Revised PHB races and homebrew Half-breed creations (Compiled for race compendium II) [Archive] - Wizards Community

Post/Author/DateTimePost
AMGriffin

04-13-07, 05:11 PM
Revised Core Races

HUMANS
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• Humans may select one additional feat, but it must be a +2/+2 skill bonus feat.
• 4 extra skill points at 1st level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count. A human is versitaile and is equally suited to each class.
Rolling for random statistics
Height: 4'10" (male) 4'5" (female) +2D10
Weight: 120 (male) 85 (female)+Height modifierx1D6+2
Aging Effects: Adulthood 17 Middle Age 40, Old 60, Venerable 70, Maximum age modifier +2D20

DWARVES
• +2 Constitution. Dwarves are sturdy and tough.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 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).
• 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.
• Stonecunning: This ability grants a 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 dwarf who merely comes within 5 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. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• 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).
• +2 racial bonus on saving throws against poison and disease.
• +2 racial bonus on Appraise and craft checks that are related to stone or metal items.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
Dwarves are a militarisitc people, and are drawn to combat.
Rolling for random statistics
Height: 4'0" (male) 3'10" (female) +2D6
Weight: 130 (male) 90 (female)+Height modifierx1D8+2
Aging Effects: Adulthood 25 Middle Age 80, Old 120, Venerable 150, Maximum age modifier +1D%

ELVES
• +2 Dexterity, –2 Constitution Elves are graceful, but frail.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• immunity to sleep spells, and gain a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, and longbow as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks.
• +2 bonus on perform (player choice) and spellcraft checks. High elves are a race of artsy and creative people and excel naturally in performing and the use of magic.
• Elves do not sleep, but trance. In this state they need only four hours of rest and can come of the trance at will.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Bard. A multiclass elf ’s Bard class does not count when determining whether she takes an experience point penalty for multiclassing. The culture of elves is full of music and art, making them ideal bards.
Rolling for random statistics
Height: 4'6" (male) 4'5" (female) +1D12
Weight: 85 (male) 80 (female)+Height modifierx1D4+1
Aging Effects: Adulthood 30 Middle Age 100, Old 150, Venerable 200, Maximum age modifier +1D%

GNOMES
• +2 Constitution, –2 Strength, -2 wisdom, +2 intelligence. Gnomes are tough like dwarves, and are a naturally intelligent people, but their small size makes them weaker then other races and their friendly and open nature naive.
• 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 he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions. Also add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Kobold, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome 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 + gnome’s Cha modifier + spell level.
• Favored Class: Wizard. A multiclass gnome’s wizard class does not count when determining whether he takes an experience point penalty. Gnomes express interest in magic, and enjoy learning its secrets.
Rolling for random statistics
Height: 3'0" (male) 2''10" (female) +2D6
Weight: 40 (male) 35 (female)+Height modifier
Aging Effects: As Dwarf

HALF-ELVES
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• +2 bonus to all saves against sleep spells and similar magical effects, as well as a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, search, and spot checks.
• Light sleepers: Half-elves need only six hours of sleep to feel rested.
• 1 Extra feat at first level
• Mixed Blood: For all effects related to race, half-elves count as both humans and elves.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count. Half-elves are versitaile just as their human parents are.
Rolling for random statistics
Height: 4'8" (male) 4'5" (female) +1D10, 1D12 (Male) +2D10 (Female)
Weight: 95 (male) 80 (female)+Height modifierx1D6+1
Aging Effects: Adulthood 24 Middle Age 75, Old 100, Venerable 130, Maximum age modifier +4D20

