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| Return of the Flumph10-06-07, 04:45 PM | Since fourth edition won't be out for a little while yet, and since I probably won't buy it for at least a few months after it does come out, I want to see if I can work level-based racial powers into my 3E campaign. For those who have not seen the 4E previews, all player races in fourth edition grant additional racial perks as you increase in character level, allowing race to be an important part of game mechanics all the way up to thirtieth level (unlike third edition, where race doesn't matter after level 8). So, what kind of bonuses should each race get as it levels up, and how often should they get new ones? The race list and concept for my setting are as follows. I don't want to pidgeonhole any race into only being good in one or two classes. Keep in mind that in addition to specific abilities for specific races, I also need a system to introduce them. Humans: Identical to standard PHB humans. Since their focus is on versatility and customizability, I really don't know what kind of bonuses to give them as they level up. Any suggestions would be much appreciated. Elves: There are three playable elven subraces in my world; high elves, gray elves, and sea elves. Elves are the descendents of devolved fey, and thus are fond of nature and magic and so forth. High elves are jungle dwellers, and should get bonuses that make them better hunters and trackers. Gray elves are arcanists, and should get bonuses that emphasise their connection to magic. Sea elves are bigtime animal lovers, and should get bonuses that emphasise this. Dwarves: Pretty much how the PHB presents them, except they only get the +2 save bonus against transmutation spells, and they hate orcs and giants instead of goblinoids. Bonuses that emphasize endurance, stoicism, and connection to the earth would be appropriate. Dwarven culture is heavy on ancestor worship, so some spiritual communion type powers might come into play (at very high levels) as well. Gnomes: Vastly changed from the PHB version. Gnomes are all about industry, science, and development. They have bonuses to certain Craft and Knowledge skills, and are extremely competent with mechanical weapons like crossbows. They know just where to hit a construct to tear it apart (they can crit golems!), and their spell like abilities are more telekinetic than illusory. They also have Scent. These first level traits are balanced by a net ability score penalty (-2 strength). Their bonuses at higher levels should be about machinery, arcane magic, and the like. Halfling: There are two halfling subraces in my world. Desert halflings are pretty much as the PHB depicts them, and also have darkvision 10 (pitiful by dwarven standards, but now they can at least be halfway competent rogues). Plains halflings do not have darkvision and do not get any bonuses for using thrown weapons, but they do have Powerful Build. Desert halflings should get bonuses that help with dungeoncrawling. Plains halflings should get ones that help with killing things. Kobold: As the MM, but with bonuses to Jump and Tumble and an added +2 to charisma. Kobolds are sneaky and cunning little devils, and there are many sorcerers among them. Their bonuses should relate to trickery, trapmaking, and inherent magic (that last one is probably at higher levels, for the most part). Oh yeah, and they like using poison. Goblin: As the MM goblin, but with an added +2 to saves versus poison and disease and Uncanny Dodge as a racial ability. They also have a +1 dodge bonus to AC against flanking and AoO attacks. Their abilities should have to do with ducking, dodging, sneaking, and surviving. Hobgoblin: Good dexterity, bad wisdom, and Toughness as a bonus feat. They hate elves (+1 to hit them) and have some skill bonuses relating to warfare. Otherwise, they are as the standard hobgoblin. Their bonuses shouls make them more mobile and deadly on the battlefield, as well as having fanatical morale. Orc: Strong. Tough. Fast. Dumb, but that's not much consolation when its swinging a gigantic axe at your face. +2 strength and con, -2 intelligence and charisma, base speed 40. Mountain orcs have skill bonuses that pertain to outdoors survival, and get along well with giants. Sea orcs have bonuses to Swim and Craft (ships). Their racial bonuses should contribute to a) making them more suited to their mountainous or seafaring lifestyles, or b) making them absolute *******ed nightmares in battle. Taheen (ravenfolk, name ripped off of the Dark Tower): Clever, manipulative, and diplomatic. Taheen are very cerebral, and good at problem solving and seeing through illusions (both figurative and literal; they have a wisdom bonus and are resistant to illusion spells). They are immune to falling damage due to their feathers and hollow bones, but have a strength penalty on account of their not having marrow. I'm not sure what further bonuses to give them as they level up. Kurik: Aberration race that immigrated from the Far Realms. They have natural armor, one round of invisibility per day, and a very sucky bite attack that comes in handy when they get disarmed. Their racial abilities should have to do with their ability to (on a very limited level) ignore local physics. They also have been having undead problems in their new home, so bonuses against undead might also work. Please, help me out here. |
