| Post/Author/DateTime | Post |
|---|---|
| molten_dragon05-18-07, 02:54 PM | I'm currently working on a homebrew campaign world, and I'm doing some work on the races to try to get them a little more in line with each other in terms of power. I'm curious what people think of them, not powerful enough, too powerful, etc. Thanks, MD Races of Everlyn Dwarves Dwarves are known for their skill at warfare and mining, their magnificent underground cities, their resistance to magic and poisons, and their love of the simple pleasures in life. They often seem aloof and even rude to strangers, but among friends they are much warmer. In Everlyn, they often work as miners and smiths, trading worked goods for food, which is often in short supply in their mountain homes. Dwarves often go adventuring out of a desire to right the wrongs in the world. Traits: Same as in Player’s Handbook Languages: Dwarven automatically, Common automatically if Intelligence is 10 or higher, Orc, Giant, Gnome, Goblin, Terran, and Undercommon as Bonus Languages Names Dwarves are granted names by their clan elders on the day of their birth. Most dwarven names are reused through the generations and if a dwarf dishonors his clan, he can be stripped of his name and cast out from his clan. This is considered the greatest punishment a dwarf can endure, even worse than death. Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Tordek, Traubon, Ulfgar, Veit Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart Elves Despite their long lifespans, elves in Everlyn are a dying race. For some unknown reason, fewer and fewer elven children are being born each year. This has affected the elves in strange ways, leading some to become distant and fatalistic, and leading others to strike out from their forest homes, wanting to experience all life has to offer before their death as a species. Because of this strange affliction, elven children are incredibly precious. Many elves take up adventuring to help find a cure or even a cause for their malady, but thus far none have succeeded. Traits: Elves’ favored class is ranger, otherwise, same as in player’s handbook. Languages: Elven automatically, common automatically if Intelligence is 10 or higher, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan as bonus languages. Names When an Elf reaches adulthood, usually shortly after her hundredth birthday, she selects a name. These names are usually unique creations, but sometimes an elf will take the name of a person, living or dead, whom she admires. Family members may still call the elf by her childhood name, and she may or may not care. Elven family names are usually combinations of standard elven words and some elves traveling in human lands may translate them into common or a regional dialect. Male Names: Aramil, Aust, Enialis, Heian, Himo, Ivellios, Laucian, Quarion, Soveliss, Thamior, Tharivol Female Names: Anastrianna, Antinua, Drusilia, Felosial, Ielenia, Lia, Mialee, Quillathe, Silaqui, Vadania, Valanthe, Xanaphia Clan Names: Amastacia (Starflower), Amakiir (Gemflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Il****iir (Gemblossom), Xiloscient (Goldpetal). Gnomes Gnomes are rare in Everlyn, but generally well liked. They have a love for practical jokes that can often get them in trouble, as well as for gems and animals. There are a few small gnome villages in Everlyn, but most gnomes are found in human cities where their skills at engineering, alchemy, and mechanics are in great demand. They are also very inquisitive by nature and often take up adventuring just to see new things and new people. Traits: Same as in Player’s Handbook Languages: Gnome automatically, Common automatically if Intelligence is 10 or higher, Draconic, Dwarven, Elven, Giant, Goblin, and Orc as Bonus Languages. Names Gnomes love names and most have at least 5 or 6. As a gnome grows up he gets a name from his mother, a name from his father, a name from his clan elders, and several nicknames from his other family and friends. Most Gnomish names are variations of family names, but some are completely unique creations. Gnomes traveling away from other gnomes usually only use three names, a given name, a family name, and a nickname. Male Names: Boddynock, Dimble, Fonkin, Gimble, Glim, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo, Zook Female Names: Bimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, Waywocket Clan Names: Beren, Dargel, Folkor,Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Turen Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Oneshoe, Sparklegem, Stumbleduck. Halflings Halflings are clever, opportunistic, resourceful survivors. Most halflings in Everlyn are nomadic traders, wandering between human cities and buying and selling goods from all over Everlyn. A few live in human cities, living as merchants, or more rarely, thieves. This often causes others to see them in a negative light. Halflings often become adventurers out of wanderlust, simply to enjoy the pleasures of traveling. Traits: Same as in Player’s Handbook Languages: Halfling automatically, Common automatically if Intelligence is 10 or higher, Dwarven, Elven, Gnome, Goblin, and Orc as Bonus Languages. Names A halfling has a given name, a family name, and possibly a nickname. Many halfling family names seem to be nothing more than nicknames so good that they stuck throughout