HALF-ORCS
• +2 Strength, –2 Charisma. Half-orcs are strong, but socially maladjusted loners
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
•Darkvision: Half-orcs can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Half-orcs may select one free +2/+2 skill bonus feat. Half-orcs are adaptable and diverse in their talents, much like their human parent.
• +2 morale bonus on saves against fear or fear-like effects
• +1 racial bonus on saves against disease.
• Mixed blood: For effects related to race, a half-orc is considered an orc and a human.
• Automatic Languages: Common and Orc. Bonus Languages: Any.
• Favored Class: Barbarian, ranger or fighter. A multiclass half-orc’s barbarian, ranger or fighter (whichever is highest) class does not count when determining whether he takes an experience point penalty. A half-orc is indeed versitaile, but the crudness of their orcish half limits them slightly.
Rolling for random statistics
Height: 5'4" (male) 4'10" (female) +2D10
Weight: 180 (male) 130 (female) +Height modifierx1D8+2
Aging Effects: Adulthood 15 Middle Age 38, Old 55, Venerable 66, Maximum age modifier +3D12

HALFLINGS
• +2 Dexterity–2 Strength.
• 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.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Diplomacy and Gather information checks
•+2 racial bonus on all move silently checks.
• +1 racial bonus on all saving throws.
•+2 bonus on all listen checks.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Profession (player choice) checks.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Rolling for random statistics. The quick thinking, agility, and stealth required to be a rogue are all traits that halflings have ten-fold.
Height: 2'11" (male) 2'9" (female) +1D10
Weight: 35 (male) 30 (female)+Height modifier
Aging Effects: Adulthood 20 Middle Age 44, Old 68, Venerable 79, Maximum age modifier +2D20, 1D4

Orcs
• +4 Strength, -2 Dexterity, -2 Wisdom. Orcs possess remarkable strength for their size, but are inadept for delicate manuevers and rational thought.
• Medium: As Medium creatures, Orcs have no special bonuses or penalties due to their size.
• Orc base land speed is 30 feet.
•Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Orcs can function just fine with no light at all.
• +3 Morale bonus on saves against fear.
• +2 racial bonus on saves against disease.
• Orcs may are capable of eating raw or tainted food without becomming ill.
• -2 penalty on bluff, diplomacy, and gather information checks when dealing with non-orcs. Throughout their long history, orcs have managed to offend every other race of people at least once.
• Weapon proficiency: Orcs with the martial weapon proficency feat are automatically proficient with the use of the orc double-bladed axe.
• Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. Ferocity is innate in orcs.
Height: 5'8" (male) 5'3" (female) +2D8
Weight: 210 (male) 155 (female) +Height modifierx1D8+2
Aging Effects: Adulthood 14 Middle Age 30, Old 45, Venerable 60, Maximum age modifier +2D10

Hobgoblins
• +2 Dexterity, +2 Constitution. Hobgoblins are agile creatures with notable stamina.
• Medium: As Medium creatures, Hobgoblins have no special bonuses or penalties due to their size.
• Hobgoblin base land speed is 40 feet.
• Low-light vision. Hobgoblins can see twice as far as humans in areas of low-light such as torchlight, moonlight, or starlight.
• +1 Natural armor bonus.
• +2 racial bonus on move-silently checks
• Bonus feat: Endurance
• +2 racial bonus craft checks related to weapons or armor.
• Hobgoblins may select one exotic weapon to be proficient with at first level.
• Automatic Languages: Common and Goblin. Bonus Languages: Abyssal, Dwarven, Elven, Giant, Gnoll, Orc
• Favored Class: Fighter. When determining if a hobgoblin suffers an XP penalty for multiclassing, his fighter level does not count. Hobgoblins have a strict military tradition that breeds strong warriors.
Height: 5'2" (male) 4'10" (female) +2D10
Weight: 130 (male) 90 (female)+Height modifierx1D6+2
Aging Effects: Adulthood 15 Middle Age 35, Old 60, Venerable 75, Maximum age modifier +2D10
• LA+1


Homebrew creations

Savreree (Abomination in elven)
Elves and orcs have been the bitterest of enemies for as long as anyone alive(or dead for that matter) can remember. Their very hatred even extends into their patron deities, who according to legend, were (and are) constantly at odds. Yet it is an unspoken (and unthinkable) truth to both races that the two of them can unite to give birth to mixed offspring. The odds of the savreree being born are incredibly low, first an elf and an orc must mate, most often in a less then tasteful setting, such as an orc raping a woman of an elven village his clan raided, or maybe even a wealthy elf having sex with one of his or her orc slaves, fulfilling some sort of strange and twisted sexual fantasy they harbor. The rarest of possibilities (but not unheard of) is when two outcasts, both often outstanding members of their races, fall in love outside of the bounds of society and bear a child. Then, the seed must take hold and the unborn baby must avoid being aborted through natural or magical means and then not killed upon their entry into this world. Even more then the half-human orc and half-human elf, or even the half-ogre for that matter, savreree are doomed to live a life racked with abuse, isolation, and sadness.

