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| ArochanoX01-04-07, 03:35 PM | I've seen many, many debates about level adjustments. I've seen many tryouts to create +0 LA Centaurs, Drow, Pixies and what else. I've also always wanted to add a little more spice to existing "normal" phb-races. They're good, but stat-wise they're very dull when compared to higher LA mechanics. So, I made LA +2 PHB-races. I hope they all are quite balanced to LA +2 and offer some interesting abilities to spice them. Enjoy! Comment! PHB races Humans Medium-sized humanoid (human) +2 racial bonus on any two different ability scores. (Player chooses) Base land speed: 30 ft 2 extra feats at 1st level because humans are quick to master specialized tasks and varied their talents. 8 extra skill points at 1st level and 2 extra skill points at each addintional level, since humans are versatile and capable. Able learner: Whenever a human takes ranks in one of her cross class skills, she spends only 1 skillpoint for each rank instead of the normal 2 skillpoints for one rank. The maximum ranks still apply. Prodigal nature: A human may add d4 to one d20 roll's result (after seeing the d20 roll but before seeing the effect of the result). Using this ability requires no action and is usable at will (up to maximum of once a round). Using bare willpower to gain prodigal results is highly depraving causing 2 points of wisdom damage each time the ability used. Automatic Language: Common and Region's Bonus Languages: any (other than secret languages) Favored Class: any Dwarves Medium-sized humanoid (dwarf) +2 Strenght, +4 Constitution, +2 Wisdom, -2 Charisma Base land speed: 20 ft. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying medium or heavy load. Darkvision 120 ft Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts unusual stonework. A dwarf who merely comes within 15 ft of unusual stonework can make a Search check as if he were actively searching, and dwarf can use the Search skill to find stonework traps as a rogue can. Dwarf can also intuit depth, direction to North and time while underground. Weapon Familiarity: Dwarves may treat any exotic weapons that have "dwarven" in the name of the weapon as martial weapons. Stability: Dwarves cannot be tripped, and dwarves can be bullrushed only by large or larger foes, though dwarves have a +4 bonus on ability checks to resist being bullrushed. Immunity to poison and paralysis, since dwarves once before were constructs made by gods, they still retain some immunities from those times. Spell Resistance 10 + character level; dwarves are highly resistant to magic, even beneficent magic. +4 racial bonus on apprase checks, because dwarves are keen on details. +4 racial bonus on Craft checks that are related to stone or metal. Automatic languages: Common and Dwarven Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Favored Class: Fighter and Cleric. A multiclass dwarf's fighter or cleric class does not count whether he takes an experience point penalty for multiclassing. If dwarf has both cleric and fighter levels, only the highest level class doesn't count. Elves Medium-sized humanoid (elf) +2 Dexterity, -2 Constitution +2 Intelligence, +2 Wisdom, +2 Charisma Base land speed 40 ft Immunity to echantment spells and effects. Superior low-light vision: An elf can see four times 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. Darkvision 60 ft Detect magic at will: Elves live amongst magic and have created a sense to it. Weapon proficiency: Elves recieve Martial Weapon Proficiency feats for the longsword, rapier, longbow and shorbow. Weapon familiarity: Elves may treat any exotic weapons that have "elven" in the name of the weapon as martial weapons. +6 racial bonus on Listen, Search and Spot checks, an elf can also acertain invisible creature's location by hearing to one 5-foot square if the creature is within 30 ft of the elf. Automatic languages: Common, Elven and one free choice from the elf bonus language list. Elves have a sense to logic of other languages. Bonus languages: Auran, Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan. Favored Class: Wizard and Archivist. A multiclass elf's wizard or archivist class does not count whether he takes an experience point penalty for multiclassing. If elf has both wizard and archivist levels, only the highest level class doesn't count. Gnomes Small humanoid (gnome) +2 Dexterity, +2 Constitution, +2 Charisma Base land speed 20 ft Superior Darkvision 60 ft: A gnome can see 60 ft in total darkness. She retains the ability to distinguish color and detail under these conditions. Low-Light vision: A gnome 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 familiarity: Gnomes may treat any exotic weapons that have "gnome" in the name of the weapon as martial weapons. Illusion resistance 14 + Character Level. Gnomes are innately familiar with illusions of all kinds. Add +2 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. +1 Caster Level for one spontaneous arcane spellcasting class's caster level. Gnomes are creatures of arcane and of spontaneous acts. Pranks and puns are great, if they're arcane pranks and puns they are greater! +4 racial bonus on Listen checks +2 racial bonus on Spellcraft checks +2 racial bonus on Craft (alchemy) checks Automatic languages: Common, Gnome and animal language (as per the spell speak with animals) Bonus languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc and Terran. Spell-like abilities: Gnome can cast any three cantrips (choose at level 1) 3 times a day each. DC is charisma based. Favored Class: Bard and Beguiler. A multiclass gnome's bard or beguiler class does not count whether he takes an experience point penalty for multiclassing. If gnome has both bard and beguiler levels, only the highest level class doesn't count. Half-Elves Medium-sized humanoid (elf, human) +2 Charisma and a +2 racial bonus on any other ability score other than charisma (player chooses). Base land speed 30 ft Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells and 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. +2 racial bonus on Diplomacy and Gather Information checks Half-elves combine the best aspects of elves and humans in social situations. +2 racial bonus on 2 skills: Half-elves are versatile and capable as humans. +2 racial bonus on initiative checks Half-elves can quickly analyze the situation and act quickly. Human eagerness combined with elven senses. +2 racial bonus on disarm and trip checks Half-elves are quick to adapt into different combat situations and use the human wittyness for their benefit. Automatic Languages: Common and Elven Bonus Languages: Any (other than secret languages) Favored Class: Any Half-Orcs Medium-sized humanoid (human, orc) +4 Strenght, +2 Constitution, -2 Charisma Base land speed 40 ft Darkvision 120 ft Low-light vision: A half-orc 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. Light Sensitivity: A half-orc is dazzled in sunlight or in other bright light, and half-orc's base land speed drops to 30 ft. Half-orcs haven't yet got rid of their orc parent's weakness. Powerful build: The physical stature of a half-orc lets her function in many ways as if she were one size category larger. Whenever a half-orc is subject to a size modifier or special size modifier for an opposed check, the half-orc is treated one size category larger if doing so is advantageous to her. A half-orc is also considered to be one size larger when determining whether a creature's special attacks based on size can affect her. A half-orc can use weapons designed for a creature one size larger without penalty. However her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. Unimpeded movement: A half-orc can travel at her full speed even on natural difficult terrain (such as undergrowth and rocky areas but not in some magical or otherwise unnatural difficult terrain.) +4 racial bonus on balance checks; half-orcs are sturdy travellers and hardly ever fall. +4 racial bonus on intimidate checks; half-orcs can be frightening. +2 racial bonus on will saves; half-orcs are strongwilled and slow to change their mind - even if influenced by others. Damage Reduction 2/-: Half-Orcs are tough skinned. This damage reduction stacks with damage reduction granted by barbarian class feature. Automatic languages: Common and Orc Bonus Languages: Giant, Gnoll, Goblin and Abyssal Favored Class: Barbarian Halflings Small humanoid (halfling) -2 Strenght, +4 Dexterity, +2 Charisma Base Land speed 30 ft +4 racial bonus on Climb, Jump, Listen and Move Silently checks. Lucky: Whenever a halfling rolls a d20 and gets natural 1, that result counts as natural 20. Whenever halfling rolls a d20 and gets natural 2, roll a d%. If the result is more than 50 + Halfling's character level, the d20 result is a natural 1 instead. Immunity to fear 1 extra feat at 1st level because halflings are quick to master specialized tasks and varied their talents. 4 extra skill points at 1st level and 1 extra skill points at each addintional level, since halflings are versatile and capable. Automatic Languages: Common, Halfling and Region's Bonus Languages: Dwarven, Elven, Gnome, Goblin and Orc Favored Class: Rogue and Ranger. A multiclass halfling's rogue or ranger class does not count whether he takes an experience point penalty for multiclassing. If halfling has both rogue and ranger levels, only the highest level class doesn't count. MM races Orcs Medium-sized humanoid (orc) +4 Strenght, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma Base land speed 40 ft Darkvision 120 ft Low-light vision: An orc 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. Light Sensitivity: An orc is dazzled in sunlight or in other bright light, and orc's base land speed drops to 30 ft. Powerful build: The physical stature of en orc lets her function in many ways as if she were one size category larger. Whenever an orc is subject to a size modifier or special size modifier for an opposed check, the orc is treated one size category larger if doing so is advantageous to her. An orc is also considered to be one size larger when determining whether a creature's special attacks based on size can affect her. An orc can use weapons designed for a creature one size larger without penalty. However her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. Unimpeded movement: A orc can travel at her full speed even on natural difficult terrain (such as undergrowth and rocky areas but not in some magical or otherwise unnatural difficult terrain.) Feral Instinct: Adrenaline surges all the time through orc's veins resulting uncontrolled bursts that happen more often in hectic places like in towns and cities. Once a day (preferrably sunset or night), the orc must make a will save (DC 8 in wilderness, DC 14 in populated areas unless the population consists of mainly orcs or goblinoids, when the DC is 10) or burst into frenzy. Frenzy lasts for 1d6 rounds, during which time orc attacks nearest enemy, civilian or friend (in that order) by whichever weapons orc has in hand. If the orc has killed somebody already during that day, there's no risk of frenzying. Flesh-eater: Eating fresh meat of orc's fallen enemies gives orc strenght. Orc can eat fallen enemy's flesh (takes 1 minute), after that time orc is healed 1d6 hp + 1 hp per dead creature's hit die. +4 racial bonus on balance checks; orcs are sturdy travellers and hardly ever fall. +6 racial bonus on intimidate checks; orcs are frightening. +2 racial bonus on will saves; orcs are strongwilled and slow to change their mind - even if influenced by others. -6 penalty to diplomacy and gather information if interacting with non-orcs and non-goblinoids: Because of the orc's feral instinct and habit to eat raw flesh from her enemies, orc's aren't very popular amongst other races. Damage Reduction 5/-: Orcs are tough skinned. This damage reduction stacks with damage reduction granted by barbarian class feature. Automatic languages: Orc Bonus Languages: Common, Giant, Gnoll, Goblin and Abyssal Favored Class: Barbarian Hobgoblins Medium-sized humanoid (goblinoid) +2 Dexterity, +2 Constitution Base land speed 30ft Darkvision 120ft Warband Leadership: If one hobgoblin is assigned to a leader position before the fight, all other goblinoids within hearshot of that goblin receive following bonuses and special abilities: +2 competence bonus on to hit rolls, +1 competence bonus on initiative, +4 competence bonus on to hit and damage rolls if attacking from flanking position, +4 competence bonus on damage rolls if the target is flat-footed and immunity to flanking. The leader hobgoblin usually has most fighter levels of the warband or otherwise has highest base attack bonus. Warband battle standard: All warbands that have hobgoblin members have warband battle standard. If one goblinoid holds the battle standard (requires 2 hands), all other goblinoid members of the warband within 60 ft of the battle standard receive following bonuses and abilities: +2 morale bonus on will saves, +4 morale bonus on intimidate checks and immunity to fear. Also warband's enemies receive following penalties: -2 penalty on will saves and -1 penalty on to hit rolls. (Battle standard is usually made from fallen enemies' skin, bones and blood. It costs nothing and if it's broken, making a new one takes one day for a hobgoblin.) 