Post by DM-Chris on Nov 12, 2006 7:02:59 GMT -5
The first step to fleshing out the races is to make a list of all the core racial abilties available. This may seem redundant to readers, but for my own purposes, I'll be listing abilites by race, with a little note about why these races are assigned these. This will help me divide them up later. At the end of this is a master list with all the abilities copy and pasted so I can easily "check them off" as I move them around.
Human
+1 feat at level 1
+4 skill points at level 1
+1 skill point / level
Favored class: Any
There are two reasons for these traits. First, there are no ability score adjustments because humans are the yard stick that other races are measured by, in regards to frequency. Can elves and humans have identical ability scores? Absolutely. Do the majority of elves have higher dexterity and less consitution than the majority of humans? Statistically they should.
The other reason is flexibilty and fast-learning, hence the extra skill points and feats. Their favored class makes them ideal candidates for multi-classing as well.
Elf
+2 Dex, -2 Con
Low-light vision
+2 Listen, +2 Search, +2 Spot
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects
Weapon Proficiency: Longsword, Rapier, Longbow (and composite), Shortbow (and composite) as bonus feats
Favored Class: Wizard
Ah, the elves. I've always kind of had gripes with elves because their life spans are so long. This gives their personalities many facets, which isn't a bad thing, but has always left a kind of murky impression in my mind. It's also hard to trying to imagine that rate of growth. Most other animals have much shorter life spans than humans, so it's easy to think in that direction. But to try to think too far in the other direction is odd, especially since their stages of growth are proportional over the span of 120 years.
In other words, if a human reaches adulthood by 20, then break that into chunks. At 5 you're a young child, at 10 you're a young adolescent, at 15 you're a teenager and at 20 you're an adult.
Now do that for the elves. A 30-year old young child, a 60-year old young adolescent, a 90-year old teenager! and finally the 120-year old adult. How could any mortal, sentient thinking being live for 90 years and be a teenager? By physical standards maybe, but unless they're very slow learners, elves should be just as intelligent as a human by age 20. So they spend the next 100 years or so continuing to grow, and then at least another 200 living as adults? What in the hell must that be like? Why aren't elves smarter than they are?
Anyway, thinking about it now, I don't think I've ever seen a very well role-played elf. I expect elves to be wise, patient, and generally amiable. When players get their hands on them, they just let the arrogance take over and it gets out of hand.
They're also extremely overused imo, which sticks them with all manner of silly stereotypes. They're supposedly dextrous, arrogant, artistic, martial, magical, protectors of life, tree-lovers, and frail and weak are the most common. Players seem to take some or all of these and grossly over exaggerate them.
Aw hell, now I went on a 3-paragraph rant about elves!
Half-elf
Immune to magical sleep spells and effects
+2 Racial saving throw bonus vs. enchantment spells/effects
Low-light vision
+1 Racial bonus on Listen, Search and Spot checks
+2 Racial bonus on Diplomacy and Gather Info
Elven Blood (Half-elf considered elf for racial effects)
Favored class: Any
Much like their true blood counter parts, half-elves have a multi-faceted identity. I don't see many half-elf players, I guess they're too "middle of the road" for most people. I personally like half-elves because they're one of the few races I identify with, but I admit I don't like the way they're presented. Most half-elf interpretations I've seen milk the outcast-rebel persona, and that's just boring. If you want to read about an interesting half-elf, check out Tanis in the DragonLance novels. Very interesting character.
Dwarf
+2 con, -2 cha
20 ft. move speed always, even encumbered
Darkvision
Stonecunning
Dwarven Waraxe and Urgrosh as martial weapons
Stability
+2 racial saving throw vs. poison
+2 racial saving throw vs. spells and spell-like effects
+1 racial attack bonus vs. goblinoids and orcs
+4 dodge bonus to AC vs giants
+2 racial bonus on Appraise checks of stone or metal
+2 racial bonus on Craft checks with stone or metal
Favored class: Fighter
Definitely one of the longer lists of abilities amongst the races, the dwarves are pretty stacked. It comes at no surprise that many players like making dwarves. The dwarves have a unique identity that hasn't changed much throughout the history of fantasy. They have strong stereotypes for being both jovial, heavy drinkers, and serious, grumpy fits. I personally think the dwarves should have bi-polar disorder listed as one of their racial abilities.