Personality: Savreree are a wrought with paranoia, suspecting most everyone around them wishes them ill. They are prone to depression, attacks of anxiety and they tend to be scatter-brained, unable to focus on one task at a time. This is the result of their conflicting natures, the serenity of their elven half is constantly clashing with the volatile nature of their orcish half, which in turns makes savreree VERY moody. One moment they are in a furious rage, the next in an illogical jubilee, and maybe then a great sorrow. Perhaps above all else, they are lonely. They will go to great measures, even endangering themselves to earn the acceptance of a community or even just a single person.

Physical Description: Savreree resemble half-orcs of human stock, but are smaller, thinner, and noticeably "elven". Their facial features are chiseled, their bodies not as hairy, their ears pointy, their hair fine and dark, and their eyes a shimmering green (with a rare few being red). They stand of similar height to humans, perhaps a bit taller. The combination of elven and orcish physiques leaves savreree slender and in terms of raw power, physically weaker then orcs and half-orcs, but nonetheless endowed with well toned and sinewy muscles, making them agile and highly athletic.

Relations: Rarer then almost any other half-breed race, most communities never even consider the possibility of an orcish/elven hybrid. Reactions vary from disgust to pity, depending on how the savreree behaves. Dwarves, who are infamous for not being on the best of terms with elves and orcs surprisingly enough feel pity for the crossbreed, whom they view as a victim of the cruelty of orcs and carelessness of elves. Elves are outright horrified by their very existence and regard them as literally some kind of demon. Orcs are oddly enough, more accepting of savreree. Although they will forever be viewed as the weakest members of the tribe, they still can earn the right to live by becomming scouts or spies for their tribe. Even among their fellow half-breeds, Savreree are regarded with a degree of aversion. Despite most of them being open-minded and tolerant of others, half-elves sometimes feel a pang of discomfort around savreree, if not only for the sheerly morbid and warped origin they have. They are a bit closer to half-orcs, who like them are the product of violence or jaded tastes. Yet even the half-human orc occupies a higher position in orcish society. It is not uncommon in orcish tribes for evil aligned half-orcs to be endlessly cruel to savreree in an attempt to endear himselves to full-blooded orcs by torturing the only being viewed as more pathetic then he. Yet on the other hand, good aligned half-orcs are quick to relate to (the best they can anyway, even half-orcs are more welcomed into society then savreree) the suffering savreree have underwent.

Alignment: Savreree's conflicting natures cause them to lean towards chaos. Rare is the savreree who has a enough control over his two halves to behave in a lawful manner. Most hold only allegiance to themselves, and are neutral in their outlook...but a select few give in to the suffering they've felt and work to spread it to others, whilst some recognize the injustices of the world and demonstrate piety and benevolence despite all the stigmas they've faced.

Religion: Most Savreree are impious to the extreme, feeling abandoned by the gods. They find no solace in Correllon or Gruumsh who view them as abominations or weaklings (respectively). Any Savreree who does become religious typically worships a human god, or any god that will take pity upon their cursed state.

Savreree Lands: Savreree have no lands of their own, being half-breeds. Though commonly hermits or vagabonds they can be found in orc tribes or living as thugs and bandits in the seediest areas of large cities.

Adventurers: The very definition of social pariah, Savreree rarely (maybe even never) find peace living where they were born. To them, adventuring itself is a very way of life, wandering from place to place in search of a new place to stay, if only temporarily. Others see adventuring as a means of gaining respect and prestige in the eyes of others by amassing wealth and fortune.

