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| ZapRowsdower09-14-07, 10:16 PM | Hi! I'm trying to put together a "monstrous races" setting, with goblinoids and orcs being the playable races. I altered the races a little to make them more playable and was hoping people could provide input on flavor and mechanics. The main two I'm hoping people will look at and critique are the altered hobgoblins and altered bugbears, because I've made them LA +0 races. Briefly, the world is a Oriental Adventured themed world where Hobgoblins have conquered the Orcs, Goblins, and Bugbears, and incorporated them into their empire. No normal PHB races exist in this world; the enemy races will mostly be Gnolls (desert nomad camel-riders), Lizardfolk (live in a jungle arcipelligo), Kobolds (live in deep mountain mines), along with traditional monsters and other Orcs, Goblins, and Bugbears. High Orcs: The lords, nobles, and samurai of the Orc territories, High Orcs are known for their martial prowess, and most wear battle visors in combat to protect their eyes. Although historically they have treated all other races as inferior (including low orcs), their recent defeat has caused many younger high Orcs to re-examine their attitudes. +2 STR, -2 CHA Darkvision 60 feet Light Sensitivity: Dazzled in bright light (except when wearing visor which instead gives a -1 to spot and search) Bonus Feat: Exotic Weapon Proficiency 30 ft speed. Low Orcs: The peasants, craftsmen, servants, and merchants of the Orc territories. Centuries of subjugation by the High Orcs have ended due to recent events and as such many Low Orcs are moving up in the world. Low Orcs have the appearance of orcs, but have the statistics of humans Goblin A nomadic people living on the high altitude mountains of the southern mountains. Closely related to the Hobgoblins of the northern valleys, they didn't need much convincing to join them, and of all the races are the most integrated into the Hobgoblin empire. Identical to PHB goblins in statistics Goblin, Blue Ever so often, a Goblin is born with an unusual color and strange mental powers. They usually take the place of leaders of goblin "tribes" (need a better word), but lately many have traveled to the Hobgoblin kingdom for arcane training, or set off on their own to hone their psychic skills. # -2 Strength, +2 Intelligence, -2 Charisma. # Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ of those of Medium characters. # Blue base land speed is 30 feet. # Darkvision out to 60 feet. # Naturally Psionic: Blues gain 1 bonus power point at 1st level. # Racial Skills: A blue character has a +4 racial bonus on Move Silently checks and Ride checks. # Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Hobgoblin Due to their innate arcane talent and clever planning, Hobgoblins have established their dominion over the Goblinoid and Orc races. Even as conquerers, the Hobgoblin empire has imposed law and order and enforced a relative equality of races. +2 Dex, -2 Wis 30 ft speed No darkvision Free Feat: Toughness +1 DC to any School of Magic +2 on saving throws versus spells. Bugbear While many other races consider Bugbears to be slow and dull-witted, their deep wisdom and connection with the spirit world make them a force to be reckoned with. +2 WIS, -2 INT Medium Size 30 ft speed Darkvision 60 ft +1 Natural Armor for Every 5 levels attained (starting at +1 at level 1) +1 to Attack Rolls against Spirits, +3 to Social Skills rolls with spirits, Spell Like Abilities: Speak with Animals. Caster Level is character level. --- Racial Feat: Bugbear's Scent Requires: Must be Bugbear, Survival 5 Ranks The character gains the Scent Ability. --- |
| IdleAltruism09-14-07, 10:28 PM | High Orcs: +4 STR, -2 CHA Darkvision 60 feet Light Sensitivity (except when wearing visor which instead gives a -2 to spot and search) Reckless Might:+1 to Fortitude saves, -1 to Reflex and Will Saves 30 ft speed Favored Class: Anything with full BAB This is to powerful. I suggest using half-orcs without the -2 int, that should work fine. Change the favored class to something or Any. Low Orcs: (They still look like orcs, despite having stats similar to humans) No Ability Score Adjustment No Darkvision Bonus Feat at 1st level Choose a Profession, Craft, or Perform skill, or the skill Appraise. That skill is a class skill for all your classes. Favored Class: Any Change the profession craft stuff and effectively make them human with +1 skillpoint per level. Goblin -2 STR, +2 DEX, -2 CHA 60 ft Darkvision Small Size 30 foot speed (despite small size) Free Feat: Mounted Combat Favored Class: Rogue, Swashbuckler, Ninja The standard goblin is better then this with their +4 move silently. Just use them, mounted combat is way to limited. If you want you can use halflings(and all their variants) with -charisma or int and use them as different types of goblins. Goblin, Blue Ever so often, a Goblin is born with an unusual color and strange mental powers. They usually take the place of leaders of goblin "tribes" (need a better word), but lately many have traveled to the