the generations. Male Names: Alton, Beau, Cade, Eldon, Garrett, Lyle, Milo, Osborn, Roscoe, Wellby Female Names: Amaryllis, Charmaine, Cora, Euphemia, Lillian, Lavinia, Lidda, Merla, Portia, Seraphina, Verna. Clan Names: Brushgather, Goodbarrel, Greenbottle, Highhill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough. Half-Elves Half elves are born of both human and elven blood, and share some of the traits of each. Their personalities often depend on whether they were raised with humans or elves. Half-elves often do not feel at home with either of their parents, and turn to adventuring as something they can excel at and fit in. Traits: - Medium Sized - +2 to saves vs. sleep effects and +1 to saves vs. enchantment effects - Low-Light Vision - +1 bonus on listen, search, and spot checks. Like their elven parents, half-elves can detect secret doors simply by passing near them. - +2 bonus on diplomacy and gather information checks -If raised with humans, half-elves receive 4 additional skill points at first level and 1 additional skill point each level after that. They also receive all the bonuses and penalties associated with the human culture they were raised in. They do not receive automatic proficiency in the elven language. - If raised with elves, half-elves receive free proficiency with two of the following weapons, long sword, rapier, longbow, or shortbow as well as proficiency with the elven language, They do not receive automatic proficiency in the common language. - Favored class is the same as whoever the half-elf was raised with Languages: Common automatically if raised with humans, Elven automatically if raised with Elves, Both automatically if Intelligence is 10 or higher, any Bonus Languages. Names Half elves use either human or elven names, depending on who raised them. Half-Orcs Half orcs are born of both human and orc blood. There is still much mistrust between the human and orc races due to their many wars, and half-orcs have trouble fitting in among orcs or humans. They are stronger than a human, and smarter than an orc, leading them to be dangerous combatants. This, combined with people’s mistrust of them leads many to the adventuring life, where their combat prowess is appreciated. Traits: - +2 Strength, -2 Charisma, half orcs are stronger than a human, but they are distrusted among both human and orc cultures - Darkvision to 60 ft. - + 2 on survival and knowledge (nature) checks, half orcs typically spend much of their lives in the wilderness - If raised with human parents, a half-orc receives 4 additional skill points at first level and 1 additional skill point each level after that. They also receive all the bonuses and penalties associated with the human culture they were raised in. They do not receive free proficiency in the orc language. - If raised with Orc parents, a half-orc receives free weapon proficiency with the greataxe and familiarity with the orc double axe. They do not receive free proficiency in the common language. - favored class is barbarian Languages: Common automatically if raised with humans, Orc automatically if raised with Orcs, Both automatically if Intelligence is 10 or higher, any Bonus Languages. Names A half-orc is typically given a name by whichever culture he is raised with. Many half-orcs change their names when they become of age depending on the impression they wish to make on others. Kobold Kobolds are often characterized as filthy little reptiles with no redeeming qualities. They are sometimes malicious by nature, but rarely of any real menace. In their lairs, they usually found hard at work mining. Kobolds love being underestimated, however. They are meticulous creatures with draconic blood running through their veins and a very strong work ethic. They are often discounted as pests by other races, but they actually have many talents and clever tricks up their sleeves. Kobolds often adventure to prove themselves or to increase their magical power. Traits: - + 2 dexterity, + 2 charisma, -4 strength, -2 constitution, kobolds are weak and frail, but their small size makes them quick, and their draconic heritage lends them forceful personalities. - Small size - Humanoid (dragonblood, reptilian), kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon - Kobold land speed is 30 feet - +1 natural armor bonus - Darkvision to 60 feet - +2 racial bonus to craft (trapmaking), profession (mining), and search checks - Automatic language: Draconic - Favored class: Sorcerer Languages: Draconic automatically, Common automatically if Intelligence is 10 or higher, Dwarven, Gnome, Goblin, Orc, and Undercommon as Bonus Languages. Names A kobold generally has a given name and a clan name. Given names are chosen by the clan elders when a kobold reaches adulthood. Male Names: Alokxier, Althiox, Aurix, Chogren, Goskil Gix, Kinfil, Ket, Oth, Svent Female Names: Aancal, Aurix, Eiahcap, Iautres, Ixen, Lailxix, Ouxbis, Wauthbiep Clan Names: Aodnan, B’xnas, Raunniex, Shathgys, Thunniem, Waipkier, Wethcyp Orc Orcs are aggressive humanoids that are often at war with the Seven Nations. They also have a racial hatred of elves and dwarves and are often at war with them as well. For these reasons, combat is very important to orcs. Their tribes are led by the strongest or most clever combatant and they thrive in battle. Orcs are rarely accepted in human lands, so those orcs