| Post/Author/DateTime | Post |
|---|---|
| Gerrad_Vandar04-03-07, 09:39 PM | The 6 Base Races Remade! Feel free to comment: Human Quick to Master: All humans gain one extra feat at 1st level. Skilled: All humans gain 4 extra skill points at 1st level, plus 1 additional skill point at each following level. Human Spirit: All humans receive a +2 racial bonus on saving throws against fear. Gregarious Manner: All humans receive a +2 racial bonus on Diplomacy, Gather Information and Knowledge (nobility and royalty) checks. Industrious: All humans receive a +2 racial bonus on all Craft checks. Battle Training vs. Orcs and Goblinoids: All humans receive a +1 racial bonus to attack rolls against orcs and goblinoids (including goblins, hobgoblins, and bugbears). Favored Class: Any |
| shogunboy04-03-07, 09:45 PM | That would give humans a better advantage over other races compared to the core human, and it that should be added in the PHB 4.0. |
| Return of the Flumph04-03-07, 09:50 PM | Sure, let me help out. Elf Devastating Archery: Elves have the inherent ability to sneak attack as a twentieth level rogue when using a bow or crossbow. 1337 53xyn355: Elves gain a +20 bonus to all charisma related checks (bluff, diplomacy, etc) against members of the opposite gender. Low Light Vision: Elves can see twice as well in the dark as humans. Weapon Proficiency: All elves are proficient with longswords, shortbows, longbows, and spiked chains. Silent But Deadly: Elves gain a +10 bonus to hide, move silently, and spot checks. Trance: Elves are immune to sleep effects, and only meditate for 4 hours a day instead of the usual 8 hours of sleep. While meditating, they levitate a few feet in the air and are surrounded by a coccoon of indestructable magical force. Door Sense: Elves can passively make search checks to find hidden doors and other objects. Ability Scores: +2 Dex, -2 Con Favored Class: wizard Should I do dwarves next? |
| Gerrad_Vandar04-03-07, 09:50 PM | Dwarf Ability Adjustments: +2 Strength, +2 Constitution, -1 Dexterity, -1 Charisma Darkvision: All Dwarves have Darkvision up to 60 feet. Hardiness vs. Poison: All dwarves receive a +2 racial bonus to saving throws against poison. Hardiness vs. Spells: All dwarves receive a +2 racial bonus to saving throws against spells and spell-like effects. Stoneflesh: All dwarves receive a +1 racial bonus to AC. Stonecunning: All dwarves receive a +2 racial bonus to Search checks when inside any stone structure or underground. Stability: All dwarves receive a +2 racial bonus to saving throws against being knocked down. Stonework Mastery: All dwarves receive a +2 racial bonus on any Appraise or Craft check if it involves working with any kind of stone. Metallurgy Mastery: All dwarves receive a +2 racial bonus on any Appraise or Craft check if it involves working with any kind of metal. Weapon Familiarity: All dwarves treat dwarven waraxes and mauls as martial rather than exotic weapons. Battle Training vs. Giants: All dwarves receive a +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). Battle Training vs. Orcs and Goblinoids: All dwarves receive a +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). Favored Class: Fighter |
| *Truean*04-03-07, 09:54 PM | You know, I really like the human.... The elf is clearly a joke. Honestly, the Dwarf does seem slightly unbalanced (and I hate using that phrase). The ability score boosts don't balance and then there's the +1 to AC.... Something has to give.... my 2 cents |
| Gerrad_Vandar04-03-07, 09:55 PM | Elf Ability Adjustments: +2 Dexterity, +2 Charisma, -1 Strength, -1 Constitution. Forest Born: All elves receive a +2 racial bonus on Knowledge (Nature) and Survival checks. Keen Senses: All elves receive a +2 racial bonus on Listen, Search, and Spot checks. Quick Reflexes: All elves receive a +2 racial bonus on Balance and Tumble checks. Hardiness vs. Enchantments: All elves are immune to magic sleep and charm effects and receive a +2 racial bonus to saving throws against enchantment spells or effects. Low-Light Vision: All elves have Low Light Vision. Weapon Proficiency: All elves receive the Martial Weapon Proficiency feats for the longsword or rapier and the longbow(including composite longbow) or shortbow (including composite shortbow) as bonus feats. Weapon Training: All elves receive a +1 racial bonus on attack rolls for the longsword or rapier and longbow (including composite longbow) or shortbow (including composite shortbow). Favored Class: Wizard. |
| Return of the Flumph04-03-07, 10:07 PM | Half Orc Orc Blood: A half orc is treated as an orc for purposes such as spells, magic items, and other unusual circumstances. Darkvision: Half orcs have 30 foot darkvision. Ugh Smash: Half orcs are thirty feet tall (Huge size, -2 to attack rolls and armor class, -8 to hide and move silently checks, +8 to grapple checks, 10 foot reach) and breath fire (every 1d4 rounds, 10d6 damage in a thirty foot cone. Save DC for half damage equals 10+class level+constitution modifier). Abilities: +2 Strength, -2 Intelligence, -2 Charisma. Favored Class: Barbarian. |
| Gerrad_Vandar04-03-07, 10:07 PM | Gnome Ability Adjustments: +2 Constitution, +2 Charisma, -1 Strength, -1 Dexterity Small Size: All gnomes are small sized creatures. Low-Light Vision: All gnomes have Low Light Vision. Hardiness vs. Poison: All dwarves receive a +2 racial bonus to saving throws against poison. Hardiness vs. Spells: All dwarves receive a +2 racial bonus to saving throws against spells and spell-like effects. Illusion Affinity: All gnomes receive a +1 racial bonus to the Difficulty Class for all saving throws against illusion spells cast by them. Hardiness vs. Illusions: All gnomes receive a +2 racial bonus to saving throws against illusions. Battle Training vs. Giants: All gnomes receive a +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants) Battle Training vs. Goblinoids and Reptilians: All gnomes receive a +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears) and kobolds. Favored Class: Bard |
| AMGriffin04-03-07, 10:26 PM | Humans I'm quite uncomfortable with you making humans have a save against fear. Some humans are exceedingly cowardly. Same applies for the industrious ability, how is some yutz living in a tiny little farming community gonna know how to craft? The battle training versus orcs and goblins also makes no sense, some humans are actually aligned with orcs and goblins. You make the mistake of assuming too much about humans. Dwarves Overpowered. Moving on! Elf. See above! Gnome Half-Dwarf Half-Elf? o_o I also found your usage of -1 penalties with constant net gains troubling. |
| Kolbane_Ferretmaster04-13-07, 02:20 AM | Er...aren't there 7 base races? As such, I'll assume that was a typo. Hence my change to the title. I also agree with Griffin. I am human. I am a coward. Besides, if humans get +2, what do races generally considered more brave then us get? Such as dwarves, arguably elves, half-orcs, orcs, and aasimars? Just my 2 cp. |