Hobgoblin kingdom for arcane training, or set off on their own to hone their psychic skills. -2 STR +2 INT, -2 CHA 60 ft darkvision Small Size 20 foot speed (normal for small size) Natually Psionic: 1 racial power point. Favored Class: Psion, Wizard Give them a -2 con instead of cha and add+2 dex and you have a gray elf goblin style. Hobgoblin Due to their innate arcane talent and clever planning, Hobgoblins have established their dominion over the Goblinoid and Orc races. Even as conquerers, the Hobgoblin empire has imposed law and order and enforced a relative equality of races. +2 Dex, -2 Wis 30 ft speed No darkvision Free Feat: Spell Focus(Evocation or Enchantment) Favored Class: Any Spontaneous Arcane Caster[/QUOTE] I'd make them more like dwarves myself, -2 wis hurts. Again the free feat is basically forcing the players to pick a certain class. I'd take this out its unnecessary and add something else. Bugbear While many other races consider Bugbears to be slow and dull-witted, their deep wisdom and spiritual connection with the spirit world make them a force to be reckoned with. +2 WIS, -2 INT Medium Size 20 ft Speed, 20 ft Speed in Medium + Heavy Armor Darkvision 60 ft Bonus Feat: Toughness +1 Natural Armor for Every 5 levels attained (starting at +0 at level 1) +1 to Attack Rolls against Spirits, +2 to Social Skills rolls against spirits, Favored Class: Divine Caster, Monk A little to powerful. They are dwarven clerics. Basically you are pushing them towards another class, generally you really don't want to do this. I can't think of a base race with a +wisdom and thats probably for a good reason. This one needs reworking. Your favored class system is pointless. Pick one or make all their favored classes any(or simply don't use xp penalties for multi-classing it generally doesn't imbalance anything) |
| EvilVegan09-15-07, 12:31 PM | I also was contemplating a goblinoid/orc campaign High Orcs: The lords, nobles, and samurai of the Orc territories, High Orcs are known for their martial prowess, and most wear battle visors in combat to protect their eyes. Although historically they have treated all other races as inferior (including low orcs), their recent defeat has caused many younger high Orcs to re-examine their attitudes. +4 STR, -2 CHA Darkvision 60 feet Light Sensitivity (except when wearing visor which instead gives a -2 to spot and search) Reckless Might:+1 to Fortitude saves, -1 to Reflex and Will Saves 30 ft speed Favored Class: Anything with full BAB Low Orcs: The peasants, craftsmen, servants, and merchants of the Orc territories. Centuries of subjugation by the High Orcs have ended due to recent events and as such many Low Orcs are moving up in the world. (They still look like orcs, despite having stats similar to humans) No Ability Score Adjustment No Darkvision Bonus Feat at 1st level Choose a Profession, Craft, or Perform skill, or the skill Appraise. That skill is a class skill for all your classes. Favored Class: Any Fine, but. . . wierd. They're the nobility/samurai, but they have a charisma penalty and standard orc str bonus. There are no races that have the favored class you have, but it's your game and it isn't as powerful as ANY or limited to 1. "reckless might" should be "reckless endurance" or "reckless fortitude" or just "Stalwart" or "Burly". Reckless might seems like the name for a rage feat. While we're on the subject of rage and high orcs, here's a variation on the PC orcs from my campaign (keep in mind I use more "Saga-friendly" racial abilities, and I don't believe barbarian should be a class, but a series of race, substitution levels, and feats). High Orks Ability Modifiers: +2 Str, -2 Int Base Speed: 30 feet. Darkvision: Ignore concealment from darkness (including total darkness). Highborn: +1 on leadership score and charisma checks. Primal Fury: Whenever an orc is reduced to below half their maximum hit point total they descend into a primal state. They gain a +1 rage bonus on attack and damage rolls, bonus temporary hit points equal to their level, and +1 on will saves until the end of the encounter, after the encounter ends they are fatigued until they can rest for 1 minute. Damage taken during this period remains after the temporary hit points fade. During this period they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Light-sensitivity: Orcs are dazzled in areas of bright light. Favored Class: Warblade Automatic Languages: Orc and Common. Bonus languages: Goblin, giant, dwarf, elf, draconic, infernal. Low Oruk Ability Modifiers: +2 Con, -2 Int, -2 Cha Speed: An orc's base land speed is 30 speed, but they gain a +10 bonus to speed. They lose this bonus if over light encumbrance, or when wearing armor heavier than light armor. (If you allow barbarians, obviously remove this feature) Darkvision: Ignore concealment from darkness (including total darkness). Skilled: Despite their dense mentality and stunted problem solving skills these Oruk tend to have good memories and can pick up skills easily. They gain +4 skill points at 1st level and +1 skill point per level. Primal Fury: Whenever an orc is reduced to below half their maximum hit point total they descend into a primal state. They gain a +1 rage bonus on attack and damage rolls, bonus temporary hit points equal to their level, and +1 on will saves until the end of the encounter, after the encounter ends they are fatigued until they can rest for 1 minute. Damage taken during this period remains after the temporary hit points fade. During this period they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.