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| Ashism10-02-07, 02:40 PM | So these are some of my races for a homebrew I've been working on. I was wondering what I did wrong, can do differently, or did right? Any and all suggestions and comments are very welcome..I don't really have anyone to bounce ideas off of so I came here. Thanks in advance. Design note: As of now there is no flavor text, I wrote this all out longhand so I'm needing to copy it from my notebooks. Design note 2: All races have a 20 level progression, where I've tried to incorparate the racial paragon class levels into every race. Player do not have to ever take levels in anything other than their class to gain these features. Humans Med / Base Speed 30 Bonus Feat 4 extra skill points / +1 skill point per lvl Weapon Familiarity: Bastard Sword (one handed) is martial Maximum Rank in any skill is increased by 1 Favored Classes: any 2 4th lvl: Jack of all Trades 8th lvl: Bonus Feat 12th lvl: +2 to any ability score 16th lvl: Bonus Feat 20th lvl: +2 to any ability score Half Elves Med / Base Speed 30 Any 1 bonus feat chosen from the +2/+2 skill feats 4 extra skill points Low Light Vision Elven Blood +1 bonus to perception (spot and listen) Favored Classes: any 1 and bard 4th lvl:+2 bonus resist enchantment and illusion spells, immunity to insanity 8th lvl:bonus feat chosen from the +2/+2 skill feats 12th lvl:+2 to Cha based skills 16th lvl: bonus feat 20th lvl: +2 to any ability score Half Orcs +2 str -2 int Med/ Base Speed 30 Darkvision 60' Bonus feat (from fighter list) +2 to intimidate and survival Orc Blood Favored Classes: Barbarian and any 1 4th lvl: +2 to intimidate and use str as the ability mod for intimidate checks 8th lvl: +2 NA 12th lvl: Berserker Strength 16th lvl:Scent and +2 survival 20th lvl: +2 bonus to any ability score Dwarves +2 Con -2 Dex Med/ Base speed 20 (but not impaired by med or hvy armor / loads) Darkvision 60' +2 bonus to saves vs. all magic +1 atk bonus against abberations and oozes +2 save bonus vs. poisons +2 racial bonus to appraise and craft (any stone metal or gem objects) Stability Stonecunning Weapon Familiarity: Dwarven Waraxe and Urgrosh are martial Favored Classes: Fighter and Cleric 4th lvl: craft expertise(1/2 char level to craft checks) and improved stonecunning (+2/+10') 8th lvl:Improved darvision +60' 12th lvl: +2 bonus to Con or Str 16th lvl: Abberations and oozes become favored enemy (as ranger) 20th lvl: +2 bonus to Str or Con Halflings +2 dex -2 str small/ base speed 20 +2 morale bonus vs fear +1 bonus to all saves +4 bonus to handle animal and ride sharp eyes: see twice as far as a human +2 bonus to perception bonus feat: mounted combat Favored classes: druid and ranger 4th lvl: speak with animals (cha mod / day) 8th lvl: animal companion (as ranger) if the halfling already has an animal companion gain +2 to its level 12th lvl: + 2 bonus to Dex or Wis 16th lvl: 20th lvl: +2 bonis to Dex or Wis Goblin +2 dex or con -2 str small/ base speed 30 low light vision weapon proficiency (kukri, blowgun, net) +2 bonus to hide and move silently Weapon Finnese Strong Back: use con not str to determine carrying capacity favord classes 4th lvl:Venomist: +2 craft (poison) cannot poison themselves by accident 8th lvl: +2 bonus to Dex or Con 12th lvl: fast movement +10 16th lvl: +2 bonus to resist enchantment and illusion spells +4 bonus vs. elf cast spells 20th lvl:+2 bonus to Dex or Con Elves +2 Dex +2 Cha -2 Con Med Base Speed 30 Fey Low Light Vision Immune to mind affecting spells +2 bonus to perception (spot and listen) +2 bonus to perform Weapon Proficiency: based on what court the elf belongs to Auto Languages: Fey(elf), common Bonus Languages: goblin, hob, orc, sylvan, ancient common Favored Classes: Beguiler and Ranger 4th lvl. : Charm Person, Faerie Fire, Hypnotism (cha mod/day) 8th lvl. : +2 bonus to perception and may attract followers as the leadership feat (no cohorts) all followers are actually goblin slaves. 12th lvl: +2 Dex or Cha 16th lvl: Deep Slumber, Suggestion, Confusion (cha mod/day) 20th lvl: +2 Dex or Cha and Undying: If killed an elf will return to life in a new body in 2D4 weeks all abilites and powers remain the same, however the elf takes a permanent -1 to Con. If the Elf has died anough times to bring her Con to 0 she is dead forever and returns to the planes of madness from which she was spawned. Spells to return life do not work on her. |
| Ashism10-03-07, 02:36 PM | wow, lost connection yesturday mid-post..well late post. So anyways...any comments at all? |