that do not fit into their tribes usually turn to an adventuring life where they have a chance to be accepted for their battle prowess. Traits: - +4 strength, -2 intelligence, -2 charisma, orcs are very strong, but not very pleasant or intelligent - Orc land speed is 30 feet - Darkvision out to 60 feet - Automatic weapon proficiency with the greataxe, and weapon familiarity with the orc double axe - Automatic languages: Orc - Favored class: barbarian Languages: Orc automatically, Common automatically if Intelligence is 10 or higher, Dwarven, Elven, Gnome, Goblin, and Undercommon as Bonus Languages. Names Orcs have a given name and a clan name. Their given names are given to them by their parents at birth, much like human names. Male Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Ront, Shump, Thokk Female Names: Baggi, Emen, Engong, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen Clan Names: Brak, Briol, Gidash, Golo, Kruudash, Kushnak, Prinak, Vraalg, Vraurk Humans Human traits very among the Seven Nations, but all humans share some things in common. They are the most adaptable of all races and accept change quickly. They also tend to be more involved in all aspects of life than other races. Anderon The people of Anderon are hardworking, brash, stubborn, and loyal. They prosper off of the rich land of their country and many are farmers, ranchers, woodcutters or craftsmen. Their stubbornness makes it difficult to control their minds, but their brash and stubborn manner can put people off at times. Traits: In addition to the standard human racial traits, humans from Anderon receive the following: - +1 to will saves vs. charm and compulsion effects; People from Anderon are very stubborn, and it is difficult to change their minds, even magically - -1 to diplomacy and gather information checks; Their brash and stubborn personalities make others react harshly to them at times - Favored Class: Crusader Languages: Anderish automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Anderites have a given name and a family name. They receive their given names from their parents at birth and they may be anything from the name of an ancestor to something that just sounds good. Family names are often occupations. Male Names: Aston, Barrett, Canfield, Drake, Emmett, Prentice, Prescott, Sanders, Sterne, Warford, Yeoman. Female Names: Blythe, Celia, Cicely, Cleva, Farrah, Garnet, Lark, Primrose, Quilla, Taylor, Unity. Family Names: Cooper, Fisher, Miller, Potter, Reed, Smith, Tanner, Thatcher. Udurno The people of Udurno are currently oppressed by a despotic leader. This has made them adept at reading others moods, if only to help them stay in their government’s good graces. They also live in a harsh and forbidding climate, making them very capable of survival in the wild. Their new leader keeps them uninformed about the world around them, however, because it makes it easier to keep control of them. Traits: In addition to the standard human racial traits, humans from Udurno receive the following: - +1 to survival and sense motive checks; People from Udurno are well equipped to survive in the wild, and excellent at sensing other people’s intentions - -1 to all knowledge checks; The government of Udurno keeps its people uninformed about the world - Favored Class: Rogue Languages: Udurnan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Udernans have a given name and a family name. They receive their given names from their parents at birth and they are usually named for an ancestor. Male Names: Anstot, Boldich, Camburg, Daldwi, Gunthen, Heinge, Meicke, Remanig, Wolminh. Female Names: Aethi, Brunied, Friedal, Heluti, Hillebi, Nohlra, Ravele, Reinga, Scala, Suabil. Family Names: Aeder, Anstot, Rhezzo, Nieben, Oborde, Udgeng, Vikieg, Welmer. Tierdad The people of tierdad are free-spirited and passionate. They have a very complicated government, and are fond of politics. They also value honor very highly and respond badly to insults, whether real or imagined. Horses are also very important to them, and most people in Tierdad learn to ride at a very young age. Traits: In addition to the standard human racial traits, humans from Tierdad receive the following: - +1 to knowledge (nobility and royalty) checks, +1 to ride checks; Politics and horseback riding are very important in Tierdad - -1 to saves vs. effects that target their emotions; The people of Tierdad tend to be very passionate and let their emotions control them sometimes - Favored Class: Swashbuckler Languages: Udurnan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Tierdans have a given name, a middle name, and a family name. They choose their own given names when they reach adulthood and their childhood names become a middle name. Male Names: Aron, Diego, Elias, Juan, Jorge, Lisias, Montego, Neto, Oro, Santo, Teo, Vicente. Female Names: Ariela, Brisa, Carmen, Elena, Felisa, Kesara, Leya, Maela, Pilar, Raquel, Sarita. Family Names: Acosta, Davila, Fernandez, Garcia, Latorre, Navar, Ramos, Ramirez, Valencia. Ihatha Ihathans are an incredibly pious people, and religion dominates their daily life. They are hard workers as well, but take great joy in festivals and holidays. Being an island nation, they are very at home on the water and most of the population works in the fishing or shipping industries. Traits: In addition to the standard human racial