Races of My Campaign (PEACH!) [Archive] - Wizards Community

Post/Author/DateTimePost
Zovc

10-23-07, 11:19 PM
I was working on another one of my races, (suprisingly, I have things to do nowadays) and I realized that I could make a new thread for each of them, or I could just make one thread with all of them with a nice little sblock for each!

So, I still only have my Bugbears and my Stone template... I'm currently ironing out the flavor on quite a few of the races in my campaign, particularly Dwarves, Elves, and Goblins at the moment. As I finish the basic flavor, I'll come up with more concrete stats for my races.

So, please peach these two entries, and I'll edit/bump this thread as I add more.
Races
I'm relatively happy with this race, It is basically where I wanted it to be, feel free to comment on it, though!
Bugbears are the largest of goblinoids; they resemble a cross between Hobgoblins and bears. Although they appear extremely frightening, bugbears are usually calm and temperate.
Personality: Bugbear are a reserved, caring people.
Physical Description: Standing easily above 7 feet tall with well muscled bodies, bugbears are quite a large people. Bugbears average at 7 and a half feet tall and roughly 375 pounds. A bugbear’s skin usually falls in between some light or dark shade of a color close to brown, yellow, or yellow-green. Bugbear bodies usually have lots of coarse, black hair on them, especially on their chests, back, and legs. Bugbear hair is usually coarse or wavy black, or sometimes brown, occasionally red hair is found on a bugbear; elder bugbears’ hair becomes grey streak by streak. Bugbear males begin growing facial hair as soon as they become teenagers, usually.
Relations: Bugbears are respected by nearly every race that lives near them; however, other races may only see their aggressive side, and assume that they tantrum easily. Usually the only reason for a negative relation with bugbears is being against their cause. Anyone that knows a bugbear more than likely feels safe around them and views them as a protector.
Alignment: Bugbears tend toward good above any other alignment; they are usually kind and selfless. The only noted evil bugbears are ones that have been abandoned, and as such, had to raise themselves alone. Bugbears don’t tend towards chaos; however, they stray away from law, as many of them are barbarians.
Lands: Bugbears are not a widespread race; few venture away from the lands they share with other goblinoids. The only time bugbears leave their homelands is for war and peacekeeping.
Religion: Bugbears usually worship Kord, the god of strength.
Language: Like other goblinoids, bugbears speak Goblin, the language invented long ago by goblins.


+4 Strength, +4 Constitution
Size: Medium-Sized
Type: Humanoid (Goblinoid)
Low-light vision
A Bugbear’s base land speed is 30 feet
+2 natural armor bonus
+2 racial bonus to concentration, intimidate, and survival checks
Special: A bugbear begins play with the scent ability.
Special: A bugbear begins play with the power attack feat, even if they don't meet the prerequisites.
Weapon Familiarity: Bugbears may treat Notched Axes as martial weapons.
Bugbears have claws which they may attack with, given they aren’t holding anything in the clawing hand; these claws deal 1d6 damage.
Powerful Build: The physical stature of bugbears lets them function in many ways as if they were one size category larger. Whenever a bugbear is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the bugbear is treated as one size larger if doing so is advantageous to him. A bugbear is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A bugbear 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.
Automatic Languages: Goblin
Bonus Languages: Common, Draconic, Elven, Orc, Sylvan, Undercommon
Favored Class: Barbarian
Level Adjustment: +2


Notched Axe [EXOTIC]: This large axe resembles a great axe, but has a large gap about a third of the way down the blade. This gap, as large as 8 inches on the largest of these axes, are ideal for catching weapons, and are quite useful for pulling an enemy off balance.
Special: You may make trip attempts with this weapon; if you fail a trip attempt, you may drop this weapon to prevent being tripped yourself. This weapon provides a +2 to disarm checks. This weapon is treated as a greataxe in all other senses.