1 extra fighter bonus feat at 1st level because hobgoblins live a military life from birth to death. +4 racial bonus on move silently checks. +2 racial bonus on intimidate checks. Automatic Languages: Common and Goblin Bonus Languages: Elven, Giant, Gnoll, Infernal and Orc Favored Class: Fighter and Marshal. A multiclass hobgoblin's fighter or marshal class does not count whether he takes an experience point penalty for multiclassing. If hobgoblin has both marshal and fighter levels, only the highest level class doesn't count. Goblins Small Humanoid (goblinoid) -2 Str, +4 Dex, -2 Cha Base Land Speed: 30 ft Darkvision 120 ft Slight Build: The physical stature of a goblin lets her function in many ways as if she were one size category smaller. Whenever a goblin is subject to a size modifier or special size modifier for an opposed check, the goblin is treated one size category smaller if doing so is advantageous to her. Goblin is counted as tiny for purposes of size bonus on to hit rolls, AC, hide checks. Also goblin can fit through small spaces as if she were tiny. A goblin still uses weapons designed for a creature of her size. Her space and reach remain those of a creature of her actual size though she can enter and strike creatures from creatures' occupied creatures as tiny creatures do. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. +4 racial bonus on damage rolls if the target is flatfooted or otherwise denied to dexterity bonus to AC. Goblins aim naturally their strikes to the neck. This ability works in melee and within 60 ft if the goblin is using a ranged weapon. Goblin must be proficient with that weapon. Target must not be immune to critical hits or sneak attacks. Power of the many: If there are atleast certain number of fighting goblinoids in the same warband, goblin recieve certain morale bonus on to hit rolls and will saving throws. Refer to table below. Goblinoids - Morale Bonus 1-4 - +0 5-9 - +1 10-14 - +2 15+ - +4 +8 racial bonus on Move Silently and Ride checks Automatic Language: Goblin Bonus Languages: Common, Draconic, Elven, Giant, Gnoll and Orc Favored Class: Rogue and Scout. A multiclass goblin's rogue or scout class does not count whether she takes an experience point penalty for multiclassing. If goblin has both rogue and scout levels, only the highest level class doesn't count. Kobolds Small humanoid (dragonblood) -4 Str, +4 Dex, -2 Con Base Land Speed: 30 ft Burrow: Kobolds can burrow through unworked stone and earth at the rate of 5 ft / minute. This burrowing speed is doubled when using masterwork pick. This burrow ability leaves a 5 ft high and wide tunnel behind. Darkvision: 120 ft Light sensitivity: A kobold is dazzled in sunlight or in other bright light. Slight Build: The physical stature of a kobold lets her function in many ways as if she were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check, the kobold is treated one size category smaller if doing so is advantageous to her. Kobold is counted as tiny for purposes of size bonus on to hit rolls, AC, hide checks. Also kobold can fit through small spaces as if she were tiny. A kobold still uses weapons designed for a creature of her size. Her space and reach remain those of a creature of her actual size though she can enter and strike creatures from creatures' occupied creatures as tiny creatures do. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. +8 racial bonus on Craft (trapmaking) checks +4 racial bonus on Profession (miner) and Search checks +4 racial bonus on move silently and listen checks Fast Trapmaker: Kobolds can make traps incredibly quickly when working on tunnels. In tunnels, the time required to create a trap takes half as much time and costs half as much resources. If the kobold is willing to create traps hastily, she can accept a -10 penalty on craft (trapmaking check) to halvehalf the time required to create a trap. These trapmaking time-shortening abilities stack with each other resulting a sum of one quart crafting time. +2 Natural armor bonus +2 racial bonus on Caster Level whenever casting arcane evocation spells spontaneously. +1 level on spontaneous arcane spellcasting class's casting level. Automatic Language: Draconic Bonus Languages: Ignan, Common, Undercommon Favored Class: Dragon Shaman and Warmage. A multiclass kobold's dragon shaman or warmage class does not count whether she takes an experience point penalty for multiclassing. If kobold has both dragon shaman and warmage levels, only the highest level class doesn't count. XPH races Elans medium-sized aberration +2 Intelligence, -2 Charisma Base land speed: 30 ft Darkvision 60 ft Naturally psionic: Elans receive 3 bonus power points at level 1 and 2 bonus power points every level thereafter. Immunity to bleeding: Elans do not have blood. They instead have psionic energy flowing through their veins. Elans are immune to wounding weapons and any other abilities that would make them bleed. Aberrate thought pattern: Elans don't think as humans or even other humanoids. Elan's alignment cannot be revealed with any spells or effects, elans are also immune to any spells and effects that would read their thoughts (detect thoughts) or alter their memories or alignment. Elans do not eat, drink or sleep. Elan can eat, drink or sleep if she wishes, but it's not required. Elans are also immune to any spell or effect that would force them to eat, drink or sleep. Elans still need to breathe. Psionic resistance 8 + Character level. Elan's psionic blood can repel other psionic forces. Elan can voluntarily drop the psionic resistance (free action) and then raise it again to the normal level (move action). Ageless: Elans do not age. Elans are made to begin full grown. Elans don't gain age categories or become old-looking. Elans have no maximum age. Elans are immune to any spell or effect that would alter their age or age category. Resistance (su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resilence (su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. Replenish (su): once a day, an elan can replenish her used power points and heal herself as if she had rested for one night. Replenishing takes 1 minute of uninterrupted meditation. During that meditation, elan can use her left over power points of the previous day to heal her further. For every powerpoint left, she heals an addintional 1 hit point. Psionic power surge (su): At the beginning of her round, elan can choose to start psionic power surge. Psionic power surge concentrates almost all psychic power in elan's veins into her brain. Psionic power surge lasts for one complete round and has following effects: elan's manifester level is increased by +4, she suffers -5 penalty to AC, she is immobilized and after the round she takes 2 points strenght and charisma damage. This ability is usable unlimited times per day. Automatic languages: Common, Region's Bonus languages: Any Favored Class: Psion and Ardent. A multiclass elan's psion or ardent class does not count whether she takes an experience point penalty for multiclassing. If elan has both psion and ardent levels, only the highest level class doesn't count. Xephs medium sized humanoid (human?) -2 Str, +2 Dex, +2 Cha Base land speed: 30 ft Darkvision 90 ft Power resistance 8 + character level. Xephs are highly resistant to psionic energies and powers, even their own and those that are beneficient to them. Naturally psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Supernatural Speed (su): Xephs have supernatural ability that increase their speed. This ability gives xeph a +2 competence bonus on dexterity, +20 ft competence bonus on land speed and quick draw feat as a competence bonus. Xeph is also effected by continuous blur effect (see blur spell for more details) Slow spell and similar powers supress this ability for 1d4 rounds. Psi-like abilities: psionic lion's charge and psionic haste (as per the spell). Both of these psi-like are usable 2/day each. Manifester level is ½ xeph's character level (minimum of 1). Xeph can use a feat to gain another 2 uses per day of one of these psi-like abilities. Xeph can use these psi-like abilities only on herself. Automatic Language: Xeph Bonus Languages: Common, Draconic, Elven, Gnoll, Goblin, Halfling and Sylvan Favored Class: Soulknife and Swashbuckler. A multiclass xeph's soulknife and swashbuckler class does not count whether she takes an experience point penalty for multiclassing. If xeph has both spulknife and swashbuckler levels, only the highest level class doesn't count. Dromites -2 Str, +2 Con, -2 Wis, +2 Cha Small Monstrous Humanoid Base land speed: 20 ft Darkvision 60 ft Chitin: A dromite’s skin is hardened, like an exoskeleton, and grants the character a +3 natural armor bonus to AC, Damage Reduction 5/piercing and one of the following kinds of immunity to energy: cold, electricity, fire, or sonic. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. Psi-like ability: at will: Energy Ray. A dromite always deals the kind of energy damage that its chitin has immunity to. Manifester level is equal to ½ Character level (minimum 1st). The save DC is Charisma-based. Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 90 feet. If the opponent is upwind, the range increases to 180 feet; if downwind, it drops to 45 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not re vealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 15 feet of the source, the dromite pinpoints the source’s location. Dromite also smells other dromites within 1 mile. Though quite inaccurate, this ability allows dromite to pinpoint larger populations of dromites with mediocre accuracy. Blindsense 15 ft: Its antennae also gives a dromite blindsense ability which allows it to pinpoint creatures' and objects' locations to a certain 5ft square within range. Compound Eyes: Dromite's eyes have a very wide area of vision which allows them to see almost 360 degrees around them. Dromites cannot be flanked and gain a +4 racial bonus on spot checks. Automatic Language: Common Bonus Languages: Dwarven, Gnome, Goblin and Terran Favored Class: Wilder and Monk. A multiclass dromite's wilder and monk class does not count whether he takes an experience point penalty for multiclassing. If dromite has both monk and wilder levels, only the highest level class doesn't count. Dromites are also allowed to multiclass freely between wilder and monk classes even though normally multiclassing from monk is restricted. Duergar Medium-sized humanoid (dwarf) +4 Con, +2 Int, -4 Cha Base land speed: 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Darkvision 180 feet Immunity to paralysis, phantasms, and poison. Spell resistance 12 + Character level. Gray dwarves are highly resistant to magic, even beneficent magic. Stability: Duergar cannot be tripped, and gray dwarves can be bullrushed only by large or larger foes, though gray dwarves have a +4 bonus on ability checks to resist being bullrushed. Stonecunning: This ability grants a gray dwarf a +4 racial bonus on Search checks to notice unusual stonework, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts unusual stonework. A duergar who merely comes within 15 ft of unusual stonework can make a Search check as if he were actively searching, and duergar can use the Search skill to find stonework traps as a rogue can. Gray dwarf can also intuit depth, direction to North and time while underground. Psi-Like Abilities: At 1st level: 3/day - expansion, invisibility At 2nd level: 3/day - charm, psionic At 3rd level: 2/day - strenght of my enemy At 4th level: 2/day - suggestion, psionic At 5th level: 1/day - empathic trasfer, hostile At 6th level: 1/day - dominate, psionic These abilities affect only the duergar and whatever he carries (except charm, suggestion and dominate). Manifester level is equal to Hit Dice (minimum 3rd). Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. +2 dodge bonus to Armor Class against all creatures Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell. +4 racial bonus on Move Silently checks +2 racial bonus on Listen and Spot checks +8 racial bonus on Appraise and Craft checks. Automatic Languages: Dwarven and Undercommon. Bonus Languages: Common, Draconic, Giant, Goblin, Orc, Terran. Favored Class: Psychic Warrior and Psion (Telepath). A multiclass duergar's psychic warrior or telepath class does not count whether he takes an experience point penalty for multiclassing. If a gray dwarf has both psychic warrior and telepath levels, only the highest level class doesn't count. Maenads Medium-sized humanoid +2 Dex, +2 Cha Base Land Speed: 30 ft Naturally Psionic: Maenads recieve 2 power points at level 1 and 2 power points every level thereafter. Crystal Cloud (ex): Maenads are continuosly surrounded by a cloud of very fine crystal shards which is produced my their skin of living crystal. Maenads always recieve concealment of (2% / Strenght modifier, minimum of 5%). This concealment is so fine, that it does not hinder sneak-attacking or other similar abilities unless the concealment is 20% or higher. The crystal cloud also reveals every invisible creature within 5 ft of the maenad as the crystal dust clings to solid surfaces. Scream (su): Maenads can scream as a standard action with a very high pitched tone of anger and hatred. Everyone in a 60ft cone takes 1d6 points of sonic damage per every 2 character levels the maenad has unless they succeed a fortitude saving throw (DC is Str-based). Whether or not the save succeeds, the creatures in the area are also deafened. Maenad has to wait 1d6+1 rounds before using this ability again. Maenad can use feats to increase the damage die. For every damage die increase, maenad has to use a feat. (Up to maximum of 1d12.) Outburst (ex): 3 times a day, for up to 1d8 rounds, a maenad can subjugate her mentality to gai a boost of raw physical power. When she does so, she takes a -2 penalty to Intelligence and Wisdom but gains a +4 bonus to Strenght. During this outburst, maenad cannot take any complex mental actions. See detailed restrictions from barbarian rage class ability. Automatic Language: Maenad Bonus Languages: Common, Aquan, Draconic, Dwarven, Elven and Goblin Favored Class: Wilder and Barbarian. A multiclass maenad's Wilder or Barbarian class does not count whether she takes an experience point penalty for multiclassing. If maenad has both wilder and barbarian levels, only the highest level class doesn't count. Half-Giants Large Giant (human) +2 Str, -2 Dex, +4 Con, +2 Wis Base Land Speed: 30 ft Low-light vision: A half-giant 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. Fire resistance 10 Natural armor 3: Half-giants have tough skin as their giant parents have. +4 on all saving throws to resist powers and effects from telepathy discipline and spell from enchantment school. Half-giants escaped slavery which toughened their defences against mind control. Naturally psionic: Half-giants gain 2 bonus power points at 1st level. Psi-like ability: at will - stomp. Manifester level is equal to half-giant's character level. The save DC is charisma based. Automatic Language: Giant Bonus Languages: Common, Draconic, Gnoll, Ignan Favored Class: Psychic Warrior Other sources Warforgeds Medium-sized construct (living construct) correct me if the type went wrong! Strenght +2, Constitution +4, Charisma -2 Base land speed 30 ft Low-light vision Darkvision 60 ft Living construct immuties: immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause sickened condition and energy drain. Also Warforged does not need to eat, sleep or breathe. (A warforged wizard does not need to rest before preparing spells.) Living construct weaknesses: Warforged don't naturally heal any damage, spells and effects from the conjuration (healing) school provide only half their normal effect to warforged. Spells heat metal, chill metal, repel meral or stone, repel wood and rusting grasp have a special effect on warforged. See Eberron Campaing setting pg. 23 for details. Warforged immunities: Unlike other living constructs, warforged is also immune to nonlethal damage, sneak attacks, critical hits and stunning. Warforged feels no pain. Mechanic thought pattern: Warforged is highly resistant to mind-affecting spells and effects and it has spell resistance 15 + character level when interacting with such spells and effects. Armored body: Warforged has built-in masterwork breast plate armor that has all the qualities of that armor except that the armor does not hinder warforged's speed (+5 Armor bonus to AC, Maximum Dexterity bonus +3, armor check penalty -3 and arcane spell failure chance 25%). A good armorsmith can replace the breast plate with any other metal armor (full price have to be paid), warforged has to be proficient with the new armor and warforged has to use a feat before changing armor. The weight of the armor should be calculated into body weight, not towards carrying capacity. Machine: Warforged can be repaired with a successful craft (armorsmithing) or profession (tinkerer) check. The check requires 4 hours of working and proper tools. The amount of hit points warforged is healed is the amount the repair check exceeds 10 (for craft: armorsmithing) or 15 (for profession: tinkerer). Warforged cannot heal itself without professional aid. Infinite strenght: Warforged does not feel pain and can thus strain its body at will to get better results from certain strenght checks. When warforged is in continuous strenght requiring pressure (in grapple, forcing something to open, lifting or dragging something, breaking items without weapons etc.), warforged can voluntarily take 1d4 points of damage to increase its strenght by +2 once a round. The increase to strenght is cumulative as is the damage. After the strain ends, the damage ends too and the strenght lowers back into normal level. See table below: round strenght damage 1 +2 1d4 2 +4 2d4 3 +6 3d4 4 +8 4d4 5 +10 5d4 n +2n nd4 Natural attacks: Warforged has 2 slam attacks (1d6 damage, 1x strenght modifier unless secondary when the strenght modifier is 0,5x). Automatic Language: Common Bonus Languages: Region's Favored Class: Fighter and Knight. A multiclass warforged's fighter or knight class does not count whether he takes an experience point penalty for multiclassing. If warforged has both knight and fighter levels, only the highest level class doesn't count. Illumians Medium-sized humanoid (human) +2 Intelligence Luminous Sigils (Su) (as before) Glyphic Resonance (Ex) (as before) Power Sigils (Su) (as before) Illumian Words (Su) (as before) Final Utterance (Ex + Su) When an illumian dies, her body releases the stored illumian language within it. For every 2hit die of the illumian, anyone within earshot hears ululating syllables – usually gibberish, but occasionally a prophetic phrace. The creatures that dealt damage to the illumian prior her death hear the words differently: they hear it as a curse (as per the bestow curse spell). The bestow curse part is supernatural and targets one creature per round (different one each round until the final utterance end or there are no more creatures to curse.) Save DC is 10 + ½ Illumians Character level + Intelligence modifier. If the illumian has 15 or more character levels, the curse is bestow greater curse instead. Immunity to spells and effects with shadow descriptor. Illumians' magical heritage is tied to the Plane of Shadow. Superior Literacy (Ex): Illumian is always literate regardless of starting class. Polyglot (Ex): Illumians can speak and write all languages, even magical ones. Illumian language is the first language there was. All other languages are generated from it. Illumians also have superior linguistic head that allows them to learn languages perfectly just by reading it for one book's worth. This ability also grants illumian a +10 racial bonus on decipher script checks and lets illumian use that skill untrained. Eidetic Memory (Ex): Illumians remember everyhing with perfect accuracy. Illumians never forget and are thus immune to any spell or effect that would alter their memories. Illumians never need to make ability checks to remember something as they always succeed. Truenaming affinity (Ex): Illumians always know their personal truename, they also receive a +6 racial bonus on all truenaming checks. Illumian also knows one level 1 utterance from the lexicon of the evolving mind. 1 extra illumian racial feat at 1st level Automatic Languages: All Bonus Languages: none Favored Class: Truenamer and Archivist. A multiclass illumian's truenamer or archivist class does not count whether she takes an experience point penalty for multiclassing. If illumian has both truenamer and archivist levels, only the highest level class doesn't count. Sorry for the illumian's (as before) ability descriptions. There's just too many lines to write and it would surely break code of conduct unless there are illumians presented in some wotc web enhancement.. Jermlaines Tiny fey Str -4, Dex +6, Con -2, Wis +2, Cha -2 Base Land Speed 20 ft Low-light vision Speak with rats (ex): Jermalaines can speak with rats and dire rats. Rat shape (su): Jermlaine can assume the form of a rat. This ability works like change shape as described in Monster Manual. Summon rats (sp): Jermaine can summon rats to aid him. At levels 1-3 jermlaine can summon 2d4 rats, later he can summon 1d4 rat swarms. Summoned rats remain under Jermlaine's control for 1 minute per Jermlaine's character level. This ability is equilevalent to summon nature's ally I spell. +6 racial bonus on handle animal checks when interacting with rats and dire rats. Rat empathy (ex): Jermalaines can interact with rats just like other people. Jermlaines can make diplomacy checks to improve rat's attitude towards Jermlaine. +4 racial bonus on craft (trapmaking) checks. +2 racial bonus on listen and spot checks. Jermlaines have good senses. Immunity to disease: Jermlaines are immune to all non-magical diseases. +2 racial bonus on fortitude saving throws. Jermalaines are enduring and resistant. +2 racial bonus on fortitude saving throws to resist poison. Jermlaines live in filth and have some resistance against poison. This racial bonus stacks with the overall fortitude saving throw bonus described above. Acid resistance 5 Safe poison use: Jermalaines never risk poisoning themselves when coating a weapon with poison. +1 to hit and damage when using grenade-like weapons: The first weapon jermlaine is taught to use is flask of acid. Automatic language: Rat language and one another language chosen from bonus language list. Bonus languages: Common, Dwarf, Gnome, Goblin and Orc Favored Classes: Druid and Scout. A multiclass jermlaine's druid or scout class does not count whether he takes an experience point penalty for multiclassing. If warforged has both druid and scout levels, only the highest level class doesn't count. Vashars Medium humanoid (human, evil) +2 Cha and +2 racial bonus on any other ability. Base land speed 30 ft Detect Good (sp): Vashars have the spell detect good always active. Caster level = character level. 