traits, humans from Ihatha receive the following: - +1 to swim and profession (sailor) checks; Ihathans are very comfortable in the water - +1 to knowledge (religion) checks involving Nebel, -1 to knowledge (religion) checks involving any other deity; Ihathans revere Nebel greatly, but look down upon other gods - -2 to diplomacy checks; Ihathans constantly bring Nebel’s greatness up in their everyday conversations, this irritates other people. - Favored Class: Cleric Languages: Ihathan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Ihathans have a given name and a family name. They receive their given name from their parents at birth, and they receive the right to use their family name at the age of 5 when they perform their first reading at a church service. Male Names: Aetos, Damián, Darius, Galen, Isidoro, Kiron, Nikita, Orestes, Platon, Stefanos, Tamas. Female Names: Aegea, Bryony, Calla, Dysis, Elina, Hera, Lystra, Medea, Tessa, Thisbe, Xylia. Family Names: Alexander, Demetrios, Kostas, Nicholas, Petrakis, Spiridon, Yannis. Ulengu Ulengu is a war-torn nation, and its people are a fractured, arguing group. They tend to have a fatalistic outlook toward life and many have little hope for the future but more war and death. They also rarely get attached to things, knowing that anything they do get attached to will probably get taken away soon. Traits: In addition to the standard human racial traits, humans from Ulengu receive the following: - +2 to survival checks; Many basic necessities are not available in Ulengu, this has made its people hardy and resourceful - PC’s from Ulengu only receive ½ the normal starting cash for first level; Decades of war have stolen most of Ulengu’s wealth - Favored Class: Warblade Languages: Ulengun automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Ulenguns have a given name and a tribe name. They are born with the tribal name of whatever tribe they are part of. They receive a given name when they complete their rite of passage from childhood into adulthood at age 13. Male Names: Aribif, Chesho, Inezab, Kulifu, Maziba, Unasin, Nuguzi, Wakafi, Wikiju. Female Names: Alafik, Fajaza, Koroka, Kutoro, Kiar, Pimay, Pitaka, Salasi, Weneze. Tribal Names: Alipen, Char, Hatiki, Magine, Shauku, Tukib, Wabau, Zarab. Iraya Iraya is a strict nation ruled by its women. Men in Ihatha are treated as second class citizens, and are often slaves. The women of Ihatha have the right to vote for their leaders, however, something that is rare in Everlyn. Since the laws are made by representatives of the people, the penalties for breaking them are very harsh. Traits: In addition to the standard human racial traits, humans from Iraya receive the following: - +1 to survival checks in desert areas, -1 to survival checks in all other areas; Irayans are used to life in a desert setting and have trouble adjusting to other climates - -1 to swim checks; Most Irayan’s do not live anywhere near water +1 to knowledge (the planes) checks, Iraya has a larger than normal number of planar rifts, this leads its people to be more knowledgeable about the outer planes - Favored Class: Ranger Languages: Irayan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names All Irayans have a given name, however only women are allowed to have a surname. Male Names: Alare, Bularr, Dusuha, Dir, Imiyid, Kinait, Nanshr, Oma, Qudara, Shabil. Female Names: Amahni, Basesi, Koroo, Marame, Naamma, Shasaa, Sefay, Sorouf, Yar. Surnames: Aryonu, Basaje, Dashaf, Ikirse, Musha, Nafid, Nabeya, Sooru, Sarima. Zhongou The people of Zhongou are honorable, honest, and magically talented. The people of Zhongou have a somewhat higher quality of life than the people of other nations due to Zhongou’s large number of magic users. They are also a very regimented and ordered society, where everything has a proper place and time. Traits: In addition to the standard human racial traits, humans from Zhongou receive the following: - +1 to spellcraft and knowledge (arcane) checks; Magic is everywhere in Zhongou and everyone knows at least a little about it, even if they cannot use it - -1 to bluff and sleight of hand checks; Dishonesty is greatly looked down upon in Zhongou - Favored Class: Sorcerer Languages: Zhongan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names All Zhongans have a given name and a surname. Surnames are typically very short, and generally are spoken before the given name. Male Names: Bharu, Dihihua, Donpai, Guan, Hizur, Kaidon, Kusyua, Sekamo, Shuata, Takaku. Female Names: Fosure, Jiroen, Kyous, Meimiy, Niqia, Paishe, Piwan, Shishi, Yashim, Zensua. Surnames: Cu, Hon, Ne, Ryo, Sha, Shen, Suk, Tana, Ya. |