Still very tentative with these guys, the fluff is the most concrete thing for me, but the least tangible for you guys. :D
As with the majority of my races, I have it in my head, but I'm still working on transferring it from there to paper.
• +2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence.
• Size: Medium
• Type: Humanoid (Elf)
• Elves have low-light vision, which gives them the ability to see twice as far as humans are able to in conditions of poor lighting.
• An elf’s base speed is 30 feet.
• +2 racial bonus to concentration, listen, search, spot and survival checks.
• Elves only need half the amount of sleep humans need. They rest twice as quickly and sleep effects last only half as long as they should on elves. Elves still, however must rest for eight hours to prepare spells or regain power points or recover any other abilities that normally require rest.
• Favored Class: Sorcerer or Wilder
• Level Adjustment: +0.





Goblins, in my campaign are delirious bootleggers who (in their own minds, at least) are the best inventors around. Sure, their inventions may appear flimsy or cheap, but it's merely cost-efficiency! Goblins have large ammounts of trouble when it comes to containing themselves, they giggle or laugh hysterically when excited, and yawn or mope when disappointed. It is also common for goblins to take value in trivial things, such as items left behind by others, or what most would call garbage.
• +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma.
• Small-sized
• Humanoid (Goblinoid)
• Darkvision, 60 feet.
• A goblin's base land speed is 30 feet.
• -2 racial penalty on appraise and sense motive checks, goblins are extremely gullible.
• Bootlegging: Craft checks made by goblins require 75% of the normal requirements. The DC is not affected by this, and the items that are created act exactly as the items they are meant to be.
• +2 racial bonus on craft checks and search checks.
• +2 racial bonus on saving throws against poisons of all types.
• Automatic Languages: Goblin
• Bonus Languages: Elven, Sylvan, Orcish, Draconic
• Favored Class: Rogue
• Level Adjustment: +0.




They're a different from the SRD gnomes, I feel like they could use a little bit of work, but I don't know what to do.
Gnomes look like small, youthful humans. They’re often brilliant, nature-embracing pranksters.
Personality: The only time you’ll see a gnome focused is when you see one studying. Gnomes have a very upbeat personality, and they always have something to fall back on if their current plan falls through. Gnomes are notorious for joking, studying, creating, and caring for plants and animals.
Physical Description: As a rule of thumb, gnomes are half the size of humans. However tall a human is, there’s a gnome that stands waist high to them, and however heavy a human is, there’s a gnome that weighs half as much. Gnomes tend to have pointed ears and noses, and high eyebrows and cheeks. Gnomish skin varies quite a lot, there have been some gnomes paler than the papers they research, and some darker than the barks of the trees they rest under. Gnomish hair and eyes both have an enormous spectrum of possible colors; it’s not uncommon to see a gnome with pink, green, or blue hair and orange, magenta, or teal eyes.
Relations: Humans enjoy the company of gnomes, as gnomes can entertain humans’ senses of humor and aid as studies. Dwarves, however don’t enjoy gnomes’ constant joking, but respect their vast knowledge in many fields.
Alignment: Gnomes tend to have some aspect of good, neutral, or chaos in their alignment. It is, however, not impossible for a gnome to be evil, or to serve a code.
Lands: Gnomes are generally in charge of forests, although they share the continent of _ with humans and dwarves. There is little conflict between any of the races of humans, gnomes, and dwarves, and they are all welcome among one another.
Religion: Gnomes generally worship _, the goddess of nature, or _ the god of trickery.
Language: Gnomes share the language of _ with humans and dwarves, but they also speak their own language of Gnomish.
• -2 Strength, +2 Intelligence, +2 Wisdom
• Size: Small-Sized
• Type: Humanoid (Gnome)
• Low-light vision
• A Gnome’s base land speed is 20 feet
• +2 racial bonus to craft (alchemy), listen, search, spellcraft, and spot checks.
• Automatic Languages: _ and Gnomish
• Favored Class: Wizard or Bard
• Level Adjustment: +0
None at the moment.



