Races: Now with more differentness! [Archive] - Wizards Community

Post/Author/DateTimePost
Vadin

07-15-07, 01:16 PM
So my retake on the races, inspired by David Edding's series of books, reflects the differences inherent in members of the same species that live in different regions and have different cultural values and environmental influences.

General Elves
Stat Penalty: As elves are generally frail, they suffer a -2 penalty to constitution.

Size: Medium size.

Base speed: 30 ft.

Untiring: Immunity to sleep spells and effects.

Special: Low-light vision.

Raised in the Trees
Racial Feats: Elves are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow, as they spend most of their time hunting from a distance in tree branches.
Observant: +2 racial bonus on 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.

Blessed With Magic
Racial Feat: Spell Focus demonstrates their inherent skill at a chosen type of magic.
Let the Magic Flow:These elves gain a +2 racial bonus on saving throws against spells and spell-like effects.

Tougher than Average
Racial Feats: Toughness and Endurance show their natural hardiness in relation to other elves.
Free to Expand: Without most elves fragile bodies, these elves are granted the gift of more free time as they don't have to worry as much about illness and fatigue. They are granted one more skill point per level, and four more at level one.

General Dwarves
Stat Penalty: Dwarves, by and large, have a racial disposition to shun outsiders and have a gruff and rather direct nature. This carries with it a -2 Charisma penalty.

Size: Medium size

Base speed: 20 feet. 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).

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).

Special: Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Battle-Ready
Weapon Familiarity: Battle-Ready dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Anceint Foes: +1 racial bonus on attack rolls against orcs and goblinoids, and a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

Forge-Born
Tougher Stuff: +2 racial bonus on saving throws against poison.
Trained Eye: +2 racial bonus on Appraise checks that are related to stone or metal items.
Learned Creation: +2 racial bonus on Craft checks that are related to stone or metal.
Natural Armor: Forge-Born Dwarves have +1 natural armor, and are thus eligible to take feats to improve their natural armor.

Stone-Priest
Stonecunning: This ability grants a Stone-Priest 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 Stone-Priest 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. They can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Face the Flow: +2 racial bonus on saving throws against spells and spell-like effects.

Humans
Only Human: A human must choose a stat to give a -2 penalty to, as they're never perfect and always have at least one thing they'd like to improve about themselves.

Size: Medium.

Base Speed: 30 ft.

Fast Learners: Humans have one extra skill point per level and four extra at level one. In addition, they may pick any skill except Use Magic Device to become a permanent class skill. The permanent class skill gains a +1 bonus.

Varied Lifestyles: Humans gain an extra feat at level 1, which is in addition to the feat normally gained at level 1.

General Halflings
Stat Penalty: Due to their small stature, Halflings suffer from a -2 Strength penalty.

Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Base Speed: 20 ft.

Sneaky
Take it all in: Sneaky halflings try and notice everything around them, like places to hide in and things they can climb up. This confers to them +2 racial bonuses on Climb, Jump, Hide, and Search checks
Aim Between the Eyes: +1 racial bonus on attack rolls with thrown weapons and slings.
Collapsible Skeleton: Sneaky Halflings can fit into areas that would normally be too small for them and can fit into areas normally sized for Tiny creatures.

Persuasive
Confidence: A Persuasive halfling gains a +2 morale bonus on saving throws against fear.
Fast-Talker: Persuasive halflings have a +1 racial bonus on all Charisma based skills except for Handle Animal and Use Magic Device and +1 racial bonus Disguise and Sense Motive.
Sleight of Hand: A Persuasive halfling is skilled at fooling opponents at all times, especially in combat. When using the feint maneuver against animals and nonhuman opponents, no penalty is taken. It is still impossible to feint against nonintelligent creatures, however.

Survivor
Racial Feat: Survivor Halflings are used to tracking down their own prey and as such gain the track feat at level 1.
Hangin' On: A Sruvivor halfling is granted a +1 racial bonus on all saving throws.
Fast Getaway: Survivor halflings have stronger legs than most halflings, and as such gain +10 ft to their base movement speed and a +4 bonus on Swim and Climb checks.
Home in the Wild: A Survivor halfling gains a +4 bonus on Survival checks unless the skill is being used in the manner described in the Track feat.

General Gnomes
Stat Penalty: Gnomes, like halfings, suffer a -2 penalty to strength, as their small bodies simply aren't as powerful.