| AMGriffin05-18-07, 05:56 PM | Races of Everlyn Elves Despite their long lifespans, elves in Everlyn are a dying race. For some unknown reason, fewer and fewer elven children are being born each year. This has affected the elves in strange ways, leading some to become distant and fatalistic, and leading others to strike out from their forest homes, wanting to experience all life has to offer before their death as a species. Because of this strange affliction, elven children are incredibly precious. Many elves take up adventuring to help find a cure or even a cause for their malady, but thus far none have succeeded. Traits: Elves’ favored class is ranger, otherwise, same as in player’s handbook. Languages: Elven automatically, common automatically if Intelligence is 10 or higher, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan as bonus languages. Names When an Elf reaches adulthood, usually shortly after her hundredth birthday, she selects a name. These names are usually unique creations, but sometimes an elf will take the name of a person, living or dead, whom she admires. Family members may still call the elf by her childhood name, and she may or may not care. Elven family names are usually combinations of standard elven words and some elves traveling in human lands may translate them into common or a regional dialect. Male Names: Aramil, Aust, Enialis, Heian, Himo, Ivellios, Laucian, Quarion, Soveliss, Thamior, Tharivol Female Names: Anastrianna, Antinua, Drusilia, Felosial, Ielenia, Lia, Mialee, Quillathe, Silaqui, Vadania, Valanthe, Xanaphia Clan Names: Amastacia (Starflower), Amakiir (Gemflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Il****iir (Gemblossom), Xiloscient (Goldpetal). Nothing? Just a change in favored class? Gnomes Gnomes are rare in Everlyn, but generally well liked. They have a love for practical jokes that can often get them in trouble, as well as for gems and animals. There are a few small gnome villages in Everlyn, but most gnomes are found in human cities where their skills at engineering, alchemy, and mechanics are in great demand. They are also very inquisitive by nature and often take up adventuring just to see new things and new people. Traits: Same as in Player’s Handbook Languages: Gnome automatically, Common automatically if Intelligence is 10 or higher, Draconic, Dwarven, Elven, Giant, Goblin, and Orc as Bonus Languages. Names Gnomes love names and most have at least 5 or 6. As a gnome grows up he gets a name from his mother, a name from his father, a name from his clan elders, and several nicknames from his other family and friends. Most Gnomish names are variations of family names, but some are completely unique creations. Gnomes traveling away from other gnomes usually only use three names, a given name, a family name, and a nickname. Male Names: Boddynock, Dimble, Fonkin, Gimble, Glim, Gerbo, Jebeddo, Namfoodle, Roondar, Seebo, Zook Female Names: Bimpnottin, Caramip, Duvamil, Ellywick, Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, Waywocket Clan Names: Beren, Dargel, Folkor,Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Turen Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Oneshoe, Sparklegem, Stumbleduck. You didn't improve Gnomes? They could use something more, maybe something along the lines of a bonus to their intelligence scores. Halflings Halflings are clever, opportunistic, resourceful survivors. Most halflings in Everlyn are nomadic traders, wandering between human cities and buying and selling goods from all over Everlyn. A few live in human cities, living as merchants, or more rarely, thieves. This often causes others to see them in a negative light. Halflings often become adventurers out of wanderlust, simply to enjoy the pleasures of traveling. Traits: Same as in Player’s Handbook Languages: Halfling automatically, Common automatically if Intelligence is 10 or higher, Dwarven, Elven, Gnome, Goblin, and Orc as Bonus Languages. Names A halfling has a given name, a family name, and possibly a nickname. Many halfling family names seem to be nothing more than nicknames so good that they stuck throughout the generations. Male Names: Alton, Beau, Cade, Eldon, Garrett, Lyle, Milo, Osborn, Roscoe, Wellby Female Names: Amaryllis, Charmaine, Cora, Euphemia, Lillian, Lavinia, Lidda, Merla, Portia, Seraphina, Verna. Clan Names: Brushgather, Goodbarrel, Greenbottle, Highhill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough. Fair enough. Half-Elves Half elves are born of both human and elven blood, and share some of the traits of each. Their personalities often depend on whether they were raised with humans or elves. Half-elves often do not feel at home with either of their parents, and turn to adventuring as something they can excel at and fit in. Traits: - Medium Sized - +2 to saves vs. sleep effects and +1 to saves vs. enchantment effects - Low-Light Vision - +1 bonus on listen, search, and spot checks. Like their elven parents, half-elves can detect secret doors simply by passing near them. - +2 bonus on diplomacy and gather information checks -If raised with humans, half-elves receive 4 additional skill points at first level and 1 additional skill point each level after that. They also receive all the bonuses and penalties associated with the human culture they were raised in. They do not receive automatic proficiency in the elven language. - If raised with elves, half-elves receive free proficiency with two of the following weapons, long sword, rapier, longbow, or shortbow as well as proficiency with the elven language, They do not receive automatic proficiency in the common language. - Favored class is the same as whoever the half-elf was raised with Languages: Common automatically if raised with humans, Elven automatically if raised with Elves, Both automatically if Intelligence is 10 or higher, any Bonus Languages. Names Half elves use either human or elven names, depending on who raised them. Change the bonus skill points to a bonus feat and then get rid of their diplomacy and gather information bonus (maybe along with boosting