Templates
Still in the works, I have a relatively solid idea, I'm just having a little trouble conveying it.
In all honesty, I'm not too clear on where they originate, either. Here is basicly what I can translate into text of what is floating around in my head.

The way you acquire the template, however is by petrifaction, not like a medusa, however, that's just what the ritual is called. Normally, you're captured by stone creatures. Once they drag you to the depths of their lair, they take you to an altar of sorts. More than likely, you're not coherent as this occurs, but you're infused with pure psionic energy. Now, the "science" of this is still something I'm debating, but it ends with you basically being composed of stone and psionic energy.

Creatures of this stone 'race' literally have stone skin, males almost always lose their hair; females often do too. For those who keep their hair, it can either look like stiff strands of grey clay, or wavy strings of neon (the same color as their runes) mud. Stone creatures do not age, they are preserved in the state they are petrified. Every stone creature has runes spread along it's shoulders, these runes are all unique, but look more and more similar among less powerful stone creatures. As a stone creature grows in power, their runes expand to cover more and more of their arms, their collars, and possibly their chests and backs. Runes also begin to display themselves on parts of the body that are utilized more, for example, fast runners would have runes on their legs, and powerful psions would have runes on their heads. As a stone creature's runes expand, they become more and more distinct. It is worth noting that the skin of stone creatures has a very limited spectrum of color; truly, the only variety is in the shade of grey they are. Contrary, the runes of a stone creature can be any bright color. After petrifaction, as soon as a color surfaces in the form of a rune, all runes following will be that color. The eyes of a stone creature are also the same color as their runes.



A stone creature gets -2 to their Dexterity score, and a +4 to their Constitution score.
A stone creature’s size remains unchanged, their type changes to Construct (Living Construct).
A stone creature’s speed remains unchanged.
A stone creature gets +2 to their natural armor bonus.
Stone creatures gain the Psionic Talent feat, they receive any bonuses they would for taking this feat normally.
Stone creatures are able to manifest the power My Light. If the manifestor has no levels in a psionic class, they are treated as level one.
Stone creatures have damage reduction of 2/Bludgeoning.
Stone creatures favored class changes to Psionic Warrior.
Level Adjustment: +2


Naturally Psionic
Stone creatures gain 2 bonus power points, which stack with any bonus power points the base creature has. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
My Light [Psychokinesis, light]
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Personal
Effect: 20-ft. cone of light emanating from you
Duration: 10 min./level (D)
Power Points: 1
Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk into an area fi lled with psionic or magical darkness, my light goes dark while you stay within that area.
If my light is used in conjunction with elfsight, the cone of light extends out to 40 feet instead of 20 feet.
Augment: If you spend 2 additional power points, you can manifest this power as a swift action.
Special: If you have My Light as one of your powers known, and also have it as a racial ability, you may manifest the power for free. The augmentation, however, still costs 2 power points.



A recent idea of mine, I like the idea a lot, and it adds flavor to a plotline I was thinking of, and makes a lot of sense for this specific character.
Basically, this template is to help differentiate a certain crazy character of mine from others.
• A lunatic gets a +2 bonus to his intelligence score, and a -2 to his wisdom and charisma scores.
• Illusions and Enchantments last twice as long on lunatics as they would normally affect a creature of the lunatic’s type.
• When a lunatic succeeds a will saving throw against an Illusion, he is required to attempt the save again, taking his second result.
• At levels 1, 5, 9, 13, and 17, a lunatic gains a skill focus feat of his choice; this does not allow him to stack these feats.
• At levels 1, 5, 9, 13, and 17, a lunatic must chose between losing 1 point of constitution, wisdom, or charisma.
• At levels 5, 10, 15, and 20, a lunatic gains 1 point of intelligence.

None at the moment.
Zovc

10-24-07, 03:19 PM
I've added humans to the mix, I didn't do much to humans, as there's not that much to be changed, please tell me how you feel about what I did with the skill bonus.

Not much fluff you can provide on humans; however, I want mine to be a little less versatile, tell me if there is a better way of doing this, or if this is overpowered.