Racial traits
•+2 Dexterity, -2 Wisdom. For all their agility and athleticism, Savreree are left mentally weary and unstable by the conflicting natures of their two halves.
•Medium: As medium-sized creatures, Savreree have no penalties or bonuses due to their size.
•Savreree base land speed is 30 feet.
•Darkvision out to 90 feet. Savreree can see in the dark like an orc, but the distance they see is increased by their sharp elven eyesight.
•+2 racial bonus on climb, jump, listen, and spot checks. Savreree are athletic and keen sensed.
•+2 racial bonus on saves against sleep spells. In addition to this, Savreree only require six (not eight) hours of sleep to feel rested.
•Despised: Savreree are seen as digusting and impure by both of their parent races. When dealing with orcs, they suffer a -2 penalty to all charisma based checks who view them as almost worthless. Amongst elves they are considered vile demons and suffer a -4 penalty to charisma based checks. (say for intimidate, as most elves are frightened by the very concept of them).
• Bad blood: A fickle union of orc and elf lineage, savreree do not count as either elves or orcs when determining any effects related to race.
•Automatic languages: Common, Elven or Orc Bonus languages: Elven, Orc, Goblin, Gnoll, Dwarven, Draconic, Abyssal
•Favored class: Rogue. Whether they are scouts for orcish tribes or thugs living in the slums of urban areas, Savreree fit well into the role of the rogue.
Height: 5'2" (male) 4'10" (female) +2D10
Weight: 140 (male) 100 (female)+Height modifierx1D6+2
Aging Effects: Adulthood 17 Middle Age 65, Old 90, Venerable 130, Maximum age modifier +3D20

Half-Dwarves
Humans and Dwarves for the most part have been allies over the years, finding little fault with eachother. They've conducted trade and battled common enemies such as the orcs or the goblins. Though, through all this...romance is and probably will remain to be quite rare, simply because humans and dwarves aren't typically attracted to eachother in that way, but as with everything else, exceptions are present and the progeny of these pairings are half-dwarves. They are found living with both parent races, often rather easily passing as humans, whilst sticking out quite obviously among dwarves, but winning the trust and respect of their comrades with their strength and skill for learning the dwarven crafts.

Personality: Half-dwarves are considerably more social and welcoming of the unfamiliar then their full-blooded cousins. They possess a greater sense of humor, but most are still serious minded and laughter is reserved to mild chuckling. They are a practical people who speak little, but by all means aren't unfriendly folk, they just commonly prefer to be direct in their business. Amongst humans they are a bit more comfortable, who tend to outright overlook or not even realize their mixed blood. They are less prone to fitting in among dwarves to some extent, as most tend to have little regard for tradition (by dwarven standards anyway), which may offend some clan members.

Physical Description: Half-dwarves at first glance resemble short, solidly built humans. The majority stand between 4 1/2 feet and 5 1/2 feet tall, but a rare few stand as tall as 6 feet or as short 4 feet, with males being about 3 inches taller and 25 pounds heavier. They have human-like builds, with their legs and arms being notably long in ratio to their torso if compared to that of a dwarf. Their skin, hair, and eye color all vary just as human's do, but there will always be something gruff and dwarven about them that will faintly set them apart from humans. Males can grow thick beards (whether they do so or not depends upon the culture they grew up in), whilst females usually cannot grow any facial hair at all.

Relations: Half-dwarves themselves are a rarity, and reaction to their heritage is usually not one that is negative, moreso surprise. They are well received by humans, who they can often pass for, and by dwarves for their ability to quickly pick up on all the crafts and labors a dwarf learns, but still some clans may be quick to label them as outsiders despite their apparent skill. Among other races Gnomes are quick to express liking of them for having a majority of the traits they admire in dwarves, as well as a sense of humor. Halflings admire their pratical nature, and elves have some degree of tolerance for them. Although full dwarves get along not so well with either elves or orcs, half-dwarves have little trouble befriending their fellow half-humans of elven or orcish stock.

