity, -2 Strengh. Halflings are agile but somewhat weak.
* Small Size: As Small creatures, halflings gain +1 size bonus to their Reflex Defense and +5 size bonus on Stealth checks. However their lifting and carrying limits are three-quarters of those of a Medium character.
* Speed: Halflings base land speed is 4 Squares.
* Resistance: Halflings gain a +1 racial bonus to all Defenses and a +2 morale bonus to their Defenses against fear spells or effects.
* Skills: Halflings may choose to take 10 on Jump and Climb skills even when distracted or threatened. Halflings may choose to reroll any Perception checks, but the result of the reroll must be accepted even if it is worse.
* Conditional Bonus Feat: A halfling with Steath as a trained skill gains Skill Focus (Stealth) as a bonus feat.
* Expert Thrower: Halflings gain +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Languages: Common and Halfling.
FrouzenIland

06-28-07, 04:59 PM
Half-orcs

* Ability Modifiers:+2 Strengh, -2 Intelligence, -2 Charisma. Half-orcs possess great physical power but aren't particularly witty or astute.
* Medium Size: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
* Speed: Half-orcs base land speed is 6 Squares.
* Darkvision: Half-orcs ignore concealment from darkness, including total concealment. However, they cannot perceive colors in total darkness.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
* Automatic Languages: Common and Orc.

note: not many changes here :P
EvilVegan

06-29-07, 10:16 AM
Halflings

* Ability Modifiers:+2 Dexterity, -2 Strengh. Halflings are agile but somewhat weak.
* Small Size: As Small creatures, halflings gain +1 size bonus to their Reflex Defense and +5 size bonus on Stealth checks. However their lifting and carrying limits are three-quarters of those of a Medium character.
* Speed: Halflings base land speed is 4 Squares.
* Resistance: Halflings gain a +1 racial bonus to all Defenses and a +2 morale bonus to their Defenses against fear spells or effects.
* Skills: Halflings may choose to take 10 on Jump and Climb skills even when distracted or threatened. Halflings may choose to reroll any Perception checks, but the result of the reroll must be accepted even if it is worse.
* Conditional Bonus Feat: A halfling with Steath as a trained skill gains Skill Focus (Stealth) as a bonus feat.
* Expert Thrower: Halflings gain +1 racial bonus on attack rolls with thrown weapons and slings.
* Automatic Languages: Common and Halfling.
Added to the initial post!

I took out the bonus feat, because with small size they would net a +10 to stealth checks. Small size in D&D grants hide, but halflings have a bonus to move silently as well, both of which fold nicely into a stealth bonus for size.

I like what you did with the jump/climb checks.
EvilVegan

06-29-07, 10:24 AM
Half-orcs

* Ability Modifiers:+2 Strengh, -2 Intelligence, -2 Charisma. Half-orcs possess great physical power but aren't particularly witty or astute.
* Medium Size: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
* Speed: Half-orcs base land speed is 6 Squares.
* Darkvision: Half-orcs ignore concealment from darkness, including total concealment. However, they cannot perceive colors in total darkness.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
* Automatic Languages: Common and Orc.

note: not many changes here :PAdded!

I wish there were changes, but I don't want to mess with the base creatures much. If you already have house rules to make them better you can easily conver them yourself.

(Mine would be able to reroll persuasion checks to intimidate and gain a bonus trained skill, for instance)
FrouzenIland

06-29-07, 10:30 AM
So what about giving them the Reroll for stealth checks instead of perception checks. I think halflings should be sneakier than other small creatures.
* Sneaky: Halflings may reroll Stealth checks.
EvilVegan

06-29-07, 10:37 AM
Sounds good. Either way, they only had a listen bonus...
SilverXXX

07-05-07, 08:20 AM
Make half-orcs more like Gamorreans, they are more balanced.
BrianD

08-03-07, 12:32 AM
Here's a couple of races I've come up with for my new D&D/Saga hybrid system. The first is a halfling (one that takes more from JRR Tolkien's Hobbits and less from Margaret Weis & Tracy Hickman's kender), the latter a new creation (a noble human subrace descended from the mighty heroes of ages past).

HALFLING
Ability Modifiers: +2 Dexterity, -2 Strength.
Small Size: As Small creatures, halflings gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
Speed: Halfling base speed is 4 squares.
Iron Will: Halflings gain a +2 bonus to their Will defense.
Lucky: Halflings roll d8s instead of d6s when using Luck Points to add bonus dice to attack rolls, skill checks, and ability checks.
Steadfast: Halflings may choose to reroll any Endurance check, but the result of the reroll must be accepted even if it is worse.

HIGHMEN
Ability Modifiers: +2 Charisma.
Medium Size: As Medium creatures, highmen have no special bonuses of penalties due to their size.
Speed: Highman base speed is 6 squares.
Blood of Heroes: Highmen begin play with one extra Destiny point.
Loremasters: Highmen may choose to reroll any Knowledge check, but the result of the reroll must be accepted even if it is worse.