• Size: Medium
• Type: Humanoid (Human)
• A Human’s Base Land Speed is 30 feet.
• Bonus Feats: At their first level humans may take two bonus feats from the Human Bonus Feat List.
• Automatic Languages: Human
• Bonus Languages: Dwarf, Gnomish
• Favored Class: Any


Human Bonus Feats
Toughness (may only be taken once), Skill Focus (Any Skill), and Martial Weapon Proficency (Longsword, Shortsword, Longbow, Shortbow).



Note: I have now removed these humans from my campaign, I'm using the 3.5 SRD's humans.
deathbane

10-25-07, 04:06 AM
Why is that human a +1. It is inferior to the one in the PHB. The bonus feats* can be easily had by taking a class that has them as a class ability, and toughness is a roleplaying feat, and arguably the worst feat in the game, which reminds me that I have intended to house rule it for a long time to something(don't know what yet) better.


*I am assuming the ones you listed are the only ones available since that is how bonus list feats work.


Bugbears have a dexterity modifier in the MM because even though they are big, they are quick. Imagine something that big is after you, that is as quick as an elf, other than that I do like it. I might use it myself.
Zovc

10-25-07, 02:27 PM
Why is that human a +1. It is inferior to the one in the PHB. The bonus feats* can be easily had by taking a class that has them as a class ability, and toughness is a roleplaying feat, and arguably the worst feat in the game, which reminds me that I have intended to house rule it for a long time to something(don't know what yet) better.

*I am assuming the ones you listed are the only ones available since that is how bonus list feats work.

The +1 LA was a mistake, they are intended to not have a level adjustment. Do you think giving them three bonus feats from the human list would balance them any better? When I gave them those bonus feats, I had in mind the "Your father was a carpenter, so you are a carpenter; you will be a better carpenter than the man whose father was a blacksmith" philosophy. Do you think there is a better way of reflecting this? perhaps I should give a skill focus feat and a bonus feat (any feat you choose)?


Bugbears have a dexterity modifier in the MM because even though they are big, they are quick. Imagine something that big is after you, that is as quick as an elf, other than that I do like it. I might use it myself.

That is right, in the MM they have a bonus to dexterity, these are the bugbear in my campaign. I actually originally planned to give them a -2 to dexterity, but I decided it didn't fit them, and it would make them even farther from a +2 LA.
deathbane

10-25-07, 03:21 PM
The extra skill point a level is not that much(depending on the class they take) to lose but the extra feat they get should be any feat they want. There has to be some attraction to them from a player's perspective, and to say these are your only choices might make them undesirable.
To make make up for the skill loss, which I think it better than any of the skill bonus feat the "other" extra feat could be from your human's bonus list which could include all the feats that add +2 to two skills, such as alertness, along with skill focus. That might make the players not mix that extra skill point so much.
Zovc

10-25-07, 03:28 PM
The extra skill point a level is not that much(depending on the class they take) to lose but the extra feat they get should be any feat they want. There has to be some attraction to them from a player's perspective, and to say these are your only choices might make them undesirable.
To make make up for the skill loss, which I think it better than any of the skill bonus feat the "other" extra feat could be from your human's bonus list which could include all the feats that add +2 to two skills, such as alertness, along with skill focus. That might make the players not mix that extra skill point so much.

So, you are suggesting I keep the old human bonus feat, and allow another one (from the list)? And as I do that, add feats such as Acrobatic and Agile to the list of human bonus feats?
RobbyPants

10-25-07, 04:09 PM
I think the bugbear that you have is pushing the limits of LA +2. I didn't see any racial hit dice in there. Are there any? If not, they're at the strong side of LA +2, but I feel they're nowhere near LA +3.

Also, as for the notched axe, I'm assuming it's exotic for other races? Does it deal damage as a greataxe in all other respects?
Zovc

10-25-07, 04:20 PM
You are suggesting I soften up my bugbears a bit? I remade bugbears to fit my campaign particularly to avoid racial hit dice, I can't stand them.