When re-assigning these abilities, they'll definitely be going all over the place. I'm sick of their stereotype and would like to tear it to shreds so that no one can easily pinpoint which Emilin race was based off the dwarves.
Halfling
Small Humanoid (+1 size bonus to AC, +1 size bonus to attack rolls, and +4 size bonus to Hide)
+2 Dex, -2 Str
Base land speed 20 ft.
+2 racial bonus on Climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear (stacks with +1 vs. all)
+1 attack rolls with thrown weapons and slings
+2 racial bonus on Listen checks
Favored class: Rogue
When I first saw the illustration of the halfling in a 3.0 book I was taken by surprise. I had always thought of them as hobbits, because of the drawings from 2nd edition. To me they looked like tiny elves and I didn't quite understand them. Then I read the first three DragonLance novels and was introduced to the Kender (from where I get the name). Their childlike innocence and fearless spirit really define a very cool and fun race. That aside, take a good long look at those racial abilities. Easily one of the most logical and powerful combination of racial abilities.
I'm going to keep the rogue favored class for the Kender in my world, but there will be a lot more clerics and rangers too. My Kender have a interesting spin, I think, and don't have too much in common with the DragonLance Kender. I have been trying to think of another name, but am working with Kender for now.
Gnome
Small Humanoid (+1 size bonus on AC, +1 size bonus on attack rolls, +4 size bonus on Hide)
+2 Con, -2 Str
Base land speed 20 ft.
Low-light vision
Gnome hooked hammer as Martial
+2 racial saving throw vs. illusions
+1 DC vs. illusions cast by gnomes
+1 racial attack bonus vs. kobolds and goblinoids
+4 dodge bonus to AC vs. giants
+2 racial bonus on Listen
+2 racial bonus on Craft (Alchemy)
Spell-like abilities 1/day - Speak with animals; 10+ CHA - dancing lights, ghost sound, prestidigitation; Caster level 1st; save DC 10 + gnome's CHA mod + spell-level
Favored class: Bard
Whenever I make a PC I actually intend to play (which is rare, because I seem to be the only DM within 100 miles), the two races I usually end up choosing are half-elf and gnome. I don't know why, but I really like the gnomes. What I don't like is the stereotype that they're all crazy, ADHD, twacked-out inventors who are often used for comic relief.
I also find their combination of racial abilities in 3.5 very bizarre. They're hill-dwelling, giant-fighting, animal-speaking, illusion-casting alchemists who also fight kobolds and goblins enough to justify the +1 attack rolls. To top it all off, their favored class is bard? After all that talk about illusions and animals, you'd expect druid or wizard (illusionist), but the only hint of bard is their minor illusions.
Mmmmkay... I kind of understand the feel that Wizards was going for, but I just don't think it gels very well. I hope to present a more serious, unified picture of the gnome-inspired race.
Well alright! That's the list of the abilities with accompanying thoughts from ... wait, what? I forgot the half-orcs? Aww hell. I'll make this quick, I don't like half-orcs and you'll find out why in a minute. *grumble*
Half-orc
+2 Str, -2 Int, -2 Cha
Darkvision
Orc Blood
Favored Class: Barbarian
Why I don't like half-orcs? They just don't fit very well. It's the half-breed of a race with a long tradition of hate from elves, dwarves certainly don't like them, and they're not welcome in any of the other races' civilized lands. From the way they're presented in Greyhawk, it would take a good role-player to pull one off in a city-based, immersive story campaign. In a hack-n-slash campaign they're not so bad, I suppose. I've had .. three players, wait four? Yeah, four players as half-orcs. Three of them worked out ok, the fourth was killed by town guards for mouthing off.
Players also easily fall into the stereotypes of talking like a cheesy Native-American who abuses 3rd person. Their typical goal is to prove themselves to others, that they're not like their long-hated ancestors. Backstories for half-orcs are also cornered into a couple cliches'. If it's not an outright rape (which is inappropriate at work), it's a Beauty and the Beast story where a female human falls in love with a male orc and they live in exclusion.