[ Light-sensitivity: Orcs are dazzled in areas of bright light. Automatic Languages: Speak Orc. Low orcs are Illiterate. Bonus spoken languages: Common, Goblin, giant, dwarf, elf (whatever else fits) Favored Class: I don't use them, but Rogue. Ork! The newly risen Ork, no longer a low ork, but still not as refined as the high ork. Ability Modifiers: Str +2, -2 Charisma, -2 Intelligence Speed: An orc's base land speed is 30 speed, but they gain a +10 bonus to speed. They lose this bonus if over medium encumbrance, or when wearing armor heavier than medium armor. (If you allow barbarians, obviously remove this feature) Darkvision: Ignore concealment from darkness (including total darkness). Intimidating: +4 on intimidate checks. Primal Fury: Whenever an orc is reduced to below half their maximum hit point total they descend into a primal state. They gain a +1 rage bonus on attack and damage rolls, bonus temporary hit points equal to their level, and +1 on will saves until the end of the encounter, after the encounter ends they are fatigued until they can rest for 1 minute. Damage taken during this period remains after the temporary hit points fade. During this period they cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.[ Light-sensitivity: Orcs are dazzled in areas of bright light. Automatic Languages: Speak Orc and Common. Illiterate. Bonus spoken languages: Goblin, giant, dwarf, elf (whatever else fits) Favored Class: Fighter. Goblin A nomadic people living on the high altitude mountains of the southern mountains. Closely related to the Hobgoblins of the northern valleys, they didn't need much convincing to join them, and of all the races are the most integrated into the Hobgoblin empire. -2 STR, +2 DEX, -2 CHA 60 ft Darkvision Small Size 30 foot speed (despite small size) Free Feat: Mounted Combat Favored Class: Rogue, Swashbuckler, Ninja Goblin, Blue Ever so often, a Goblin is born with an unusual color and strange mental powers. They usually take the place of leaders of goblin "tribes" (need a better word), but lately many have traveled to the Hobgoblin kingdom for arcane training, or set off on their own to hone their psychic skills. -2 STR +2 INT, -2 CHA 60 ft darkvision Small Size 20 foot speed (normal for small size) Natually Psionic: 1 racial power point. Favored Class: Psion, Wizard Goblins should be the awesome sauce. Standard goblins are fine. Mounted combat + rogue, swashbuckler, or ninja? No. It just doesn't make much sense. Standard XPH Blue is fine if you drop the LA, they don't warrant it. Hobgoblin Due to their innate arcane talent and clever planning, Hobgoblins have established their dominion over the Goblinoid and Orc races. Even as conquerers, the Hobgoblin empire has imposed law and order and enforced a relative equality of races. +2 Dex, -2 Wis 30 ft speed No darkvision Free Feat: Spell Focus(Evocation or Enchantment) Favored Class: Any Spontaneous Arcane Caster Hm. Kind of bland and wholly underpowered. Especially for a conqueror. Could just play a human and get free skill points . . . Hobgoblin Ability Modifiers: +2 dex, -2 Wis Speed: 30 feet. Darkvision: 60 feet Stealthy: +4 on Move Silently checks. Tough: Hobgoblins have 3 extra hit points. Potent Specialist: Hobgoblins are viciously focused spellcasters, they gain +1 to their save DCs for spells cast from one of the following schools, chosen at 1st level: Enchantment, Evocation, or Necromancy. However, they suffer a -1 penalty to save DCs from the following schools: Abjuration, Conjuration, Divination, and Transmutation. Automatic Languages: Common and Goblin. Bonus: Orc, Elf, Dwarf. . . Favored Class: Warmage. Bugbear While many other races consider Bugbears to be slow and dull-witted, their deep wisdom and spiritual connection with the spirit world make them a force to be reckoned with. +2 WIS, -2 INT Medium Size 20 ft Speed, 20 ft Speed in Medium + Heavy Armor Darkvision 60 ft Bonus Feat: Toughness +1 Natural Armor for Every 5 levels attained (starting at +0 at level 1) +1 to Attack Rolls against Spirits, +2 to Social Skills rolls against spirits, Favored Class: Divine Caster, Monk --- Racial Feat: Bugbear's Scent (needs a better name?) Requires: Must be Bugbear, Track, Survival 5 Ranks The character gains the Scent Ability. --- Hm. . . what's the reason for the speed reduction? The rest of the stuff matches a "spiritual bugbear" variant, but where's the "slow but steady bugbear" come from? Is it just to have an option to replace the dwarf? Really, it belongs more to the flavor of "low orc" than the "spiritual bugbear". Bugbear Ability