Size: Small. As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Base Speed: 20 ft.

Special: Low-light Vision

Keen Eyed: +2 racial bonus on saving throws against illusions.

Undergnome
Thick-Skinned: Undergnomes gain DR 1/-, reflecting their thicker skin and tougher hides.
Tunnel Hearing: Undergnomes listen to the vibrations of the stone and earth around them, granting a +2 racial bonus on Listen checks.
Tunnel Feeling: Undergnomes are granted +2 racial bonuses to Search and Knowledge: Dungeoneering from their time spent among the dungeonesque tunnels, dwellings, and alleys of their stone cities beneath the surface.
Burrowspeak: 1/Day—speak with animals (burrowing mammal only, duration 1 minute) is granted, a gift from the animals they mimic so closely in their everyday activities.

Ghostgnome
Ethereal Magics: Add +2 to the Difficulty Class for all saving throws against illusion spells cast by ghostgnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Illusory Gifts: A ghostgnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + ghostgnome’s Cha modifier + spell level.
Illusive Twitches: Ghostgnomes gain a +2 racial bonus on Move Silently, Hide, and Sleight of Hand checks.

Grudgegnome
Know Your Tools: Grudgegnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Remember the Enemies: +1 racial bonus on attack rolls and a +4 racial bonus to AC against kobolds, goblinoids (including goblins, hobgoblins, and bugbears) and creatures of the giant type (such as ogres, trolls, and hill giants).
Read the Past: Grudgegnomes gain a +2 racial bonus on Knoweledge: History checks.


Backgrounds
Backgrounds provide a character's stat bonus and give him a +2 bonus to Profession checks relating to his background.

Physical Jobs
Fisherman, laborer, or pack mule, your pre-adventuring profession has granted you a +2 bonus to strength.

Skilled Jobs
Before you became an adventurer, you were an acrobat, a message carrier, or a professional racer and thusly have +2 dexterity.

Tough Jobs
Some time ago, you worked as a blacksmith in a forge, or a cart-pusher in a mine, and have been gifted with +2 constitution.

Intellectual Jobs
You studied as a scholar, taught at a university, or helped the commoners navigate your local library. Your high-minded pursuits have granted you with +2 intelligence.

Natural Jobs
You have a +2 bonus to wisdom thanks to your previous employment as a tracker, a priest, or the local healer.

Persuasive Jobs
Whether you were a diplomat, a merchant, or a lobbyist for the underprivileged, your time spent talking with people of all varieties and types have trained you well and given you +2 charisma.

Wildcard Jobs
An amnesiac, a jester, a vagabond, or some other such odd job, you've been gifted in an unusual way. Add +2 to any one stat.


More races will come, and any input or other people's ideas are more than welcome.
BattleofEvermore

07-15-07, 01:33 PM
A Gnome (-2 str)would probably broken into mages( +2 int ), and miners (+2 con). Half-orcs (-2 int) could be split up into raised by orcs (+2 str), raised by humans (+2 cha), and outcast (+2 con). I like this idea.
Vadin

07-15-07, 01:38 PM
Anybody have some ideas for the racial 'extras' that half-orcs and gnomes could get?
Vadin

07-16-07, 01:05 PM
Persuasive Halflings edited to not gain a bonus to UMD, and have been granted a smaller bonus on CHA skills. In addition, humans can only gain a bonus now to physical stats and have to give up their extra feat at level one. They also only get one permanent class skill instead of two like they had.
Endarrion

07-16-07, 09:19 PM
I see two problems off the top of my head:

1) You seem to have seriously nerfed the human. I say they should automatically gain the 4 extra skill points at 1st level +1 every level thereafter and 1 skill to be a class skill. Then they can take a -2 to any MENTAL stat to give a +2 to any PHYSICAL stat and vise versa OR just gain an extra feat. Limiting the bonus to any physical stat is weird, it doesn't really make any sense.

2) The tough elves gain a redundant ability. They get a +2 to Con and Toughness. I say take away Toughness and give them Endurance and maybe a +2 to one skill such as Heal, Survival, or Concentration to help reflect their toughness. Or instead of a skill bonus, maybe a weapon proficiency, or even armor proficiency (such as being automatically proficient with medium or heavy armor).