2 extra vile feats at 1st level. Vashars are innately evil to the extreme and therefore gain 2 feats with [vile] descriptor at 1st level to resemble this. 4 extra skill points at 1st level and 1 extra skill points at each addintional level, since vashars are versatile and capable as humans are. +1 caster level and save DC to all spells and spell-like abilities with [evil] descriptor. +2 racial bonus on bluff and intimidate checks. Vashars are natural bluffers and have strong influence over others. Automatic Language: Common and infernal (if lawful evil) or abyssal (if chaotic evil) (neutral evil can choose between these) Bonus Languages: Abyssal, Infernal, Region's, Celestial, Sylvan, Undercommon Favored Class: Any Alignment restriction: Any evil. For those who don't know vashars, they are emotionless and cold-hearted humans. They are innately evil and cannot be recognized from humans by outlook. Catfolk Medium-sized humanoid +2 Str, +4 Dex, +2 Cha Base Land Speed 40 ft Superior Low-light vision: Catfolk can see quadruple times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinquish color and detail under these conditions. +6 racial bonus on listen and move silently checks +4 racial bonus on hide checks +1 natural armor bonus Pounce (Ex): When a catfolk character makes a charge, it can follow with a full attack, including two rake attacks. Rake (Ex): Catfolk has two rake attacks that deal 1d4 + 0,5xStr modifier slashing damage. Catfolk can use her rake attacks when charging (-5 penalty to hit because of secaondary attacks) or when grappling a foe. If a catfolk character begins her turn grappling a foe, she can rake the grappled foe instead of inflicting normal damage to a grappled foe. Natural attacks (Ex): 2 Claws 1d4 + 1xStr modifier slashing damage. If catfolk uses her natural attacks as secondary attacks (she wields a manufactured weapon in the other hand), she suffers -5 penalty on to hit rolls with her claw attack and adds only 0,5xStr modifier to claw damage. Catfall (Ex): Catfolk ignore the first 20ft + 10ft / 5 character levels of falling when calculating falling damage. Automatic Language: Feline Bonus Languages: Common, Draconic, Gnoll, Halfling and Sylvan Favored Classes: Ranger and Monk. A multiclass catfolk's ranger or monk class does not count whether she takes an experience point penalty for multiclassing. If catfolk has both ranger and monk levels, only the highest level class doesn't count. Wildrens Medium Outsider -2 Dex, +6 Con, +2 Wis, -2 Cha Base Land Speed 20 ft. However, wildrens can move at this speed even when wearing medium or heavy armor or when carrying medium or heavy load. Burrow Speed 20 ft. A Wildren can build a warren large enough for one large creature (or 2 medium, or 4 small creatures) in one hour, if the ground is soft enough to dig, and the ground is natural. Improved Unimpeded Movement: A wildren can travel at her full speed on a difficult terrain without any penalty, even on a magically altered terrain. Wildren may thus charge through difficult terrain. Darkvision 120 ft Scent: A wildren can detect opponents by scent within 60 feet. If the opponent is upwind, the range increases to 120 feet; if downwind, it drops to 30 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a wildren detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The wildren can take a move action to note the direction of the scent. Whenever the wildren comes within 10 feet of the source, the wildren pinpoints the source’s location. Natural attacks: 2 Claws for 1d4 + 1xStr modifier slashing damage. If wildren uses her natural attacks as secondary attacks (she wields a manufactured weapon in the other hand), she suffers -5 penalty on to hit rolls with her claw attack and adds only 0,5xStr modifier to claw damage. Fury (Ex): Three times per day, a wildren who has taken atleast 1 point of damage during the ecounter can choose to enter a brief state of rage-like fury at the beginning of her turn. In this state, a wildren gains +6 morale bonus on strenght and -2 penalty to armor class. The fury lasts for one round, and wildren cannot end her fury voluntarily. The effect of this ability stacks with similar effects (such as barbarian's rage class feature). A wildren can invest a feat to gain two extra uses of fury per day. A wildren may also extend her fury by one extra round with a feat. Stability (Ex): Wildrens cannot be tripped, and wildrens can be bullrushed only by large or larger foes, though wildrens have a +4 bonus on ability checks to resist being bullrushed. +1 spellcasting level for spellcasters that cast divine spells from druid spell list. Wildrens have affinity to the spirits of earth and nature and gain a little power from it. Speak with badgers (Ex): Wildrens can speak with badgers and dire badgers. +6 racial bonus on handle animal checks when interacting with badgers and dire badgers. Badger empathy (Ex): Wildrens can interact with badgers just like with other people. Jermlaines can make diplomacy checks to improve badger's attitude towards the wildren. +4 racial bonus on survival checks +4 racial bonus on listen checks +2 racial bonus on hide checks Automatic Languages: Dwarven and Badger-tongue Bonus Languages: Common, Sylvan, Gnome, Goblin, Orc and Terran Favored Class: Barbarian and Spirit Shaman. A multiclass wildren's barbarian or spirit shaman class does not count whether she takes an experience point penalty for multiclassing. If a wildren has both barbarian and spirit shaman levels, only the highest level class doesn't count. |
| Matthew7701-04-07, 04:19 PM | Wow, I think those are all at least an LA +3 or +4. But, they seem pretty well balanced against each other so if everyone in the campaign is using those rules they might work well. |
| Thanqol01-04-07, 06:40 PM | +1 Caster level on divine spells, since humans are highly religious and take god's will seriously. Um, no. That's a race-class shoehorn. Just no. |
| Endarire01-04-07, 06:43 PM | I agree that you should nix the human bonus to divine casting. Half-elves and half-orcs are still weak. I'd play a dwarf over a half-orc nearly any day! -EE |
| ArochanoX01-05-07, 07:47 AM | Matthew77, I tried to balance the races in comparsion to other powerful races. Mainly Drow. Tanqol and Endarire, I've removed human's +1 divine caster level. Is it ok now? Endarire, I've now added DR 2/- to half-orcs and removed intelligence penalty. Is it better now? I've also edited halfling's abilities a bit. But I have absolutely no good idea for spicing up the half-elves. Would you have any suggestions? |
| Harliquinn01-05-07, 09:19 AM | One source for this type of adjustments is Dawnforge by Fantasy Flight. Basically each race starts with what would be 'general' stats (balanced around LA +0). Then as they gain levels (up to 10) they gain further stat adjustments, and options for special abilities. It is almost like taking racial paragon levels but you get the bonuses no matter what classes you take. An approach like this might work if one does it for all classes of interest. In general LA's are not worth it at mid to high levels. |
| Khael01-05-07, 09:33 AM | Two questions: Is the half-orc DR stacking with barbarian DR, or does it apply as normal? (Because I find it a little funny that they if anything loose out on their favoured class in comparison, though the shoehorning thing while important to consider... looks like they're already suited for barbarian anyway.) And secondly...will we get to see new orcs from this? Becasue that would be pretty nice for anyone wanting traditional fantasy orcs (note: not mythic 'orcs'). |
| Shadowfax701-05-07, 09:59 AM | HUMANS IMO 4 bonus feats is too much for any race to start with. What about Able Learner and 2 bonus feats ?? Maybe a +2 to any one ability score at 1st level, as well ?? DWARVES I would increase the SR to 10 + character level, as a Drow. ELVES I would remove Darkvision altogether. Also, no immunity to sleep and sleep effects, is that a mistype ?? I would think Elves have this, rather than just Half-elves. GNOMES I would remove Superior Darkvision altogether. Besides, isn't this just Darkvision 60 feet ?? HALF-ELVES I would reduce it to 1 bonus feat, to go with my suggestion on Humans. HALF-ORCS I would remove Low-light vision and reduce their speed back to 30 feet. IMO they shouldn't be as fast as a dexterous race like Elves. HALFLINGS Subtype (halfling) ?? |
| Maraxus01-05-07, 10:11 AM | I don't like that humans are still at the lowest end of the attribute scale. Give them one or two +2 bonusess, that the player can put one any one/two (diffrent) attributes of his choise. And maybe move some bonus feats up in character level, not all at first level, maybe even 1 at first level and another one at 4;7 and 10 |
| ArochanoX01-05-07, 10:14 AM | Harliquinn, that might be good as well. Though at this time, I just want more powerful creatures. LA buyoff helps if one wants to get rid of the level adjustment. Khael, Strictly speaking, the damage reductions wouldn't stack, but I'll add there that the DR from half-orc and barbarian class will stack. Shadowfax7, I actually thought a solution like yours for the humans. I first thought that then I thought that I finally printed etc. Both are good ways. Maybe that way you presented is more balanced. Dwarves, yes, why not to increase the SR.. Elves. Okay, I'll remove the darkvision. I thought that sleep spell is from enchantment school. And these elves are immune to enchantments. I would rather have gnomes darkvision. Gnomes are a rock-dwelling creatures after all. Normal darkvision is black and white only and you can't distinguish detail so with normal darkvision you can't read in total darkness for example. Half-elves, okay. Half-orcs, I disagree. I wanted them to have some aspects of uruk-hai during night. I writed in the sunlight sensitivity part that their speed is reduced to "normal" 30ft in daylight. So the power of the night makes them stronger. Also the low-light vision. If one race has darkvision, why can't he see better also in dim light? Maraxus, good point about the ability increases. Dividing the feats among levels is good too, but I decided to just get rid of 2 of them like Shadowfax7 suggested. Thanks for your replies everybody! I'll add there atleast Orcs during the weekend. And maybe Illumians. If you have some other races in mind, please suggest them too! |
| ArochanoX01-05-07, 06:19 PM | Added halfling languages + favored classes (totally forgot them before) and ORCSES!! |