In a setting with a longer history where there was a bit more peace between races and beast-like races weren't an uncommon sight in human and elf cities, they'd be perfect.
So, there's that. Here's this:
Master List
+1 feat at level 1
+4 skill points at level 1
+1 skill point / level
+2 Str, -2 Int, -2 Cha
Darkvision
Small Humanoid (+1 size bonus on AC, +1 size bonus on attack rolls, +4 size bonus on Hide)
+2 Con, -2 Str
Base land speed 20 ft.
Low-light vision
Gnome hooked hammer as Martial
+2 racial saving throw vs. illusions
+1 DC vs. illusions cast by gnomes
+1 racial attack bonus vs. kobolds and goblinoids
+4 dodge bonus to AC vs. giants
+2 racial bonus on Listen
+2 racial bonus on Craft (Alchemy)
Spell-like abilities 1/day - Speak with animals; 10+ CHA - dancing lights, ghost sound, prestidigitation; Caster level 1st; save DC 10 + gnome's CHA mod + spell-level
+2 Dex, -2 Str
Base land speed 20 ft.
+2 racial bonus on Climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear (stacks with +1 vs. all)
+1 attack rolls with thrown weapons and slings
+2 racial bonus on Listen checks
+2 Dex, -2 Con
Low-light vision
+2 Listen, +2 Search, +2 Spot
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects
Weapon Proficiency: Longsword, Rapier, Longbow (and composite), Shortbow (and composite) as bonus feats
Immune to magical sleep spells and effects
+2 Racial saving throw bonus vs. enchantment spells/effects
Low-light vision
+1 Racial bonus on Listen, Search and Spot checks
+2 Racial bonus on Diplomacy and Gather Info
Elven Blood (Half-elf considered elf for racial effects)
+2 con, -2 cha
20 ft. move speed always, even encumbered
Stonecunning
Dwarven Waraxe and Urgrosh as martial weapons
Stability
+2 racial saving throw vs. poison
+2 racial saving throw vs. spells and spell-like effects
+1 racial attack bonus vs. goblinoids and orcs
+4 dodge bonus to AC vs giants
+2 racial bonus on Appraise checks of stone or metal
+2 racial bonus on Craft checks with stone or metal
Human
+1 feat at level 1
+4 skill points at level 1
+1 skill point / level
Favored class: Any
There are two reasons for these traits. First, there are no ability score adjustments because humans are the yard stick that other races are measured by, in regards to frequency. Can elves and humans have identical ability scores? Absolutely. Do the majority of elves have higher dexterity and less consitution than the majority of humans? Statistically they should.
The other reason is flexibilty and fast-learning, hence the extra skill points and feats. Their favored class makes them ideal candidates for multi-classing as well.
Elf
+2 Dex, -2 Con
Low-light vision
+2 Listen, +2 Search, +2 Spot
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects
Weapon Proficiency: Longsword, Rapier, Longbow (and composite), Shortbow (and composite) as bonus feats
Favored Class: Wizard
Ah, the elves. I've always kind of had gripes with elves because their life spans are so long. This gives their personalities many facets, which isn't a bad thing, but has always left a kind of murky impression in my mind. It's also hard to trying to imagine that rate of growth. Most other animals have much shorter life spans than humans, so it's easy to think in that direction. But to try to think too far in the other direction is odd, especially since their stages of growth are proportional over the span of 120 years.
In other words, if a human reaches adulthood by 20, then break that into chunks. At 5 you're a young child, at 10 you're a young adolescent, at 15 you're a teenager and at 20 you're an adult.
Now do that for the elves. A 30-year old young child, a 60-year old young adolescent, a 90-year old teenager! and finally the 120-year old adult. How could any mortal, sentient thinking being live for 90 years and be a teenager? By physical standards maybe, but unless they're very slow learners, elves should be just as intelligent as a human by age 20. So they spend the next 100 years or so continuing to grow, and then at least another 200 living as adults? What in the hell must that be like? Why aren't elves smarter than they are?
Anyway, thinking about it now, I don't think I've ever seen a very well role-played elf. I expect elves to be wise, patient, and generally amiable. When players get their hands on them, they just let the arrogance take over and it gets out of hand.