Religion: Half-dwarves worship Moradin if raised by dwarves usually, though some deviate from the norm in terms of religion, whilst those raised by humans can display any wide variety of religious practice, depending on where and how they were raised.

Alignment: Half-dwarves favor neutrality in terms of law versus chaos, having honor and justice held in high regard, but being less prone to respect for tradition as well as tolerating (if not enjoying) change and the unfamliar. Half-dwarves are commonly good, the child of two loving parents who were able to see beyond physical attraction and racial bonudaries to fall in love.

Half-Dwarf lands: Half-dwarves have no real home of their own, but are found amongst both humans and dwarves. Those living with dwarves take to the military life quite well, being taller then dwarves but still similar in physique, making them stronger and thus good soldiers, the only plight being for the taller half-dwarves...which is fitting in the tunnels and caverns dug by their dwarven relatives. Among humans they are commonly smiths or professional soldiers, jobs their dwarven relatives are known for.

Adventurers: Half-dwarves are born with the ambition of humans and love of precious gems and metals we see in dwarves, this manifests as a strong yearning for fame and fortune, which some half-dwarves readily attempt to fulfill. Others may be outcasts, abandoned by humans once their mixed ancestry was learned of, or cast aside by dwarves who saw them as "different" and not fit to live within their clan.

Racial Traits
• +2 Strength, -2 Dexterity. Half-Dwarves are taller and longer limbed then a dwarf, but still as heavily build, making them strong people, but the mismatch of human and dwarven physiques does leave them somewhat awkward.
• Medium sized: As Medium-sized creatures, Half-Dwarves have no penalties or bonuses due to their size.
• Half-Dwarf base land speed is 30 feet. However, Half-dwarves may move at this speed while wearing medium armor or when carrying a medium load.
• Darkvision out to 30 feet.
• +1 racial bonus on saves disease and poison effects. Half-dwarves inherit some of the resistance to illness found in dwarves.
• +1 Racial bonus on all fortitude saves. Half-dwarves are hardy and rugged, just as their dwarf parent.
• Bonus feat: A half-dwarf may select any +2/+2 skill bonus feat at first levle. Like humans they are varied and capable people.
• Automatic languages: Common, Dwarven. Bonus languages: Any
• Favored Class: Any. Half-dwarves are a diverse and varied in their talents, much like humans.
Height: 4'7" (male) 4'4" (female) +2D8
Weight: 130 (male) 90 (female)+Height modifierx1D8+2
Aging Effects: Adulthood 22 Middle Age 60, Old 90, Venerable 110, Maximum age modifier +3D20, 1D10

Half-Goblins
Because they reproduce so quickly and are so easy to dominate, goblins make the idea shocktroops for the aspiring evil conquerer. Unfortunately, goblins are also quite weak and cowardly, not the best traits for a soldier. To get around this problem, some more innovative conquerers and overlords have sought to crossbreed goblins with another race to remove the less desirable traits of goblins whilst still keeping the positive (fast breeding cycle, reaching maturity quickly). Orcs were originally planned but orcs were thought far too wild and vicious, so humans (who breed just as quickly as goblins) were selected instead. The result is the half-goblin, they are exceedingly rare in terms of “natural occurance” and most are the product of selective breeding. In recent years the adventrous human spirit of half goblins has manifested and many have broke away from their would-be masters.

Personality: As a result of the mixture of human ambition and the conniving nature of goblins, half-goblins are extremely goal orientated, always looking for a way to come out on top of any given situation. They’re rather rude and abrasive like goblins, at the same time however the half-goblin is far more bold and brave then his goblin kin, and not nearly as prone to sell out his comrades. He is far more difficult to bully into submission, the ultimate flaw of breeding them as shock troops. Indeed, those living amongst goblins often rise to the ranks of chieftain, using their greater size and strength to their advantage. The few raised by humans typically very sullen and withdrawn, usually turning to a life of crime.