their resistance to mind effecting spells back up to +2). Otherwise they're still ultimately not as viable in comparison to humans. Half-Orcs Half orcs are born of both human and orc blood. There is still much mistrust between the human and orc races due to their many wars, and half-orcs have trouble fitting in among orcs or humans. They are stronger than a human, and smarter than an orc, leading them to be dangerous combatants. This, combined with people’s mistrust of them leads many to the adventuring life, where their combat prowess is appreciated. Traits: - +2 Strength, -2 Charisma, half orcs are stronger than a human, but they are distrusted among both human and orc cultures - Darkvision to 60 ft. - + 2 on survival and knowledge (nature) checks, half orcs typically spend much of their lives in the wilderness - If raised with human parents, a half-orc receives 4 additional skill points at first level and 1 additional skill point each level after that. They also receive all the bonuses and penalties associated with the human culture they were raised in. They do not receive free proficiency in the orc language. - If raised with Orc parents, a half-orc receives free weapon proficiency with the greataxe and familiarity with the orc double axe. They do not receive free proficiency in the common language. - favored class is barbarian Languages: Common automatically if raised with humans, Orc automatically if raised with Orcs, Both automatically if Intelligence is 10 or higher, any Bonus Languages. Names A half-orc is typically given a name by whichever culture he is raised with. Many half-orcs change their names when they become of age depending on the impression they wish to make on others. The 4 extra skillpoints at first level and one extra skill point per level makes half-orcs WAAAY overpowered. I'd replace it with access to a +2/+2 skill bonus feat, and even then that's still quite better then the familiarity they'll get from being raised by orcs. Kobold Kobolds are often characterized as filthy little reptiles with no redeeming qualities. They are sometimes malicious by nature, but rarely of any real menace. In their lairs, they usually found hard at work mining. Kobolds love being underestimated, however. They are meticulous creatures with draconic blood running through their veins and a very strong work ethic. They are often discounted as pests by other races, but they actually have many talents and clever tricks up their sleeves. Kobolds often adventure to prove themselves or to increase their magical power. Traits: - + 2 dexterity, + 2 charisma, -4 strength, -2 constitution, kobolds are weak and frail, but their small size makes them quick, and their draconic heritage lends them forceful personalities. - Small size - Humanoid (dragonblood, reptilian), kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon - Kobold land speed is 30 feet - +1 natural armor bonus - Darkvision to 60 feet - +2 racial bonus to craft (trapmaking), profession (mining), and search checks - Automatic language: Draconic - Favored class: Sorcerer Languages: Draconic automatically, Common automatically if Intelligence is 10 or higher, Dwarven, Gnome, Goblin, Orc, and Undercommon as Bonus Languages. Names A kobold generally has a given name and a clan name. Given names are chosen by the clan elders when a kobold reaches adulthood. Male Names: Alokxier, Althiox, Aurix, Chogren, Goskil Gix, Kinfil, Ket, Oth, Svent Female Names: Aancal, Aurix, Eiahcap, Iautres, Ixen, Lailxix, Ouxbis, Wauthbiep Clan Names: Aodnan, B’xnas, Raunniex, Shathgys, Thunniem, Waipkier, Wethcyp A decent kobold fix, I'm not real big on the little fellows though. Orc Orcs are aggressive humanoids that are often at war with the Seven Nations. They also have a racial hatred of elves and dwarves and are often at war with them as well. For these reasons, combat is very important to orcs. Their tribes are led by the strongest or most clever combatant and they thrive in battle. Orcs are rarely accepted in human lands, so those orcs that do not fit into their tribes usually turn to an adventuring life where they have a chance to be accepted for their battle prowess. Traits: - +4 strength, -2 intelligence, -2 charisma, orcs are very strong, but not very pleasant or intelligent - Orc land speed is 30 feet - Darkvision out to 60 feet - Automatic weapon proficiency with the greataxe, and weapon familiarity with the orc double axe - Automatic languages: Orc - Favored class: barbarian Languages: Orc automatically, Common automatically if Intelligence is 10 or higher, Dwarven, Elven, Gnome, Goblin, and Undercommon as Bonus Languages. Names Orcs have a given name and a clan name. Their given names are given to them by their parents at birth, much like human names. Male Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Ront, Shump, Thokk Female Names: Baggi, Emen, Engong, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen Clan Names: Brak, Briol, Gidash, Golo, Kruudash, Kushnak, Prinak, Vraalg, Vraurk[/quote] Broooooke. Having a strength bonus that high at the cost of two things as petty as intelligence and charisma is going to make half-orcs BROKEN as melee types. Throw in a dexterity bonus and get rid of their charisma penalty. Humans Human traits very among the Seven Nations, but all humans share some things in common. They are the most adaptable of all races