As of now, yes, the notched Axe is basically an Exotic greataxe with a few benefits.
RobbyPants

10-25-07, 05:59 PM
You are suggesting I soften up my bugbears a bit? I remade bugbears to fit my campaign particularly to avoid racial hit dice, I can't stand them.
It's at the edge, but I don't know I'd call it overpowered. I guess I tend to avoid anything with a LA higher than 1 (if that) normally, so I'm not necessarily a good judge of LA beyond that. It seems weaker than the half dragon on the whole, and that's a really weak LA +3 race, so you're probably good.
Zovc

10-25-07, 10:28 PM
If you felt bugbears were too powerful, you could soften them for your campaign. Replace Scent with darkvision and either scale the claws to 1d4 or remove them completely. Darkvision is more in line with the other races that you use more than likely, and the claws are really just a situational (unarmed) bonus.

If you don't mind my asking, how do you feel about my Stone template and my Humans? My bugbears have been evaluated quite a good bit in another thread of mine, I'm pretty happy with them.
deathbane

10-26-07, 01:52 AM
So, you are suggesting I keep the old human bonus feat, and allow another one (from the list)? And as I do that, add feats such as Acrobatic and Agile to the list of human bonus feats?

exactly
RobbyPants

10-26-07, 01:20 PM
If you don't mind my asking, how do you feel about my Stone template and my Humans? My bugbears have been evaluated quite a good bit in another thread of mine, I'm pretty happy with them.
I think they're somewhere between LA +1 and 2 (closer to 2). I think they're weaker than the bugbears, but not so much that they're pointeless or anything.

Also, yes DR 2/bludgeoning is overcome by bludgeoning damage and would partially repel slashing and piercing damage.
Zovc

10-27-07, 01:49 PM
exactly

Okay, I'll change that. How does anyone else feel about this change?

I think they're somewhere between LA +1 and 2 (closer to 2). I think they're weaker than the bugbears, but not so much that they're pointeless or anything.

Also, yes DR 2/bludgeoning is overcome by bludgeoning damage and would partially repel slashing and piercing damage.

Okay, so they are worthy of the +2, good. Any particular suggestions you would make? I'm thinking of giving them a torchlike glow that they can supress. Whenever using My Light, stone creatures can see other stone creatures, though. You should probably look at the 'Special:' I gave to stone creatures under My Light (In the Errata section).
Zovc

10-28-07, 10:14 PM
I added elves, I'm still very iffy about them.

The best I can give you guys at the moment is that my elves are supposed to be a tribal, nomadic people with natural aptitude for magic and psionics.

Still very tentative with these guys, the fluff is the most concrete thing for me, but the least tangible for you guys. :D
As with the majority of my races, I have it in my head, but I'm still working on transferring it from there to paper.
• +2 Dexterity, +2 Charisma, -2 Strength, -2 Intelligence.
• Size: Medium
• Type: Humanoid (Elf)
• Elves have low-light vision, which gives them the ability to see twice as far as humans are able to in conditions of poor lighting.
• An elf’s base speed is 30 feet.
• +2 racial bonus to concentration, listen, search, spot and survival checks.
• Elves only need half the amount of sleep humans need. They rest twice as quickly and sleep effects last only half as long as they should on elves. Elves still, however must rest for eight hours to prepare spells or regain power points or recover any other abilities that normally require rest.
• Favored Class: Sorcerer or Wilder
• Level Adjustment: +0.
RobbyPants

10-30-07, 09:44 AM
The elves seem okay for LA+0. The only thing I'd add is in the sleep section, note that they still need 8 hours of "rest" (not necessarily sleep) to regain their spells. This is pretty much the case for any race that doesn't need 8 hours of sleep.