| gullas01-06-07, 12:52 PM | woa:eek: powerfull build for the Half orcs.......that's just eeeeevvvvil:D ......aye thy Dwarf looks great:) ....great idea I think :) |
| demoniciron01-06-07, 01:38 PM | why does a halforc have dr but a full orc doesnt??? |
| Qube01-06-07, 02:03 PM | ArochanoX, you're reinventing the wheel: http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm |
| enygmatic_me01-06-07, 02:17 PM | To answer the topic line. If all the bases races where +2 LA, then they would become the standard by which all races are compared thus making them all +0 again. Any race that would be considered a +0 or +1 would be under powered for consideration as player characters. +3 would be +1. +4 would be +2, Half-Dragons would be more common. Dogs and Cats living together...it would be mass hysteria. |
| ArochanoX01-06-07, 02:35 PM | Thanks Gullas for your support! :D Demoniciron, just a misthought of mine. They should have DR 5/-. I'll add it in a sec. Qube, I'm familiar with UA:s racial paragon levels. Enygmatic_me: Your post is totally valid. Making all the "basic LA +0 races" LA +2, makes other powerful races more intriguiring, which is one of my goals. It also adds spice to the basic races as I said before (my other goal). One thing that you think a bit too far is that LA +2 becomes to LA 0 etc. This changes surely makes LA +2 standard and normal LA:s of +0 and +1 unplayable for characters (atleast as a DM who adopts this system would, since otherwise the system doesn't end. It just makes these basic races unplayable because of high LA.). This system is based on the assumption that all campaings start at ECL 3 and there are no LA +1 or +0 races. The experience curve will start from lvl 3 and whether the DM likes the starting gear will be normal about 100 gp or the starting value of a ECL 3 character. I suppose that if the wealth curve starts from the beginning as normal, these new races would be only LA +1 beacuse of the low wealth. Lots of words, I hope I answered throughoutly to your opinion :D.. Also, Illumians added!!! |
| enygmatic_me01-06-07, 02:50 PM | Never meant to imply I didn't like the idea. Just said it was crazy. Crazy can be good, and when it is it tends to be very good. I think this could be one of those times....though I do shutter a little to think of what the Kobold brigade would consider doing to bring their beloved race up to the new standard, that would most likely be good too though. |
| crimsonwolf01-06-07, 02:52 PM | lest see you have raptorean xeph neaderthal. |
| Need_A_Life01-06-07, 02:58 PM | Lemme see... halflings never get to roll nat 1's! I'd pay 2 levels for that alone. Hate that there's a 5% chance of failing anything, regardless of how many times you've done it before (you can't always take 10). Illumians... *drool* |
| itwasntme01-06-07, 03:37 PM | I've seen many, many debates about level adjustments. I've seen many tryouts to create +0 LA Centaurs, Drow, Pixies and what else. I've also always wanted to add a little more spice to existing "normal" phb-races. They're good, but stat-wise they're very dull when compared to higher LA mechanics. So, I made LA +2 PHB-races. I hope they all are quite balanced to LA +2 and offer some interesting abilities to spice them. Enjoy! Comment! Humans Medium-sized humanoid (human) +2 ability increase to any two different abilities. (Player chooses) Base land speed: 30 ft 2 extra feats at 1st level because humans are quick to master specialized tasks and varied their talents. 8 extra skill points at 1st level and 2 extra skill points at each addintional level, since humans are versatile and capable. Automatic Language: Common and Region's Bonus Languages: any (other than secret languages) Favored Class: any Dwarves Medium-sized humanoid (dwarf) +2 Strenght, +4 Constitution, +2 Wisdom, -2 Charisma Base land speed: 20 ft. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying medium or heavy load. Darkvision 120 ft Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts unusual stonework. A dwarf who merely comes within 15 ft of unusual stonework can make a Search check as if he were actively searching, and dwarf can use the Search skill to find stonework traps as a rogue can. Dwarf can also intuit depth, direction to North and time while underground. Weapon Familiarity: Dwarves may treat any exotic weapons that have "dwarven" in the name of the weapon as martial weapons. Stability: Dwarves cannot be tripped, and dwarves can be bullrushed only by large or larger foes, though dwarves have a +4 bonus on ability checks to resist being bullrushed. Immunity to poison and paralysis, since dwarves once before were constructs made by gods, they still retain some immunities from those times. Spell Resistance 10 + character level; dwarves are highly resistant to magic, even beneficent magic. +4 racial bonus on apprase checks, because dwarves are keen on details. +4 racial bonus on Craft checks that are related to stone or metal. Automatic languages: Common and Dwarven Bonus Languages: Giant, Gnome, Goblin, Orc, Terran and Undercommon. Favored Class: Fighter and Cleric. A multiclass dwarf's fighter or cleric class does not count whether he takes an experience point penalty for multiclassing. If dwarf has both cleric and fighter levels, only the highest level class doesn't count. Elves Medium-sized humanoid (elf) +2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma Base land speed 40 ft Immunity to echantment spells and effects. Superior low-light vision: An elf can see four times 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. Darkvision 60 ft Detect magic at will: Elves live amongst magic and have created a sense to it. Weapon proficiency: Elves recieve Martial Weapon Proficiency feats for the longsword, rapier, longbow and shorbow. Weapon familiarity: Elves may treat any exotic weapons that have "elven" in the name of the weapon as martial weapons. +6 racial bonus on Listen, Search and Spot checks, an elf can also acertain invisible creature's location by hearing to one 5-foot square if the creature is within 30 ft of the elf. Automatic languages: Common, Elven and one free choice from the elf bonus language list. Elves have a sense to logic of other languages. Bonus languages: Auran, Draconic, Gnoll, Gnome, Goblin, Orc and Sylvan. Favored Class: Wizard and Archivist. A multiclass elf's wizard or archivist class does not count whether he takes an experience point penalty for multiclassing. If elf has both wizard and archivist levels, only the highest level class doesn't count. Gnomes Small humanoid (gnome) +2 Dexterity, +2 Constitution, +2 Charisma Base land speed 20 ft Superior Darkvision 60 ft: A gnome can see 60 ft in total darkness. She retains the ability to distinguish color and detail under these conditions. Low-Light vision: A gnome 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 familiarity: Gnomes may treat any exotic weapons that have "gnome" in the name of the weapon as martial weapons. Immunity to illusion spells and effects. Gnomes are innately familiar with illusions of all kinds. Add +2 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. +1 Caster Level for one spontaneous arcane spellcasting class's caster level. Gnomes are creatures of arcane and of spontaneous acts. Pranks and puns are great, if they're arcane pranks and puns they are greater! +4 racial bonus on Listen checks +2 racial bonus on Spellcraft checks +2 racial bonus on Craft (alchemy) checks Automatic languages: Common, Gnome and animal language (as per the spell speak with animals) Bonus languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc and Terran. Spell-like abilities: Gnome can cast any three cantrips (choose at level 1) 3 times a day each. DC is charisma based. Favored Class: Bard and Beguiler. A multiclass gnome's bard or beguiler class does not count whether he takes an experience point penalty for multiclassing. If gnome has both bard and beguiler levels, only the highest level class doesn't count. Half-Elves Medium-sized humanoid (elf, human) +2 Dexterity, +2 Charisma Base land speed 30 ft Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells and 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. +2 racial bonus on Listen, Search and Spot checks. +4 racial bonus on Diplomacy and Gather Information checks +2 racial bonus on Perform checks +2 racial bonus on initiative checks Half-elves can quickly analyze the situation and act quickly. Human eagerness combined with elven senses. 1 extra feat at 1st level because half-elves are quick to master specialized tasks and varied their talents like humans. Automatic Languages: Common and Elven Bonus Languages: Any (other than secret languages) Favored Class: Any Half-Orcs Medium-sized humanoid (human, orc) +4 Strenght, +2 Constitution, -2 Charisma Base land speed 40 ft Darkvision 120 ft Low-light vision: A half-orc 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. Light Sensitivity: A half-orc is dazzled in sunlight or in other bright light, and half-orc's base land speed drops to 30 ft. Half-orcs haven't yet got rid of their orc parent's weakness. Powerful build: The physical stature of a half-orc lets her function in many ways as if she were one size category larger. Whenever a half-orc is subject to a size modifier or special size modifier for an opposed check, the half-orc is treated one size category larger if doing so is advantageous to her. A half-orc is also considered to be one size larger when determining whether a creature's special attacks based on size can affect her. A half-orc can use weapons designed for a creature one size larger without penalty. However her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. Unimpeded movement: A half-orc can travel at her full speed even on natural difficult terrain (such as undergrowth and rocky areas but not in some magical or otherwise unnatural difficult terrain.) +4 racial bonus on balance checks; half-orcs are sturdy travellers and hardly ever fall. +4 racial bonus on intimidate checks; half-orcs can be frightening. +2 racial bonus on will saves; half-orcs are strongwilled and slow to change their mind - even if influenced by others. Damage Reduction 2/-: Half-Orcs are tough skinned. This damage reduction stacks with damage reduction granted by barbarian class feature. Automatic languages: Common and Orc Bonus Languages: Giant, Gnoll, Goblin and Abyssal Favored Class: Barbarian Halflings Small humanoid (halfling) -2 Strenght, +4 Dexterity, +2 Charisma Base Land speed 30 ft +4 racial bonus on Climb, Jump, Listen and Move Silently checks. Lucky: Whenever a halfling would roll a d20, add +1 to the result of the roll. Meaning halflings never roll natural 1 (2 being the smallest number) and halflings may critically success by rolls 20 and 21. Immunity to fear 1 extra feat at 1st level because halflings are quick to master specialized tasks and varied their talents. 