They're also extremely overused imo, which sticks them with all manner of silly stereotypes. They're supposedly dextrous, arrogant, artistic, martial, magical, protectors of life, tree-lovers, and frail and weak are the most common. Players seem to take some or all of these and grossly over exaggerate them.
Aw hell, now I went on a 3-paragraph rant about elves!
Half-elf
Immune to magical sleep spells and effects
+2 Racial saving throw bonus vs. enchantment spells/effects
Low-light vision
+1 Racial bonus on Listen, Search and Spot checks
+2 Racial bonus on Diplomacy and Gather Info
Elven Blood (Half-elf considered elf for racial effects)
Favored class: Any
Much like their true blood counter parts, half-elves have a multi-faceted identity. I don't see many half-elf players, I guess they're too "middle of the road" for most people. I personally like half-elves because they're one of the few races I identify with, but I admit I don't like the way they're presented. Most half-elf interpretations I've seen milk the outcast-rebel persona, and that's just boring. If you want to read about an interesting half-elf, check out Tanis in the DragonLance novels. Very interesting character.
Dwarf
+2 con, -2 cha
20 ft. move speed always, even encumbered
Darkvision
Stonecunning
Dwarven Waraxe and Urgrosh as martial weapons
Stability
+2 racial saving throw vs. poison
+2 racial saving throw vs. spells and spell-like effects
+1 racial attack bonus vs. goblinoids and orcs
+4 dodge bonus to AC vs giants
+2 racial bonus on Appraise checks of stone or metal
+2 racial bonus on Craft checks with stone or metal
Favored class: Fighter
Definitely one of the longer lists of abilities amongst the races, the dwarves are pretty stacked. It comes at no surprise that many players like making dwarves. The dwarves have a unique identity that hasn't changed much throughout the history of fantasy. They have strong stereotypes for being both jovial, heavy drinkers, and serious, grumpy fits. I personally think the dwarves should have bi-polar disorder listed as one of their racial abilities.
When re-assigning these abilities, they'll definitely be going all over the place. I'm sick of their stereotype and would like to tear it to shreds so that no one can easily pinpoint which Emilin race was based off the dwarves.
Halfling
Small Humanoid (+1 size bonus to AC, +1 size bonus to attack rolls, and +4 size bonus to Hide)
+2 Dex, -2 Str
Base land speed 20 ft.
+2 racial bonus on Climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear (stacks with +1 vs. all)
+1 attack rolls with thrown weapons and slings
+2 racial bonus on Listen checks
Favored class: Rogue
When I first saw the illustration of the halfling in a 3.0 book I was taken by surprise. I had always thought of them as hobbits, because of the drawings from 2nd edition. To me they looked like tiny elves and I didn't quite understand them. Then I read the first three DragonLance novels and was introduced to the Kender (from where I get the name). Their childlike innocence and fearless spirit really define a very cool and fun race. That aside, take a good long look at those racial abilities. Easily one of the most logical and powerful combination of racial abilities.
I'm going to keep the rogue favored class for the Kender in my world, but there will be a lot more clerics and rangers too. My Kender have a interesting spin, I think, and don't have too much in common with the DragonLance Kender. I have been trying to think of another name, but am working with Kender for now.
Gnome
Small Humanoid (+1 size bonus on AC, +1 size bonus on attack rolls, +4 size bonus on Hide)
+2 Con, -2 Str
Base land speed 20 ft.
Low-light vision
Gnome hooked hammer as Martial
+2 racial saving throw vs. illusions
+1 DC vs. illusions cast by gnomes
+1 racial attack bonus vs. kobolds and goblinoids
+4 dodge bonus to AC vs. giants
+2 racial bonus on Listen
+2 racial bonus on Craft (Alchemy)
Spell-like abilities 1/day - Speak with animals; 10+ CHA - dancing lights, ghost sound, prestidigitation; Caster level 1st; save DC 10 + gnome's CHA mod + spell-level
Favored class: Bard
Whenever I make a PC I actually intend to play (which is rare, because I seem to be the only DM within 100 miles), the two races I usually end up choosing are half-elf and gnome. I don't know why, but I really like the gnomes. What I don't like is the stereotype that they're all crazy, ADHD, twacked-out inventors who are often used for comic relief.