My first thought was to say that you should throw in one or two more special abilities for the elves, but given that they get +2 to two stats, I think that raises their power level, despite having -2 to two other stats. In the long run, I think it balances out to a nice LA +0. I also like the lack of a Con penalty. With the exception of not having a lot of skill points, these guys would make very solid sorcerers (which is ultimately why I don't think you should add any more abilities).
Zovc

10-30-07, 02:32 PM
The elves seem okay for LA+0. The only thing I'd add is in the sleep section, note that they still need 8 hours of "rest" (not necessarily sleep) to regain their spells. This is pretty much the case for any race that doesn't need 8 hours of sleep.

Okay, I'll make that change. Just checking, you're aware that they merely sleep less than most other races, right?

My first thought was to say that you should throw in one or two more special abilities for the elves, but given that they get +2 to two stats, I think that raises their power level, despite having -2 to two other stats. In the long run, I think it balances out to a nice LA +0. I also like the lack of a Con penalty. With the exception of not having a lot of skill points, these guys would make very solid sorcerers (which is ultimately why I don't think you should add any more abilities).

This is good, I intended for them to be gifted with raw talent in psionics and magic, hence the favored classes. Glad you think I did a good job. :D
Zovc

11-02-07, 09:14 PM
Goblins have arrived!


Goblins, in my campaign are delirious bootleggers who (in their own minds, at least) are the best inventors around. Sure, their inventions may appear flimsy or cheap, but it's merely cost-efficiency! Goblins have large ammounts of trouble when it comes to containing themselves, they giggle or laugh hysterically when excited, and yawn or mope when disappointed. It is also common for goblins to take value in trivial things, such as items left behind by others, or what most would call garbage.
• +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma.
• Small-sized
• Humanoid (Goblinoid)
• Darkvision, 60 feet.
• A goblin's base land speed is 30 feet.
• -2 racial penalty on appraise and sense motive checks, goblins are extremely gullible.
• Bootlegging: Craft checks made by goblins require 75% of the normal requirements. The DC is not affected by this, and the items that are created act exactly as the items they are meant to be.
• +2 racial bonus on craft checks and search checks.
• +2 racial bonus on saving throws against poisons of all types.
• Automatic Languages: Goblin
• Bonus Languages: Elven, Sylvan, Orcish, Draconic
• Favored Class: Rogue
• Level Adjustment: +0.




Do you think bootlegging should be a choice? If so, I can make the items created even cheaper, but also have less hardness and hit points, for example.
Zovc

11-03-07, 09:21 AM
Is there any way to emphasize the P in PEACH?

I'd really love feedback. :)
Carwyn_Nhung

11-04-07, 01:46 PM
Your stone template is actually pretty awesome in concept, and reminds me slightly of the illumians. The question is how much you want the rune character to affect game mechanics. Is it just that a dc 25 decipher runes skill used on them will tell you their class levels, or do they add extra abilities? Are they frozen mentally as well as physically? If so perhaps you could have rules for that, as a kind of paladins code. But to be honest that wouldn't be that interesting in D&D, as a fundamental part of the D&D system is change through advancement. White wolf would likely make half a game off that concept mind!
Zovc

11-04-07, 02:26 PM
Your stone template is actually pretty awesome in concept, and reminds me slightly of the illumians.

Wow, looking at the illumians, you're right; they're quite similar.

The question is how much you want the rune character to affect game mechanics. Is it just that a dc 25 decipher runes skill used on them will tell you their class levels, or do they add extra abilities?

I hadn't thought of any mechanical applications of the runes other than the glow they could provide, perhaps you could tell me how you think they should affect game mechanics? Aside from a supressable glow, of course.

Are they frozen mentally as well as physically? If so perhaps you could have rules for that, as a kind of paladins code. But to be honest that wouldn't be that interesting in D&D, as a fundamental part of the D&D system is change through advancement.

It depends, I am thinking that NPCs of this template become drones more often than not. I couldn't make that happen to players who obtainned this template, however. I always looked at it as players being lucky exceptions to this phenomenon.