4 extra skill points at 1st level and 1 extra skill points at each addintional level, since halflings are versatile and capable. Automatic Languages: Common, Halfling and Region's Bonus Languages: Dwarven, Elven, Gnome, Goblin and Orc Favored Class: Rogue and Ranger. A multiclass halfling's rogue or ranger class does not count whether he takes an experience point penalty for multiclassing. If halfling has both rogue and ranger levels, only the highest level class doesn't count. Orcs Medium-sized humanoid (orc) +4 Strenght, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma Base land speed 40 ft Darkvision 120 ft Low-light vision: An orc 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. Light Sensitivity: An orc is dazzled in sunlight or in other bright light, and orc's base land speed drops to 30 ft. Powerful build: The physical stature of en orc lets her function in many ways as if she were one size category larger. Whenever an orc is subject to a size modifier or special size modifier for an opposed check, the orc is treated one size category larger if doing so is advantageous to her. An orc is also considered to be one size larger when determining whether a creature's special attacks based on size can affect her. An orc can use weapons designed for a creature one size larger without penalty. However her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. Unimpeded movement: A orc can travel at her full speed even on natural difficult terrain (such as undergrowth and rocky areas but not in some magical or otherwise unnatural difficult terrain.) Feral Instinct: Adrenaline surges all the time through orc's veins resulting uncontrolled bursts that happen more often in hectic places like in towns and cities. Once a day (preferrably sunset or night), the orc must make a will save (DC 8 in wilderness, DC 14 in populated areas unless the population consists of mainly orcs or goblinoids, when the DC is 10) or burst into frenzy. Frenzy lasts for 1d6 rounds, during which time orc attacks nearest enemy, civilian or friend (in that order) by whichever weapons orc has in hand. If the orc has killed somebody already during that day, there's no risk of frenzying. Flesh-eater: Eating fresh meat of orc's fallen enemies gives orc strenght. Orc can eat fallen enemy's flesh (takes 1 minute), after that time orc is healed 1d6 hp + 1 hp per dead creature's hit die. +4 racial bonus on balance checks; orcs are sturdy travellers and hardly ever fall. +6 racial bonus on intimidate checks; orcs are frightening. +2 racial bonus on will saves; orcs are strongwilled and slow to change their mind - even if influenced by others. -6 penalty to diplomacy and gather information if interacting with non-orcs and non-goblinoids: Because of the orc's feral instinct and habit to eat raw flesh from her enemies, orc's aren't very popular amongst other races. Damage Reduction 5/-: Orcs are tough skinned. This damage reduction stacks with damage reduction granted by barbarian class feature. Automatic languages: Orc Bonus Languages: Common, Giant, Gnoll, Goblin and Abyssal Favored Class: Barbarian Illumians Medium-sized humanoid (human) +2 Intelligence Luminous Sigils (Su) (as before) Glyphic Resonance (Ex) (as before) Power Sigils (Su) (as before) Illumian Words (Su) (as before) Final Utterance (Ex + Su) When an illumian dies, her body releases the stored illumian language within it. For every 2hit die of the illumian, anyone within earshot hears ululating syllables – usually gibberish, but occasionally a prophetic phrace. The creatures that dealt damage to the illumian prior her death hear the words differently: they hear it as a curse (as per the bestow curse spell). The bestow curse part is supernatural and targets one creature per round (different one each round until the final utterance end or there are no more creatures to curse.) Save DC is 10 + ½ Illumians Character level + Intelligence modifier. If the illumian has 15 or more character levels, the curse is bestow greater curse instead. Immunity to spells and effects with shadow descriptor. Illumians' magical heritage is tied to the Plane of Shadow. Superior Literacy (Ex): Illumian is always literate regardless of starting class. Polyglot (Ex): Illumians can speak and write all languages, even magical ones. Illumian language is the first language there was. All other languages are generated from it. Illumians also have superior linguistic head that allows them to learn languages perfectly just by reading it for one book's worth. This ability also grants illumian a +10 racial bonus on decipher script checks and lets illumian use that skill untrained. Eidetic Memory (Ex): Illumians remember everyhing with perfect accuracy. Illumians never forget and are thus immune to any spell or effect that would alter their memories. Illumians never need to make ability checks to remember something as they always succeed. Truenaming affinity (Ex): Illumians always know their personal truename, they also receive a +6 racial bonus on all truenaming checks. Illumian also knows one level 1 utterance from the lexicon of the evolving mind. 1 extra illumian racial feat at 1st level Automatic Languages: All Bonus Languages: none Favored Class: Truenamer and Archivist. A multiclass illumian's truenamer or archivist class does not count whether she takes an experience point penalty for multiclassing. If illumian has both truenamer and archivist levels, only the highest level class doesn't count. Sorry for the illumian's (as before) ability descriptions. There's just too many lines to write and it would surely break code of conduct unless there are illumians presented in some wotc wep enhancement.. Nice on eveything but for the Human keep the Diveine Thing (They are very Religion based race) But make them More Chaotic in nature so there less likly to be a Lawfull Alg (We do tend to be all over the place but the one thing we all agree one seems to be focused on Religion based topics/ideas) Human rouges for the win uh? more skill point madness? ... allsome only Problem with LA is Spell casters the higher the LA is for em ... the WORSE off they are inless they have something like a bonus to some short of casting class Watch make a CR 16 Mind flyer then make a CR 16 human wizard (Or w/e eles with no LA) They seem to be about the same ... or are they? The wizard has better Spells then the Mind Flyer! Mind Flyer +7 LA ... and some HD (Meaning some other things but lets not go into that) So a level 1 Mind flyer is CR 8 (Basicly) so if he is a wizard He can only cast level 1/0 level spells and his basic mind flyer abilitys (mind blast charm monster detect thoughts and suggestion) ... a limited Wizard (Allso he has his Extract/Improved Grab) But a level 8 wizard (No LA Race) can cast 4th level spells Like Charm monster confusion rainbow pattern polymoprh haste fireball lightning bolt slow suggestopm see invisibility invisibility blue scorching ray alter self bulls strength spider climb magic missile I only named a few things In short the level 8 wizard (no LA) Can do msot of the things the Mind Flyer can do ... but even more then the mind flyer So becafol with LA when talking about Spell casters so in my book Let them get there Spell casting Bonus (Treated as 1 level higher makes them effectivly a LA 1 class with extra benefits) But some of thouse things i would say are around LA 2/3 go ahead and go with it |
| ArochanoX01-06-07, 03:57 PM | enygmatic_me, Sorry, I took your 1st post too seriously. Glad you like this idea! :D And about the koblods... I think that kobolds should be a NPC race that just are weaker than these "normal" races. Though yes.. More dragonic kobold with spontaneuos arcane fire fixation.... I've got an eeeevil idea. :D Crimsonwolf, I'll consider those. Need_a_life, yes the halflings luck ability is really powerful. Too powerful compared to others? Maybe the natural 2 is a critical failure. I don't know. Suggestions? Yeah, I like my illumians too. :D itwasntme: I hope and think that spellcasters enjoy the heightened mental abilities of some races, not to mention some races' numerous bonus feats. They can boost up casting quite a bit. Also the other bonuses of the races easily accumalte the loss of 1 or 2 caster levels. Not to mention UA:s LA buyoff. I'll reconsider that human's bonus to divine spell caster level. Thank you again for your numerous replies and for your support!!! |
| ArochanoX01-07-07, 04:52 AM | Added hobgoblins. Next on the list: Elans, Kobolds + maybe warforged (if presented in some web enhancement before, please give me a link if you know) |
| Asadeseth01-07-07, 05:40 AM | One way to do the human feet is when ever he gets a level feet (one from attaining a level in genral not one from a specific class) he gets 2 instead of 1. So a human would get 2 feets at level 1, 2 more at level 3, 2 more (6 total) at level 6, ect... This meens sure the humans start out weeker than other races at low levels. Right now as you have them humans are a +1 LA at best. |
| ArochanoX01-07-07, 08:17 AM | Asadeseth, you're right about the level adjustment. I added now able learner ability to humans and prodigal nature ability which allows them to sacrifice wisdom for sort of a action point. I hope that balances. Adding just insane number of bonus feats is quite dull after all.. :D |
| Asadeseth01-07-07, 08:41 AM | Forgot the +4 bonas for Ride cheacks for hobgoblins And elves should still have the -2 con cheacks, long lived but built like a twig, the bonases they have cover this penalty nicely. Lets see you gave the 4! stat raises, huge skill bonases, pluss other stuff, seems a bit too excessive. Gnomes though should have Wizard over Beguiler as a favored class. Wizard should have been the Gnomes favored class PERIOD, didnt get it because they wanted to give that to elves, who should have had sorcerer. But sorcerers were a new class realy so they didn't want to risk giveing a favored race to an untested class. ArochanoX you seem to want to give humans some bonas to make them seem special, but they dont and should have such, what realy makes humans speical is their ability to grow into a role, not start in one. Human over time turn into an exemplar of what they wish to be, the feet idea I mentioned alows for that but dosen't start them out that way. Its very powerfull yes, but only over meny levels where it won't over balance things. While prodigal nature is beter than the clerical thing, I'm not sure its quite right. It should be interesting to see how you do Elans though. I have some recomendations if your interested. Kobolds as a +2 LA? scary thought. As for Warforged I alwase thought they should have been a +2 LA race from the begining, but I can understand why they weren't writen that way for a basic game. |
| ArochanoX01-07-07, 09:00 AM | Asadeseth, do hobgoblins have ride skill bonus? It wasn't in the MM1, or did I misread something? Goblins may have some sort of worg rider bonus. I don't know. Yes, maybe elves got too much. Though I wanted them to get some superhuman feel. Maybe I succeeded too well :D Gnomes... Yes, I remeber the 3.0 and ad&d where the favored class were illusionist. Though I wanted to keep these races close to 3,5 using new material and such. That's why bard (the basic in 3,5) and a new one: beguiler. About human bonus feats.. I'll still reconsider them :D Yes, just give me your ideas! You would give them either way: before or after. I prefer before :D Though I like opinions and comments anyways. |