I also find their combination of racial abilities in 3.5 very bizarre. They're hill-dwelling, giant-fighting, animal-speaking, illusion-casting alchemists who also fight kobolds and goblins enough to justify the +1 attack rolls. To top it all off, their favored class is bard? After all that talk about illusions and animals, you'd expect druid or wizard (illusionist), but the only hint of bard is their minor illusions.
Mmmmkay... I kind of understand the feel that Wizards was going for, but I just don't think it gels very well. I hope to present a more serious, unified picture of the gnome-inspired race.
Well alright! That's the list of the abilities with accompanying thoughts from ... wait, what? I forgot the half-orcs? Aww hell. I'll make this quick, I don't like half-orcs and you'll find out why in a minute. *grumble*
Half-orc
+2 Str, -2 Int, -2 Cha
Darkvision
Orc Blood
Favored Class: Barbarian
Why I don't like half-orcs? They just don't fit very well. It's the half-breed of a race with a long tradition of hate from elves, dwarves certainly don't like them, and they're not welcome in any of the other races' civilized lands. From the way they're presented in Greyhawk, it would take a good role-player to pull one off in a city-based, immersive story campaign. In a hack-n-slash campaign they're not so bad, I suppose. I've had .. three players, wait four? Yeah, four players as half-orcs. Three of them worked out ok, the fourth was killed by town guards for mouthing off.
Players also easily fall into the stereotypes of talking like a cheesy Native-American who abuses 3rd person. Their typical goal is to prove themselves to others, that they're not like their long-hated ancestors. Backstories for half-orcs are also cornered into a couple cliches'. If it's not an outright rape (which is inappropriate at work), it's a Beauty and the Beast story where a female human falls in love with a male orc and they live in exclusion.
In a setting with a longer history where there was a bit more peace between races and beast-like races weren't an uncommon sight in human and elf cities, they'd be perfect.
So, there's that. Here's this:
Master List
+1 feat at level 1
+4 skill points at level 1
+1 skill point / level
+2 Str, -2 Int, -2 Cha
Darkvision
Small Humanoid (+1 size bonus on AC, +1 size bonus on attack rolls, +4 size bonus on Hide)
+2 Con, -2 Str
Base land speed 20 ft.
Low-light vision
Gnome hooked hammer as Martial
+2 racial saving throw vs. illusions
+1 DC vs. illusions cast by gnomes
+1 racial attack bonus vs. kobolds and goblinoids
+4 dodge bonus to AC vs. giants
+2 racial bonus on Listen
+2 racial bonus on Craft (Alchemy)
Spell-like abilities 1/day - Speak with animals; 10+ CHA - dancing lights, ghost sound, prestidigitation; Caster level 1st; save DC 10 + gnome's CHA mod + spell-level
+2 Dex, -2 Str
Base land speed 20 ft.
+2 racial bonus on Climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear (stacks with +1 vs. all)
+1 attack rolls with thrown weapons and slings
+2 racial bonus on Listen checks
+2 Dex, -2 Con
Low-light vision
+2 Listen, +2 Search, +2 Spot
Immune to magic sleep effects
+2 racial saving throw bonus against enchantment spells and effects
Weapon Proficiency: Longsword, Rapier, Longbow (and composite), Shortbow (and composite) as bonus feats
Immune to magical sleep spells and effects
+2 Racial saving throw bonus vs. enchantment spells/effects
Low-light vision
+1 Racial bonus on Listen, Search and Spot checks
+2 Racial bonus on Diplomacy and Gather Info
Elven Blood (Half-elf considered elf for racial effects)
+2 con, -2 cha
20 ft. move speed always, even encumbered
Stonecunning
Dwarven Waraxe and Urgrosh as martial weapons
Stability
+2 racial saving throw vs. poison
+2 racial saving throw vs. spells and spell-like effects
+1 racial attack bonus vs. goblinoids and orcs
+4 dodge bonus to AC vs giants
+2 racial bonus on Appraise checks of stone or metal
+2 racial bonus on Craft checks with stone or metal