Just some suggestions. Cool idea though :) The gnomes and half-orcs should be interesting.
Vadin

07-16-07, 09:29 PM
1)Originally, it was that humans could add a +2 to any stat after taking a penalty to any other stat, but a ton of people on other boards said it was unbalanced. I'm seriously considering putting it back in, though.

2)Tough elves get to be stat-neutral, countering their penalty and gaining a bonus feat and an extra skill point. In addition to countering their races usual penalty, they still gain elven racial traits. I was thinking of also throwing in endurance, because, as a feat, toughness kinda sucks. +3 hp? Just that? Lame...
Vadin

07-17-07, 09:29 PM
Gnomes are up now, and are broken into Undergnomes, Ghostgnomes, and Grudgegnomes.

I'd really appreciate some help with half-elves. Neither I nor anyone I play with ever plays a half-elf, and I never really thought too hard into them.
Vadin

07-17-07, 09:46 PM
:coolcthul :bump: :coolcthul
For some reason, that last post didn't bump the thread back up. Maybe because they were both at 9:29? Hmm...ah, well.
skydin

07-18-07, 12:39 AM
who knows, which books are we talking about here?
BilopTheFleshwarper

07-18-07, 01:58 AM
so the standard sub-races weren't good enough?
Endarrion

07-18-07, 08:25 AM
The grudgegnomes seem to gain little in comparison to the other two. I'm not exactly sure of the flavor for them either. Are they more war-like? If so, maybe a bonus to strength to even out the penalties/bonuses, and giving them something like free weapon focus with any weapon, or dodge/power attack/some other combat feat for free.

Good luck with the half-orcs, should be interesting.
Vadin

07-18-07, 11:33 AM
who knows, which books are we talking about here?

Umm...gnomes, humans, halflings, elves, dwarves, the two halves. The PHB. At some point in time, after these are done, I may do more from other books, like Azurin from MoI, or some other ones from elsewhere.

Bilop: These aren't just 'subraces' these are the race. You don't pick 'dwarf' and then not pick a specialization. I'm not even looking at the subraces out there right now. And if you don't want to seem so hostile, try working on the phrasing.

Endarrion: Grudgegnomes are there to be the battle-priests. Instead of a bonus to strength, which would make them stat-neutral, I gave them a bonus to Wisdom, to accentuate the "grudge" part of their name and to make them better clerics than your average gnome and better fighting clerics than your average cleric.
AMGriffin

07-18-07, 01:30 PM
A Gnome (-2 str)would probably broken into mages( +2 int ), and miners (+2 con). Half-orcs (-2 int) could be split up into raised by orcs (+2 str), raised by humans (+2 cha), and outcast (+2 con). I like this idea.

If I were to do a half-orc I'd just probably give them an inherent +2 Str, -2 Charisma.

Give Orc raised half-orcs weapon proficiency in the orc double-bladed axe, and a +2 on survival and intimidate checks.

Give human-raised half-orcs a free +2/+2 feat and Any as a favored class option.
Vadin

07-19-07, 03:24 PM
Alright. Get this: Races give you your stat penalty and general abilities, racial archetype gives you your racial feats and bonus things, background gives you your stat bonus. ITS UP!
Vadin

07-21-07, 02:52 PM
Now, an example of this system's implementation and diversity.

1)A Dwarven Ranger with favored enemy (Humanoid (Orc)), the Battle-Ready Archetype, and a Physical Background would have extra damage against his already favored enemy, trumping a Stone-Priest Dwarf who tried to take the same path.
2)By that same trumping token, a Stone-Priest Dwarf would be better at being a ranger who scouts in tunnels and dungeons thanks to his Stone-Cunning ability. If he were to be a rogue, he'd be an even more effective searcher in those underground caverns.
3)A Halfling rogue would also be a great searcher, especially if he were of the Sneaky archetype and took a Natural Background. He'd be able to fit into areas no one else in the party could and, thanks to his background, would also be a more proficient searcher. His 'Aim for the eyes' ability would also help him sneak attack unaware foes.
4)If a halfling wanted to focus on attacking foes, however, he could take the Survivor Archetype and a Physical Background and the Barbarian class. He'd then be at standard Barbarian speed (40 ft.) and be at no penalty to strength like a normal halfling. In addition, the small size would help him hit foes and dodge blows.

As shown, the new racial system allows races to fill many niches they couldn't before. Halfling Barbarians and Dwarven Rangers? Madness? Not anymore!