Physical description: Half-goblins are MUCH larger then any goblin would ever be, but are always quite short by human standards. They stand 4 to almost 5 ½ feet tall and weigh between 60 and 165 pounds. Their skin runs the range of human colors, thought it is heavily tinted with an orangish palor. Their facial features are generally human, but their face will typically be flat and sunken like a goblin’s. One distinctly human trait of the half-goblin is their eyes, which are ALWAYS a human shade and not beady as goblin eyes are.

Relations: Half-goblins are a total oddity and no public opinion has been formed of them yet. Humans typically react with shock and sometimes mild repulsion, depending on the half-goblin’s behavior they may learn to accept (if not at least tolerate) him or label him a criminal and threat. Dwarves typically see them on par with regular goblins, as do gnomes and elves. Halflings may come to respect their crafty nature however. Amongst half-breeds they get a somewhat better reception, half-elves will not be so quick to judge them and they identify strongly with half-orcs who suffer similar (if not worse) bias. Amongst their full blooded goblin relatives they are usually seen as large and frightening bullies.

Alignment: Half-goblins have no preference for law or chaos just as their human parents. A majority of half-goblins are evil or at the least neutral. Living as servants to a dark and powerful warlord, in a privelged position amongst goblins, or in the seedy slums of human cities. A lucky few half-goblins however are raised away from these sources of corruption and in no way lack the capability to be benevolent beings.

Half-goblin lands: Half-goblins are a half-breed, so they have no lands of their own. They are found more commonly among goblins, where they easily assume positions of power. Those living among humans are found in densley populated urban areas, making a living as thieves or criminals.

Adventurers: Half-goblins adventure to get away from the plight of their extremely obscure ancestry. Some are fleeing the rule of their former master, whilst others may have been banished from their goblin tribe, being viewed as a threat by the tribal chieftain. Others may be merely wanders, being unable to mesh with any real society.

Racial Traits
• +2 Dexterity, -2 Charisma. Half-goblins possess the agility and crass nature of their goblin parent. But being part human makes them larger and stronger then full blooded goblins.
• Medium: As medium sized creatures Half-goblins suffer no bonuses or penalties due to their size
• Bonus:Half-goblins usually come from one of three backgrounds...human raised, goblin raised, or war-bred. Those raised by humans may select any feat that grants a +2 racial bonus to two skills and their favored class is changed to "any". Those raised by Goblins gain a +2 racial bonus on ride checks, and +2 bonuses on intimidate, diplomacy, and bluff checks when dealing with goblinoids of any sort. War-bred half-goblins are automatically proficient with small shields, short swords, flails, and morning stars.
• Darkvision out to 60 feet
• Automatic languages: Common, Goblin Bonus languages: Abyssal, Orc, Gnoll, Giant, Draconic, Elven
• Favored class: Fighter or Rogue. The half-goblin’s highest level fighter OR rogue class does not count when determining if he/she suffers a penalty for multiclassing.
Height: 4'3" (male) 4'0" (female) +1D12
Weight: 95 (male) 75 (female)+Height modifierx1D6+2
Aging Effects: Adulthood 14 Middle Age 32, Old 48, Venerable 62, Maximum age modifier +2D12

Critique, evaluate. Whatever you wish to :)
Spikes01k

04-13-07, 07:00 PM
I am glad to say it first; Humans are fine the way they are! Leave them alone please!
wal9000

04-13-07, 07:19 PM
I am glad to say it first; Humans are fine the way they are! Leave them alone please!

Then I'll be second. Taking away the extra skill points at every level but first would just be annoying. As it is you can pick a certain number of skills and always keep them maxed, but with the additional points being replaced with a crappy feat it becomes more complicated to keep track and doesn't make it less powerful.

In fact, that probably makes it more powerful, because an optimized munchkin character will probably only be depending on a few skills and won't care about having one less maxed. The extra skill +2/+2 feat allows for pumping a skill even higher above max ranks. Seems like an unneeded change to me.
AMGriffin

04-13-07, 09:25 PM
I see, but I refuse to give humans one extra skill point per level. It denotes some kinda superiority in humans I have a hard time envisioning. The whole point of the bonus feat is basically to replace the bonus skill points with something more or less equal in power.
Spikes01k

04-14-07, 12:26 AM
Check the exsultid deeds book. Its a feat that they get as a natural bonus. They get an extra skill point every level. 4 I think if they get it at level 1.
AMGriffin

04-21-07, 12:30 PM
...So you're saying the skill point bonuses humans get are available via a feat?