| Thomar_of_Uointer10-06-07, 06:57 PM | Humans: Identical to standard PHB humans. Since their focus is on versatility and customizability, I really don't know what kind of bonuses to give them as they level up. Any suggestions would be much appreciated. Extra bonus feat every odd-numbered level. Elves: There are three playable elven subraces in my world; high elves, gray elves, and sea elves. Elves are the descendents of devolved fey, and thus are fond of nature and magic and so forth. High elves are jungle dwellers, and should get bonuses that make them better hunters and trackers. Gray elves are arcanists, and should get bonuses that emphasise their connection to magic. Sea elves are bigtime animal lovers, and should get bonuses that emphasise this. Huh. Since elves are fey, I'd give them some fey-like abilities. Maybe something like... Every odd level starting at 3rd, an elf gains one of the following abilities. If he has a level I ability from a list, he may choose a level II ability from the same list, and so on. Flight I: Only take 1d6 damage when falling from any height. Flight II: Fly at 10' (Perfect). Flight III: Fly at 30' (Perfect). Flight IV: Fly at 60' (Perfect). Resistance I: Gain DR 3/cold iron. Resistance II: Improves to DR 6/cold iron. Resistance III: Improves to DR 9/cold iron. Resistance IV: Improves to DR 12/cold iron. Resistance V: Improves to DR 15/cold iron. Magic I: Gain the usage of 1 level 1 spell as a spell-like ability 1/day. Magic II: Gain the usage of 1 level 2 spell as a spell-like ability 1/day. Magic III: Gain the usage of 1 level 3 spell as a spell-like ability 1/day. Magic IV: Gain the usage of 1 level 4 spell as a spell-like ability 1/day. Magic V: Gain the usage of 1 level 5 spell as a spell-like ability 1/day. Dwarves: Pretty much how the PHB presents them, except they only get the +2 save bonus against transmutation spells, and they hate orcs and giants instead of goblinoids. Bonuses that emphasize endurance, stoicism, and connection to the earth would be appropriate. Dwarven culture is heavy on ancestor worship, so some spiritual communion type powers might come into play (at very high levels) as well. Again, a new ability every odd level starting at level 3. Tough I: Add level to hit points. Tough II: Add 2x level to hit points. Tough III: Add 3x level to hit points. Tough IV: Add 4x level to hit points. Resistance I: Gain spell resistance equal to level + Wis mod. Resistance II: Spell resistance improves to level + 3 + Wis mod. Resistance III: Spell resistance improves to level + 6 + Wis mod. Resistance IV: Spell resistance improves to level + 9 + Wis mod. Guidance I: 1/day, add level to an attack roll, skill check, or saving throw. Guidance II: 2/day. Guidance II: 3/day. Guidance II: 4/day. Gnomes: Vastly changed from the PHB version. Gnomes are all about industry, science, and development. They have bonuses to certain Craft and Knowledge skills, and are extremely competent with mechanical weapons like crossbows. They know just where to hit a construct to tear it apart (they can crit golems!), and their spell like abilities are more telekinetic than illusory. They also have Scent. These first level traits are balanced by a net ability score penalty (-2 strength). Their bonuses at higher levels should be about machinery, arcane magic, and the like. Hehe, this is a harder one. I might just give them a big list of gizmos with level-dependent (or skill-dependent) benefits, individual crafting times, and production costs, and let them pick one every odd level (starting at 3rd). It makes them different an unique, which is good for gnomes. For instance... Longrifle: This twohanded ranged weapon requires 200 gp of raw materials and one week of crafting time. A package of 10 shots takes one day to craft and requires 10 gp of raw materials. The weapon has a range increment of 120', deals 2d6 points of damage on a successful hit, and requires a full-round action to reload (as a heavy crossbow). In the hands of a gnome able to craft it, it deals an additional point of damage for every 3 skill ranks in Craft (Alchemy). Mecharmor: This armor requires 3,000 gp of raw materials and one month of crafting time. It is treated as fullplate, and grants its wearer a +4 equipment bonus to Strength-based skill checks. When worn by a gnome able to craft it, the gnome adds 1/3 his skill ranks in Craft (Clockwork) to his Strength score. Does that help? |