Modifiers: +2 Wis, -2 Int, -2 Cha. Bugbears are aware of their surroundings, but rely more on this intuition than they do on learning and social interaction. Speed: 30 feet Darkvision: 60 feet Stealthy: Bugbears gain a +4 racial bonus on Move Silently checks. Keen Scent: Bugbears can track by scent. They gain a +2 bonus to Survival checks made to Track. Strong Spirit: +1 bonus to Attack Rolls against Spirits, +3 racial bonus to Charisma checks when dealing with spirits. Spirit Guardians: A bugbear's affinity with spirits leads them to protect him by improving his natural defenses. A bugbear gains a +1 bonus to natural armor for every 5 levels (+1 at 5th level, +2 at 10th level, +3 at 15th level. . .) Automatic Languages: Common and Goblin. Bonus Languages: Sylvan (or whatever spirits speak), etc. Favored Class: Goatherd or Cat Whisperer Racial Feats: Improved Keen Scent Prerequisite: Track, Survival 5 ranks, Keen Scent racial ability Benefit: Gain the Scent special ability. This ability replaces Keen Scent. Substitution levels: Orc Fighter 1: Gain 3 permanent hit points. Additionally, when you enter primal fury you gain an additional +1 rage bonus on attack and damage rolls, +1 on will saves, and additional hit points equal to your level (total of twice your level in hit points). Replaces 1st level feat. Orc Fighter 12: Gain 6 permanent hit points. Ad When you enter primal fury you gain an additional +1 rage bonus on attack and damage rolls, +1 on will saves, and additional hit points equal to your level (total of three times your level in hit points). Replaces 11th level feat. Orc Fighter 20: Gain 9 permanent hit points. When you enter primal fury you gain an additional +1 rage bonus on attack and damage rolls, +1 on will saves, and additional hit points equal to your level (total of four times your level in hit points). Replaces 20th level feat. Orc Spellcaster 8: Sacrifice one 3rd level spell slot. You may now cast up to 3rd level spells while in a state of primal fury. Orc Spellcaster 14: Sacrifice one 6th level spell slot. You may now cast up to 6th level spells while in a state of primal fury. Orc Spellcaster 20: Sacrifice one 9th level spell slot. You may now cast up to 9th level spells while in a state of primay fury. I don't have a problem with the multiple favored class feature, but honestly I'd just remove it and XP penalties for multiclassing. Too much book keeping and it restricts creative character design. I don't know why you're making the goblinoids not goblinoids any more... Goblinoid: Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin. You've removed stealth from goblins, hobgoblins, and bugbears but (I'm assuming) are still wanting them to be goblinoids. Bring back the +4 move silently! :D Just some suggestions, the racial rage variant may be the biggest leap, but consider that it makes all orc get an effective +2 str and con, but doesn't help for qualifying for feats, or encumbrance, or other things. View it more as a conditional racial modifier to ability scores and it isn't as overwhelming. Also, You'd want orc racial variants for spell casters to cast while raging. |
| ZapRowsdower09-15-07, 04:53 PM | All right! Thanks to both of you for your feedback. I've decided to remove the whole concept of "favored classes" for these races, because it isn't really that useful to begin with. High Orcs are a little more like (better) Half-Orcs now. I love the idea of a Leadership bonus for a devoted retainer, but I haven't decided if I will allow the Leadership feat, so i switched it with a weapon focus feat. I've also made the Low Orcs equal to humans, and the Blues (no LA) and Goblins equal to their Monster Manual versions. "Low Orcs" and "High Orcs" are named as such because the High Orcs, with their superior strength and warrior spririt, dominated the Low Orcs. Now that the Hobgoblins rule, the Low Orcs are gladly integrating into the society of (relative) equals. Hobgoblins now can choose +1 to DC and also giving them the toughness feat. The one I'm having the most trouble with is the Bugbears. I want them to be spiritual, but also have some of the same toughness as their MM version. As for substitution levels, they look like fun, but I don't want to go down the racial rage route and I want the races to be a "pick up and play" system rather than being more complicated. |
| ZapRowsdower09-20-07, 04:48 AM | bumping this so I can hopefully get more responses |
| Roog09-20-07, 06:05 AM | Orc Fighter 11: Gain 6 permanent hit points. Ad When you enter primal fury you gain an additional +1 rage bonus on attack and damage rolls, +1 on will saves, and additional hit points equal to your level (total of three times your level in hit points). Replaces 11th level feat. Unless you have house-ruled something, fighters do not get a bonus feat at 11th level. |
| EvilVegan09-20-07, 10:11 AM | Unless you have house-ruled something, fighters do not get a bonus feat at 11th level. I have no idea what you're talking about. . . ;) (I love the edit button) |
| ZapRowsdower09-25-07, 09:56 PM | Another bump, maybe? |