Also, I whipped up a few orcish subraces.

Mountain Orcs
This particular humanoid stands a bit over six feet, with a huge, muscular frame. It has particularly crude features, with a snout-like nose and a notably hairy body.

Mountain orcs are widely considered to be the most primitive species of orc currently alive. They are voracious and crude, with unrelenting cruelty being common amongst their ranks. They relish in sensual pleasure and have a violent and warlike nature.

• +4 Strength, -2 Wisdom, -2 Intelligence, -2 Charisma. Mountain Orcs are immensly powerful, with thick bone frames wrapped tightly in solid muscle, but are seriously lacking foresight, wit, and couth.
• Medium size
• 30 feet base land speed
• +2 racial bonus on saves against fear and disease.
• +4 racial bonus on intimidate checks.
• Darkvision out to 60 feet.
• Light sensitivity
• Automatic proficiency with the orc double-bladed axe.
• Automatic languages: Common, Orc Bonus Langauges: Abyssal, Dwarven, Gnoll, Giant, Goblin, Undercommon.
• Favored Class: Barbarian. Mountain orcs are savage barbarians.

Hill Orcs
This orc stands about 6 and a half feet tall, with a powerful physique, though not to the same extent as a mountain orc. He glares at you with wild eyes, though they shine with intelligence.

Hill orcs are a subrace of orcs that have left their mountainous cavern homes and now typically are found in savannahs or hilly plains. They are typically taller and slightly thinner then Mountain orcs, and with features typically less "Ugly" by human standards. Their lower jaws do not jut so vividly, their noses not quite so snout-like, and their body hair is more sparse by contrast. Hill orcs are considerably more intelligent then Mountain orcs, and have a much more well constructed society. Fighting is still a major aspect of society, but hill orcs prefer strategy and discipline to raw fury and rage. They are less prone to needless acts of violence and cruelty, but still are not above taking what they want through force. Regardless, they hold on honor in high regard and disdain treachery and ambush attacks.

The following are in addition to mountain orc traits, unless noted otherwise.
• +2 Strength, -2 Dexterity, +2 Constitution, -2 Wisdom. These replace the mountain orc's ability modifiers.
• Increase saves against fear bonus to +3.
• Steel orcs do not have Light sensitivity.
• Decrease intimidate bonus to +2.
• Favored Class: Fighter. This replaces the mountain orc's favored class.

Forest Orcs
This orc has gray colored skin and long, black hair. Standing just under six feet tall, the creature stands with a slight hunch.

Forest Orcs are a more peaceful variety of orcs, they have given up war for the most part in pursuit of a more shamanistic and spiritual lifestyle. They are far more at peace and calm then other orcish subraces, and even have given up their bias (for the most part) toward elves. Forest orcs have gray skin and yellow or orange eyes, and are notably shorter then other orcs, being just below humans in height.

The following are in addition to mountain orc traits, unless noted otherwise.
• +2 Strength, -2 Dexterity, +2 Wisdom, -2 Intelligence. These replace the mountain orc's ability modifiers.
• Low-light vision. This ability replaces darkvision.
• +2 racial bonus on survival, sense motive, and handle animal checks. This replaces the intimidate bonus of mountain orcs.
• Forest orcs do not have light sensitivity.
• Bonus Langauges change to: Elven, Giant, Gnoll, Gnome, and Sylvan
• Favored Class: Druid. This replaces the mountain orc's favored class.

Deep Orcs
It is the tallest orc you've ever seen, standing at roughly 7 1/2 feet tall, the humanoid has dark green skin and glowing blood red eyes. He carries himself with a nobility not found in other orcs.