and accept change quickly. They also tend to be more involved in all aspects of life than other races. Anderon The people of Anderon are hardworking, brash, stubborn, and loyal. They prosper off of the rich land of their country and many are farmers, ranchers, woodcutters or craftsmen. Their stubbornness makes it difficult to control their minds, but their brash and stubborn manner can put people off at times. Traits: In addition to the standard human racial traits, humans from Anderon receive the following: - +1 to will saves vs. charm and compulsion effects; People from Anderon are very stubborn, and it is difficult to change their minds, even magically - -1 to diplomacy and gather information checks; Their brash and stubborn personalities make others react harshly to them at times - Favored Class: Crusader Languages: Anderish automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Anderites have a given name and a family name. They receive their given names from their parents at birth and they may be anything from the name of an ancestor to something that just sounds good. Family names are often occupations. Male Names: Aston, Barrett, Canfield, Drake, Emmett, Prentice, Prescott, Sanders, Sterne, Warford, Yeoman. Female Names: Blythe, Celia, Cicely, Cleva, Farrah, Garnet, Lark, Primrose, Quilla, Taylor, Unity. Family Names: Cooper, Fisher, Miller, Potter, Reed, Smith, Tanner, Thatcher. Udurno The people of Udurno are currently oppressed by a despotic leader. This has made them adept at reading others moods, if only to help them stay in their government’s good graces. They also live in a harsh and forbidding climate, making them very capable of survival in the wild. Their new leader keeps them uninformed about the world around them, however, because it makes it easier to keep control of them. Traits: In addition to the standard human racial traits, humans from Udurno receive the following: - +1 to survival and sense motive checks; People from Udurno are well equipped to survive in the wild, and excellent at sensing other people’s intentions - -1 to all knowledge checks; The government of Udurno keeps its people uninformed about the world - Favored Class: Rogue Languages: Udurnan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Udernans have a given name and a family name. They receive their given names from their parents at birth and they are usually named for an ancestor. Male Names: Anstot, Boldich, Camburg, Daldwi, Gunthen, Heinge, Meicke, Remanig, Wolminh. Female Names: Aethi, Brunied, Friedal, Heluti, Hillebi, Nohlra, Ravele, Reinga, Scala, Suabil. Family Names: Aeder, Anstot, Rhezzo, Nieben, Oborde, Udgeng, Vikieg, Welmer. Tierdad The people of tierdad are free-spirited and passionate. They have a very complicated government, and are fond of politics. They also value honor very highly and respond badly to insults, whether real or imagined. Horses are also very important to them, and most people in Tierdad learn to ride at a very young age. Traits: In addition to the standard human racial traits, humans from Tierdad receive the following: - +1 to knowledge (nobility and royalty) checks, +1 to ride checks; Politics and horseback riding are very important in Tierdad - -1 to saves vs. effects that target their emotions; The people of Tierdad tend to be very passionate and let their emotions control them sometimes - Favored Class: Swashbuckler Languages: Udurnan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Tierdans have a given name, a middle name, and a family name. They choose their own given names when they reach adulthood and their childhood names become a middle name. Male Names: Aron, Diego, Elias, Juan, Jorge, Lisias, Montego, Neto, Oro, Santo, Teo, Vicente. Female Names: Ariela, Brisa, Carmen, Elena, Felisa, Kesara, Leya, Maela, Pilar, Raquel, Sarita. Family Names: Acosta, Davila, Fernandez, Garcia, Latorre, Navar, Ramos, Ramirez, Valencia. Ihatha Ihathans are an incredibly pious people, and religion dominates their daily life. They are hard workers as well, but take great joy in festivals and holidays. Being an island nation, they are very at home on the water and most of the population works in the fishing or shipping industries. Traits: In addition to the standard human racial traits, humans from Ihatha receive the following: - +1 to swim and profession (sailor) checks; Ihathans are very comfortable in the water - +1 to knowledge (religion) checks involving Nebel, -1 to knowledge (religion) checks involving any other deity; Ihathans revere Nebel greatly, but look down upon other gods - -2 to diplomacy checks; Ihathans constantly bring Nebel’s greatness up in their everyday conversations, this irritates other people. - Favored Class: Cleric Languages: Ihathan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Ihathans have a given name and a family name. They receive their given name from their parents at birth, and they receive the right to use their family name at the age of 5 when they perform their first reading at a church service. Male Names: Aetos, Damián, Darius, Galen, Isidoro, Kiron, Nikita, Orestes, Platon, Stefanos, Tamas. Female Names: Aegea, Bryony, Calla, Dysis, Elina, Hera, Lystra, Medea, Tessa, Thisbe, Xylia. Family Names: Alexander, Demetrios, Kostas, Nicholas, Petrakis, Spiridon, Yannis. Ulengu Ulengu is a war-torn nation, and its people are a fractured, arguing