| Asadeseth01-07-07, 09:53 AM | Hmmm double checked the hobgolins, seems they dont have a bonas to ride checks, not sure what I read that gave me the impression they did. meh oh well, a +2 Ride couldn't hurt at anyrate, their supposed to be great calvery men. Up to you though (redundent statement your thread) my Idea for an Elan • +2 Con, +2 Int, +2 Wis, –2 Charisma healthy, mentaly advanced, but disquiteing and "not quite right" • Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. • Medium: As Medium creatures, elans have no special bonuses or penalties due to their size. • Elan base land speed is 30 feet. • Elans like most aberrations have darkvision of 60' • Immunity to sleep: Elans dont sleep in a maner simlar to elves • Naturally Psionic: Elans gain 1 bonus power point per level regardless of wether that take a class that gives them the ability to manifest a power or not. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action. Resistance last for 1 round per 2 hit dice the elan has • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends. Resilience last for 1 round per 2 hit dice the elan has • Repletion (Su): An elan can sustain her body without need of food or water. • Fast Healing (Su) The psionic energy corseing though the body causes raped healing and rejuvination. An elan heals its con modifyer (min of 1) in Hp per hr, in adition the elan heals 1 point of stat damage/burn per hr. Unlike normal fast healing an Elan can regrow limbs, this can take up to a week, he can not however reatach limbs. An Elan must have at least 1 power point left in his pool to use this ability. • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Elans’ past lives expose them to wide ranges of language. • Favored Class: Psion. As for Warforged Medium-sized Liveing Construct • +4 Str, +4 Con, -2 Wis, -2 Chr: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile. • Resistant to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion: As living constructs, warforged have a natural resistance to the sickened condition. • Stabilized by Repair skill, Repair Damage Spells regenerate, Cure Wounds Spells half as effective: Damage dealt to a warforged can be healed by a Repair Light Damage spell and warforged are stabilized by the Repair skill, however, Cure Light Wounds spells and potions only provide half their normal effect. • +4 armor bonus and 5% chance arcane spell failure: The Composite Plating used to build a warforged takes the place of armor or robes and interferes slightly with spell casting. • Light Fortification: There is a 25% chance that when a critical hit or sneak attack is scored, it is negated and damage is rolled normally • Automatic Language: Common. Bonus Languages: Any • Favored Class: Warrior. As for Kobolds not sure what to do, wich is funny as I rather like the little critters. |
| Asadeseth01-07-07, 09:55 AM | oh and to be honest your elves as you have them are easly a solid +3 LA |
| ArochanoX01-07-07, 10:29 AM | Nice! I'll take those into account when I finally post them. I also gave elves con penalty. |
| Asadeseth01-07-07, 10:41 AM | forgot one for the Elan and its sorta immportant • Immortal: An Elan never dies of old age and has no age catagorys. |
| ArochanoX01-07-07, 11:40 AM | Elans added. |
| ArochanoX01-07-07, 04:17 PM | warforgeds added. |
| Firestar2701-07-07, 06:43 PM | Get rid of the light sensitivity for the half-orcs otherwise they will be really hard to play. (want to shop but since it's daytime, if i go out of the house i will not be able to get to the shop.) Make the half-elves better too. They are NOT just a little of human, a little of elf, with some diplomacy. Oxygen fuels flame, Hydrogen starts flame, but when combined they make water. The same should apply. The half-elves should look like the elves (a little dextrous) and they should look like the humans (a little feats and some skill points) but they should have unique qualities of their own besides diplomacy. maybe a bonus spell slot or something (spells from the elf, but versatality and adaptability from the humans). It's combining it but still different. |
| ArochanoX01-08-07, 03:33 AM | Firestar27, light sensitivity is the least degree of different "if I'm in sunlight somthing evil happens" weaknesses. It gives dazzled condition. SRD: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks. Not so bad, huh? Then the half-elves. I totally and absolutely agree with you! I'm just out of ideas :(. I tried to figure something new and gave them initiative and perform bonuses, but they still definetely need more. If you have any good suggestions, post away! :D And I'll definetely consider that spell slot. Though flufficly it suits elves better (masters of the arcane or something like that). :D Thanks for your great posts! I'll be away for the next two weeks, so I'm not working with this thread for a while. So, if you have any good ideas etc, post them yourselves! I'll find the thread again and upgrade the main post to correspond your ideas then :D |
| BloodSpill01-08-07, 08:19 PM | *Gasp* Changelings!! Just change their ability from disguise self to alter self. ????? Profit! |
| Endarire01-13-07, 09:49 PM | It's strength, not strenght. -EE |
| Geezer01-13-07, 10:06 PM | .... I think you just got yourself a Divine Rank. I thank you. |
| Nani?01-14-07, 10:43 AM | But I have absolutely no good idea for spicing up the half-elves. Would you have any suggestions? Half-Elves Medium-sized humanoid (elf, human) +2 Dexterity, +2 Charisma Base land speed 30 ft Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells and 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. +2 racial bonus on Listen, Search and Spot checks. +4 racial bonus on Diplomacy and Gather Information checks +2 racial bonus on Perform checks +2 racial bonus on initiative checks Half-elves can quickly analyze the situation and act quickly. Human eagerness combined with elven senses. 1 extra feat at 1st level because half-elves are quick to master specialized tasks and varied their talents like humans. Automatic Languages: Common and Elven Bonus Languages: Any (other than secret languages) Favored Class: Any Let me take a shot at this. My problem with your build is it is following the illogical +2 diplomancy/gather information build that is standard for wizards. Here is my +2 level adjustment. Half-Elves Medium-sized humanoid (elf, human) +2 Intelligence +2 Dexterity Half elves carry the grace of elves. Also as outsiders in their societies encourages the development of a keen intelligence and frees them from many constraints of their parent races. Base land speed 30 ft Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells and 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. +3 on all Synchronization bonuses: Half elves have spent their entire lives in societies not their own, and thus are in the habit of "making things work" for themselves. They are also somewhat freer from the the constraints of their full blooded cousins societies as these actions are somewhat excused because of their "exotic" blood. +2 racial bonus on initiative checks Half-elves can quickly analyze the situation and act quickly. Human eagerness combined with elven senses. Able Learner because half-elves are quick to master specialized tasks and varied their talents like humans. +2/+2 on any two skills with the same base stat, chosen at first level. Automatic Languages: Common and Elven Bonus Languages: Any (other than secret languages) Favored Class: Any How is that? |
| Nani?01-15-07, 09:23 AM | bump |
| Animana01-15-07, 03:05 PM | This is an awesome project. I think I'm going to make these an option in my next campaign. Good job, mate! |
| ArochanoX01-19-07, 05:02 PM | I'm back here again (for this weekend). Yay! I'll just reply your posts now and make bigger changes a bit later. I'm just too tired to think well enough. Bloodspills: Yes, changelings are actually totally awesome class to convert. I'm not yet too familiar with them, but I have a hunch. I'll probably post them later this weekend. Endarire: It's freaking STRENGTH instead of strength or strength. :D I guess... :D (yeah, noted the th-ht mistake. Considering to fix it) Geezer: Thanks! :D Nani?: The idea of giving them the able learner feat and +2 bonus on 2 skills and +3 bonus (instead of +2) for skill synergies affects pretty much skills only. Okay, it's nice, but I hope and wish half-elves were something more than bards and rogues. I definetely consider your +2 on two skills and synergy bonus bonus. They're nice. During these 2 weeks away, I thought that half-elves could be those special "tactic" fighters. Elven skill + human eagerness/strenght/will/determination whatever. +2 bonus on disarm and trip checks, +2 bonus to hit when attacking from flanking position. Something like that. How does that look (combine with some skill bonuses and initiative bonus.) Animana: Thanks mate! But remember to thank also those who have contibuted this project besides me. There are lots of ideas that I wouldn't have even considered without them! More posts to come! |
| ArochanoX01-20-07, 07:54 AM | I've added Jermlaines. Those freaky rat-people. For changelings and shifters I have no other ideas except to improve their existing abilities which would make quite dull results. Something on the list: Vashars (the evil humans from bovd) and kobolds. |
| ArochanoX01-20-07, 05:40 PM | Vashars appeared. For those who read this thread starting from second page, all the new races can be found from the 1st post. PHB-races first, then random other races from different sources. |
| ornitholestes01-20-07, 09:10 PM | For changelings and shifters I have no other ideas except to improve their existing abilities which would make quite dull results. This is an interesting project and might make for an unusual game. I've got a few ideas for additional abilities, I'm not sure how to balance them exactly so I will just present them here and more knowledgeable people can adjust (or reject) them as appropriate Changlings Sneak Attack (1D6 or 2D6) Changlings are used to operating from the shadows and are naturally able to detect weaknesses in their enemies. This ability stacks with sneak attack from the rogue or other classes. Detect thoughts 3/day Changlings retain some of the mental abilities of their doppelganger ancestors. You might even make the changling a psionic race. Perhaps the ancestral telepathy mixes to unlock the psionic potential of the adaptable human mind. Shifters Base speed 40 ft Shifters feral nature makes them sure footed and swift. Bestial Instincts Shifters predatory instincts grant them a +2 racial bonus on hide and move silently. Subsume the Mind When severely wounded, a shifter can will itself to keep going by allowing its animal nature to overtake its rational mind. As a swift action, a shifter can take 2 intelligence damage to heal 1 hit point per level. |
| ArochanoX01-21-07, 04:22 AM | I don't have books near me now, so I'll just post some ideas. ornitholestes, your ideas about shifters are really nice looking and made me think more. Animosity: When shifting, shifter can enter into a state called animosity. Animosity works much like rage, but the bonuses and penalties of animosity are as follows: Str +4, Dex +2, Int drops to 1. So shifter becomes a mindless hunter. This means that the shifter just barely knows friend from foe, loses ability to speak and understand language, will attack nearest or weakest foe by all means. Shifter loses ability to use manufactured weapons. Animosity lasts for 2 rounds for every 5 character levels shifter has (minimum of 2). Flesh-eater: Eating fresh meat of shifter's fallen enemies gives shifter strenght. Shifter can eat fallen enemy's flesh (takes 1 minute), after that time shifter is healed 1d6 hp + 1 hp per dead creature's hit die. Same as the orc ability. Maybe Endurance and Diehard as a bonus feat. Also 1 bonus feat from the following: Agile, Alertness, Animal Affinity, Athletic, Self-Sufficient or Sthealthy. Something something. Shifters appear maybe today, or at next weekend. I'll be away from my computer again for the week. |
| halflingofthenorth01-21-07, 02:32 PM | for one whom likes halflings i would not object to the LA +2 for that nice stuff most of the same for the other races too |
| ArochanoX01-27-07, 01:48 PM | Glad you like it, halflingofthenorth! :D I'll see to those kobolds, shifters and maybe xephs or dromites this weekend. Stay tuned! :P |
| ArochanoX01-27-07, 03:43 PM | Kobolds are here. Enjoy. |
| ArochanoX01-28-07, 02:03 PM | Xephs have arrived to cause high-speed deaths. Beware clumsy creatures! :D |
| ArochanoX01-28-07, 03:42 PM | Dromites arrived. I should soon begin editing the 1st post so that it would be more easy to read and utilize. I would be greatly pleased if someone would be so kind to post the tags required to make opening spoiler blocks. Thanks! |