Deep Orcs are a powerful subrace of orcs living deep within the underdark. Notably more clever then the common mountain orc, and even stronger at that...they are truly a force to be reckoned with. Widely considered the strongest subrace of orcs, they often align themselves with drow or other villainous underdark inhabitants and stand at the forefront of many orc hordes.

The following are in addition to mountain orc traits, unless noted otherwise.
• +6 Strength, -2 Dexterity, -2 Wisdom, +2 Charisma. These replace the mountain orc's ability modifiers.
• Darkvision extends to 90 feet.
• Light Blindness. This trait replaces light sensitivity.
• Saves against fear increase to +4.
• +2 Natural Armor
• Powerful build.
• Bonus feats: Toughness, Great Fortitude
• LA+2.

Variations among half-orcs.

Half-mountain orcs
• +2 Strength, -2 Charisma
• Medium Size
• 30 feet base land speed.
• Darkvision out to 60 feet.
• +2 racial bonus on saves against fear.
• +1 racial bonus on saves against disease.
• Half-orcs may select one +2/+2 skill bonus feat at first level.
• Automatic languages: Common, Orc Bonus languages: Any. (Other then secret langauges, such as druidic)
• Favored Class: Any.

Half-Hill orcs
Half-hill orcs have the same abilities as half-mountain orcs, unless noted otherwise.
• +2 Constitution, -2 Wisdom. This replaces the half-mountain orc ability modifiers.
• Darkvision extends to only 30 feet.
• Half-Hill orcs gain one bonus feat at first level. This ability replaces the +2/+2 skill bonus feat of half-mountain orcs.

Half-Forest orcs
Half-Forest orcs have the same abilities as half-mountain orcs, unless noted otherwise.
• Low-light vision. This replaces darkvision.
• +2 racial bonus on sense motive and handle animal checks.

Half-Deep orcs
Half-Deep orcs have the same abilities as half-mountain orcs, unless noted otherwise.
• +4 Strength. This replaces the half-mountain orc's ability modifiers.
• +1 Natural Armor.
• Bonus on saves against fear increases to +3.
• Bonus feat: Toughness OR Great fortitude.
• LA+1

Height, Weight, and Age modifiers
Half-Mountain Orc
Height: 5'0" (Male) 4'6" (Female) +2D12
Weight: 180 (Male) 135 (Female) x2D6
Age
Adulthood: 13
Middle-age: 25
Old: 37
Venerable: 50
Maximum age Modifier: +1D10

Hill Orc
Height: 5'8" (Male) 5'2" (Female) +2D8
Weight: 200 (Male) 150 (Female) x2D8
Age
Adulthood: 14
Middle Age: 35
Old: 50
Venerable: 60
Maximum age Modifier: +2D10

Forest Orc
Height: 4'8" (Male) 4'4" (Female) +2D10
Weight: 150 (Male) 110 (Female) x2D6
Age
Adulthood: 15
Middle age: 40
Old: 60
Venerable: 70
Maximum age modifier: +2D12

Deep Orc
Height: 6'6" (Male) 6'0" (Female) +2D10
Weight: 240 (Male) 185 (Female) x2D10
Age
Adulthood: 20
Middle Age: 50
Old: 75
Venerable: 90
Maximum Age Modifier: +2D20

Half-Mountain Orc
As PHB, though base height is now 5'0" for Males and 4'6" For Females and base weight is 160 and 120 for males and females respectively.

Half-Hill Orc
Height: 5'4" (Male) 4'10" (Female) +2D10
Weight: 160 (Male) 120 (Female) x2D6
Age: As human in PHB

Half-Forest Orc
Height: 4'10" (Male) 4'5" (Female) +2D10
Weight: 140 (Male) 100 (Female) x2D6
Age
Adulthood: 15
Middle Age: 40
Old: 60
Venerable: 70
Maximum Age Modifier: +2D20

Half-Deep Orc
Height: 6'0" (Male) 5'6" (Female) +2D10
Weight: 185 (Male) 130 (Female) x2D8
Age
Adulthood: 17
Middle Age: 45
Old: 65
Venerable: 80
Maximum Age Modifier: +2D20