group. They tend to have a fatalistic outlook toward life and many have little hope for the future but more war and death. They also rarely get attached to things, knowing that anything they do get attached to will probably get taken away soon. Traits: In addition to the standard human racial traits, humans from Ulengu receive the following: - +2 to survival checks; Many basic necessities are not available in Ulengu, this has made its people hardy and resourceful - PC’s from Ulengu only receive ½ the normal starting cash for first level; Decades of war have stolen most of Ulengu’s wealth - Favored Class: Warblade Languages: Ulengun automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names Ulenguns have a given name and a tribe name. They are born with the tribal name of whatever tribe they are part of. They receive a given name when they complete their rite of passage from childhood into adulthood at age 13. Male Names: Aribif, Chesho, Inezab, Kulifu, Maziba, Unasin, Nuguzi, Wakafi, Wikiju. Female Names: Alafik, Fajaza, Koroka, Kutoro, Kiar, Pimay, Pitaka, Salasi, Weneze. Tribal Names: Alipen, Char, Hatiki, Magine, Shauku, Tukib, Wabau, Zarab. Iraya Iraya is a strict nation ruled by its women. Men in Ihatha are treated as second class citizens, and are often slaves. The women of Ihatha have the right to vote for their leaders, however, something that is rare in Everlyn. Since the laws are made by representatives of the people, the penalties for breaking them are very harsh. Traits: In addition to the standard human racial traits, humans from Iraya receive the following: - +1 to survival checks in desert areas, -1 to survival checks in all other areas; Irayans are used to life in a desert setting and have trouble adjusting to other climates - -1 to swim checks; Most Irayan’s do not live anywhere near water +1 to knowledge (the planes) checks, Iraya has a larger than normal number of planar rifts, this leads its people to be more knowledgeable about the outer planes - Favored Class: Ranger Languages: Irayan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names All Irayans have a given name, however only women are allowed to have a surname. Male Names: Alare, Bularr, Dusuha, Dir, Imiyid, Kinait, Nanshr, Oma, Qudara, Shabil. Female Names: Amahni, Basesi, Koroo, Marame, Naamma, Shasaa, Sefay, Sorouf, Yar. Surnames: Aryonu, Basaje, Dashaf, Ikirse, Musha, Nafid, Nabeya, Sooru, Sarima. Zhongou The people of Zhongou are honorable, honest, and magically talented. The people of Zhongou have a somewhat higher quality of life than the people of other nations due to Zhongou’s large number of magic users. They are also a very regimented and ordered society, where everything has a proper place and time. Traits: In addition to the standard human racial traits, humans from Zhongou receive the following: - +1 to spellcraft and knowledge (arcane) checks; Magic is everywhere in Zhongou and everyone knows at least a little about it, even if they cannot use it - -1 to bluff and sleight of hand checks; Dishonesty is greatly looked down upon in Zhongou - Favored Class: Sorcerer Languages: Zhongan automatically, Common automatically if Intelligence is 10 or higher, any Bonus Languages. Names All Zhongans have a given name and a surname. Surnames are typically very short, and generally are spoken before the given name. Male Names: Bharu, Dihihua, Donpai, Guan, Hizur, Kaidon, Kusyua, Sekamo, Shuata, Takaku. Female Names: Fosure, Jiroen, Kyous, Meimiy, Niqia, Paishe, Piwan, Shishi, Yashim, Zensua. Surnames: Cu, Hon, Ne, Ryo, Sha, Shen, Suk, Tana, Ya. All these extra human variations seem kinda like extra baggage. Regional feats would be more appropriate. And you haven't even touched dwarves, elves, gnomes, or halflings, they're all now kind of well...inferior to your other races, and half-orcs and orcs are both overpowered (the orc being outright broken). |
| molten_dragon05-22-07, 11:35 AM | Thanks for the input, anyone else have any opinions? |
| The Ubbergeek05-22-07, 11:40 AM | No offence, but the 'dying race' thing is so cliché... How about a RISING elf/dwarf race? |
| molten_dragon05-22-07, 12:52 PM | Is it really? I've never run into it in a game before. |
| The Ubbergeek05-22-07, 05:52 PM | Is it really? I've never run into it in a game before. Hell yes.... It's a FANTASY cliché, even. |
| fiendish_platypus05-22-07, 06:03 PM | In wouldn't have the skill points for the Half-elf or Half-orc, because they could simply buy Speak Language (elven) for one or two skill points, and take the rest for themselves. Also, your Orcs look a little strong... |
| Grizzled Gryphon05-22-07, 09:12 PM | I wouldn't say the Half-Orcs are broken because of the skill points. Far from it, actually. So, they essentially get one more skill at max ranks. Big deal. I like the kobold fix, but I don't agree with the Cha bonus. Rather, I don't agree with the 'why' of the bonus. Kobolds don't seem to have any kind of forceful personality. It would seem to me, with there hard working society, that they would have a bonus to Con, as they mine all day long, every day. Mining with a pick-axe is some serious hard labor. That is going to make any one burly, let me tell you. |
| molten_dragon05-22-07, 10:10 PM | Thanks for the help everyone. It seems the consensus is that the orcs are overpowered. Would changing the +4 STR to a +2 STR/+2 CON fix it? |