It can't be very interesting in D&D, true, but only so when it prevents players from advancement. Most NPCs of this template, PCs won't interact with or even identify as individuals, the ones they do could possibly also be "freed" stone creatures. I am thinking, also, that higher-ranking stone creatures in the hierarchy retain more and more of their freedom as they work their way up the chain.

Thank you, very much for the reply, are there any mechanical comments you have? Also, how do you feel about anything else I've presented here?
Zovc

01-21-08, 01:00 AM
It's been a while since I posted here, but this project has revitalized itself in my head.

Still, the entire world has so much fleshing out, it's both exciting and intimidating. I'm working on creatures first, it might seem backwards, but I'm forging this world around them, and I can always make more if an environment seems too sparse.

Anyways, here are two new entries, my race of gnomes, and a template for lunatics. *hint* *hint* they're related.

They're a different from the SRD gnomes, I feel like they could use a little bit of work, but I don't know what to do.
Gnomes look like small, youthful humans. They’re often brilliant, nature-embracing pranksters.
Personality: The only time you’ll see a gnome focused is when you see one studying. Gnomes have a very upbeat personality, and they always have something to fall back on if their current plan falls through. Gnomes are notorious for joking, studying, creating, and caring for plants and animals.
Physical Description: As a rule of thumb, gnomes are half the size of humans. However tall a human is, there’s a gnome that stands waist high to them, and however heavy a human is, there’s a gnome that weighs half as much. Gnomes tend to have pointed ears and noses, and high eyebrows and cheeks. Gnomish skin varies quite a lot, there have been some gnomes paler than the papers they research, and some darker than the barks of the trees they rest under. Gnomish hair and eyes both have an enormous spectrum of possible colors; it’s not uncommon to see a gnome with pink, green, or blue hair and orange, magenta, or teal eyes.
Relations: Humans enjoy the company of gnomes, as gnomes can entertain humans’ senses of humor and aid as studies. Dwarves, however don’t enjoy gnomes’ constant joking, but respect their vast knowledge in many fields.
Alignment: Gnomes tend to have some aspect of good, neutral, or chaos in their alignment. It is, however, not impossible for a gnome to be evil, or to serve a code.
Lands: Gnomes are generally in charge of forests, although they share the continent of _ with humans and dwarves. There is little conflict between any of the races of humans, gnomes, and dwarves, and they are all welcome among one another.
Religion: Gnomes generally worship _, the goddess of nature, or _ the god of trickery.
Language: Gnomes share the language of _ with humans and dwarves, but they also speak their own language of Gnomish.
• -2 Strength, +2 Intelligence, +2 Wisdom
• Size: Small-Sized
• Type: Humanoid (Gnome)
• Low-light vision
• A Gnome’s base land speed is 20 feet
• +2 racial bonus to craft (alchemy), listen, search, spellcraft, and spot checks.
• Automatic Languages: _ and Gnomish
• Favored Class: Wizard or Bard
• Level Adjustment: +0
None at the moment.


A recent idea of mine, I like the idea a lot, and it adds flavor to a plotline I was thinking of, and makes a lot of sense for this specific character.
Basically, this template is to help differentiate a certain crazy character of mine from others.
• A lunatic gets a +2 bonus to his intelligence score, and a -2 to his wisdom and charisma scores.
• Illusions and Enchantments last twice as long on lunatics as they would normally affect a creature of the lunatic’s type.
• When a lunatic succeeds a will saving throw against an Illusion, he is required to attempt the save again, taking his second result.
• At levels 1, 5, 9, 13, and 17, a lunatic gains a skill focus feat of his choice; this does not allow him to stack these feats.
• At levels 1, 5, 9, 13, and 17, a lunatic must chose between losing 1 point of constitution, wisdom, or charisma.
• At levels 5, 10, 15, and 20, a lunatic gains 1 point of intelligence.

None at the moment.

I'm thinking of adding mechanics for lunatics such as them failing spells, but being convinced they were cast, or affecting themselves with their own spells mistakenly.