| ArochanoX01-29-07, 07:26 AM | So. The main post is now edited to be more readable. Spoiler blocks and sources added. Feel free to comment. I'll be again away for the next week. At the next weekend I hope I'll be able to post the remaining XPH races. (Maenads, Half-Giants and Duergar) |
| AGM Illmater01-29-07, 04:59 PM | So, I figured I would give this a whirl and presented it to my friends and we are going to try it out. We already have like 3 or 4 games we are rotating around, but they seem to like the idea. So once we start playing I will start a thread about how it goes. Right now I have 5 players, only 2 have started working on their characters. One is a disenchanted noble (2nd or 3rd son) so he starts to mess with peoples heads, he is maxing out his social skills. The other is going to be a Half-orc Rage Mage, but I don't know much beyond that yet. I am starting them at 5th level, though I will be treating as roughly 8th or 9th when it comes to encounters. Hopefully it turns out to be fun for everyone. |
| ArochanoX02-02-07, 12:19 PM | AGM Illmater, awesome! It's too cool to express with words how delighted I am to see and hear these races being played. Awesome! Be sure that when you post that thread about these races being played, the topic is linkified here ASAP :D BTW, the concepts of those two characters seem very nice! Good luck for your gaming sessions! During this weekend, maenads and half-giants shall arrive! |
| ArochanoX02-02-07, 03:30 PM | Duergar implemented on the expanded psionic handbook races. Enjoy. |
| ArochanoX02-02-07, 04:42 PM | MAenads added. Sadly quite low-powered. :( Post your ideas to improve it! |
| turalisj02-02-07, 04:46 PM | I'm going to run an entire game with only the LA +2 races. The idea behind it will be that the core dnd pantheon created superpower versions of thier original races (or these WERE the originals). After completing them, the gods left the world completly (a void filled by the draconic gods) |
| ArochanoX02-02-07, 04:55 PM | turalisj, cool! The idea of your campaign seems to be nice! Be sure to post your experiences of those higher LA races in actual gameplay here! |
| ArochanoX02-03-07, 12:32 PM | Now there are also half-giants. So all XPH races have been updated also. Both gith already have LA of +2 and thri-kreen has higher ECL. I'm not going to tone down any printed race to force them to fit LA +2. Next things: Goblins. MAybe catfolk, killoren, raptoran or other "races of X" races. |
| starfire31102-03-07, 01:01 PM | 1st I would like to say, great idea, I did this for a previous campaign, but I changed them all to be LA +1 equivalent, this also allowed me to buff some of the weaker LA 0 races to bring them on par with the rest. now onto replies Half-Elves Medium-sized humanoid (elf, human) +2 Dexterity, +2 Charisma Base land speed 30 ft Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells and 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. +2 racial bonus on Diplomacy and Gather Information checks Half-elves combine the best aspects of elves and humans in social situations. +2 racial bonus on 2 skills: Half-elves are versatile and capable as humans. +2 racial bonus on initiative checks Half-elves can quickly analyze the situation and act quickly. Human eagerness combined with elven senses. +2 racial bonus on disarm and trip checks Half-elves are quick to adapt into different combat situations and use the human wittyness for their benefit. Automatic Languages: Common and Elven Bonus Languages: Any (other than secret languages) Favored Class: Any I like everything you did here, one thing I would change would be to leave the +2 dex, and then give them a +2 to one ability of their choice instead of the +2 charisma, kinda like half the human bonus. Half-Orcs Medium-sized humanoid (human, orc) +4 Strenght, +2 Constitution, -2 Charisma Base land speed 40 ft Darkvision 120 ft Low-light vision: A half-orc 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. Light Sensitivity: A half-orc is dazzled in sunlight or in other bright light, and half-orc's base land speed drops to 30 ft. Half-orcs haven't yet got rid of their orc parent's weakness. Powerful build: The physical stature of a half-orc lets her function in many ways as if she were one size category larger. Whenever a half-orc is subject to a size modifier or special size modifier for an opposed check, the half-orc is treated one size category larger if doing so is advantageous to her. A half-orc is also considered to be one size larger when determining whether a creature's special attacks based on size can affect her. A half-orc can use weapons designed for a creature one size larger without penalty. However her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities and spells that change the subject's size category. Unimpeded movement: A half-orc can travel at her full speed even on natural difficult terrain (such as undergrowth and rocky areas but not in some magical or otherwise unnatural difficult terrain.) +4 racial bonus on balance checks; half-orcs are sturdy travellers and hardly ever fall. +4 racial bonus on intimidate checks; half-orcs can be frightening. +2 racial bonus on will saves; half-orcs are strongwilled and slow to change their mind - even if influenced by others. Damage Reduction 2/-: Half-Orcs are tough skinned. This damage reduction stacks with damage reduction granted by barbarian class feature. Automatic languages: Common and Orc Bonus Languages: Giant, Gnoll, Goblin and Abyssal Favored Class: Barbarian I like a lot of this, but I hate giving half-orc powerful build, it just doesnt make since to me, unless you are going to make orcs large. I would remove powerful build and give them something like endurance and toughness. The DR 2/- is a cool idea, but it might be a bit much. |
| ArochanoX02-03-07, 01:39 PM | Starfire311, thanks for your ideas. The idea of giving half-elf an ability to choose the +2 ability adjustment is just great. I'll update them asap. Then the half-orcs. I wanted them to be more powerful and brutal. That's why the powerful build (my orcs also have powerful build, so it fits quite nicely). At first, I was also concerned about the DR thing I gave to half-orcs. At ECL 3, DR 2/- means almost nothing because most monsters have power attack or otherwise good means to deal more than 2 points of damage pwer attack. It's nice ability of course, but for real, it's quite powerless. DR 5/ something would be other case. |
| AGM Illmater02-06-07, 04:10 PM | Here is the link to my new thread about my campaign using your race stats http://boards1.wizards.com/showthread.php?p=11406418#post11406418 |
| ArochanoX02-09-07, 01:51 PM | Wow, thanks! (I truly didn't believe to see that link ever. Too many people are too lazy for such a task :D ). I hope to see more of your campaing stuff. I'll be posting catfolk and goblins later this weekend! |
| ArochanoX02-10-07, 02:48 AM | Goblins added. Expect to see Catfolk later today. |
| ArochanoX02-10-07, 07:14 AM | Catfolk added. Enjoy! Please post your comments and ideas! |
| kdyal02-10-07, 12:54 PM | A quick suggestion? Make the Warforged straight Constructs with a Cha penalty and no immunity to mind-effecting spell effects, and that should about do it. |
| ArochanoX02-10-07, 01:05 PM | Thanks kdyal! I first thought, I would do that, but then I remembered that I've already made a similar race with LA of +2 so I wanted to create a little different from that. If you want to see that mechanoid race I created, follow the link: http://boards1.wizards.com/showthread.php?t=644678 |
| ArochanoX02-11-07, 04:04 AM | Now there are wildrens. Those ape-like creatures from the beastlands (refer to planar handbook). I might be posting something like aasimars and tieflings later... |
| Reyemile02-12-07, 10:46 PM | Lots of good stuff here, but I'm too lazy to praise specifics. A few bads: First, Lucky for the Halfling. It requires a lot of bookwork, monkeys with crits, and it would be way easier to just count 1s as 20s and save yourself a lot of math. Or, alternately, you can still have the CHANCE of critical failure: I'd have lucky be "Halflings may reroll any d20 roll that comes up a 1, although if they roll a second 1 they must keep the result." More flavorful, less bookkeeping, and still a chance of missing those easy checks. Second, ditch the total immunity to Illusion for gnomes. This is for flavor reasons--it's hard to envision a gnomish society wherein the chief specialization of gnomish magic didn't effect other gnomes. If I were a gnomish illusionist, I'd be ****** that after centruies of perfecting my art, I still couldn't befuddle a gnomish child. Make it a +4 or +6 to saves--large enough to be effective immunity, but not unconditional. |
| ArochanoX02-24-07, 06:05 PM | Thanks for good points reyemile, I'll post something to the main post. Probably illusion resistance for gnomes and 1=20 rule for halflings. With and addintional rule: if a halfling would roll natural 2, roll d%. If the d% result is more than 50 + halfling's character level, the d20 roll counts as natural 1. It gives 1 extra roll in a special situation that happens 5% every time d20 is rolled, so it's not coming too often and it won't involve any bookkeeping or it won't require any maths. |
| 3DJutsu02-24-07, 06:18 PM | Uhh, if im reading this right, the Halfing isn't all that great. Lucky: treat nat 1s' as nat 1s', roll a d% on a nat 2, if 50% + HD or above, treat as a nat 1... anyone else thinks this sucks something hardcore? Thats what I call UNlucky my friend |
| ArochanoX02-24-07, 08:31 PM | Yeah 3Djutsu, I made a typo. They should treat natural 1's as natural 20's. My mistake. |
| 3DJutsu02-24-07, 10:04 PM | Now thats just a bit to powerful, might I suggest this: 5+HD% chance to turn a Nat 1 into a Nat 20? |
| ArochanoX02-25-07, 11:45 AM | Thanks for your suggestion 3Djutsu! It's indeed less powerful and more simple which is especially good. Though the lucky ability is about the only ability halflings get. They're fearless and get a nice hide bonus, but other these LA +2 races can do the same too and much more. With your version of the lucky ability, I think that the halflings would be underpowered compared to others. (And I bet you'd love to play a character that critically succeeds more often. :D) |
| 3DJutsu02-25-07, 04:31 PM | Thanks for your suggestion 3Djutsu! It's indeed less powerful and more simple which is especially good. Though the lucky ability is about the only ability halflings get. They're fearless and get a nice hide bonus, but other these LA +2 races can do the same too and much more. With your version of the lucky ability, I think that the halflings would be underpowered compared to others. (And I bet you'd love to play a character that critically succeeds more often. :D) Hee hee, in secrecy lies strength, underestimate my halfings and you're gonna regret it :D |
| ArochanoX03-02-07, 03:02 PM | Hee hee. I certainly won't underestimate your halflings, because later they would send a ninja squad to whack me! :D Suggestions for LA +2 conversions are welcome! Also ideas of what special abilities and such would they have. I'll have again a full weekend to work this project. Yay! |
| 3DJutsu03-02-07, 09:27 PM | Hee hee. I certainly won't underestimate your halflings, because later they would send a ninja squad to whack me! :D Suggestions for LA +2 conversions are welcome! Also ideas of what special abilities and such would they have. I'll have again a full weekend to work this project. Yay! As a Swordsage10/Assassin10 I AM the ninja squad... cause halflings rock... |
| Bhaal00603-02-07, 09:55 PM | You forgot Cancer as an Elven racial trait(-8 to all stats). |