Revised Races

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=Revised Races=
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=<font color="darkred">'''Introduction'''</font>=
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Races in 3.5 have a lot of problems. Balance is the most obvious one; from an optimization perspective, the vast majority of races are pretty much unusable because they're just so completely outclassed by a select few (one of which is in the PHB itself: human). There are also some lesser issues as well, such as the fact that many races are extremely cluttered with situational bonuses (like +1 to attack vs kobolds) that rarely come up and are just a waste of time for players to remember (if they even bother trying).  
Races in 3.5 have a lot of problems. Balance is the most obvious one; from an optimization perspective, the vast majority of races are pretty much unusable because they're just so completely outclassed by a select few (one of which is in the PHB itself: human). There are also some lesser issues as well, such as the fact that many races are extremely cluttered with situational bonuses (like +1 to attack vs kobolds) that rarely come up and are just a waste of time for players to remember (if they even bother trying).  
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This fix is my attempt to expand the usable list of races by bringing every race up in power level so that they're roughly on the same level with each other. A secondary goal is to make all of your racial abilities matter at all levels. For some abilities, this involves changing an ability so that it scales as you grow in levels. Other times, as with most of those clutter abilities that don't really affect most characters (like the aforementioned +1 attack vs kobolds), I just removed the old ability entirely. Hopefully the result is a balanced list of interesting races that increase character options and are diverse enough to be noticeably different from each other.
This fix is my attempt to expand the usable list of races by bringing every race up in power level so that they're roughly on the same level with each other. A secondary goal is to make all of your racial abilities matter at all levels. For some abilities, this involves changing an ability so that it scales as you grow in levels. Other times, as with most of those clutter abilities that don't really affect most characters (like the aforementioned +1 attack vs kobolds), I just removed the old ability entirely. Hopefully the result is a balanced list of interesting races that increase character options and are diverse enough to be noticeably different from each other.
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A note on racial entries: I have split racial abilities into primary and secondary features. All of them are normal abilities of the race, so this grouping shouldn't make any difference to most characters. However, having abilities grouped this way allows for alternate racial features. I intend to create templates similar to Dragonborn of Bahamut which would allow a character to customize the abilities of his race, and having racial traits grouped this way provide for a means of balance without having to be as extreme as the Dragonborn's solution (which is to strip away everything).
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==On Races==
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Races are generally much more powerful here than in regular 3.5 (and even a bit more powerful on average than in Pathfinder or d20r), though they are (at least supposed to be) balanced in regards to each other. Racial features still remain a far smaller portion of a character's power than their choice of class, and the overall power level of a particular character shouldn't be too noticeably different compared to 3.5 with sources open (especially past the early levels). The main difference is that there are now a lot more racial choices for an optimized character than there were previously, and it's far more defensible to take a race like half-elf or half-orc than before (whereas previously they would only ever be selected in very specialized builds, at least for optimization purposes).
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==Core Races==
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I've also tried to emphasize differences between races so that characters of different races ''feel'' different from each other. I gave different races more distinguishing abilities that emphasized certain traits, even as I stripped away the filler abilities that rarely affected gameplay and needlessly wasted memory space. Presentation-wise, I decided to divide racial features into "primary" and "secondary" categories, with primary being the more powerful and defining aspects of a race, and secondary being the remainder. Each race gets all their primary and secondary abilities by default, so this wouldn't affect anyone who choose to be a normal human, a regular dwarf, or whatever. However, this allows for templates which trade lesser or greater racial features for those of similar power level, which I will go into detail about below. All racial abilities that aren't marked as ''Su'' or ''Sp'' are considered extraordinary.
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===Human===
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One of the advantages of having a higher power level on default races is that it allows for a far larger pool of possible races without needing an additional balancing factor (such as level adjustment). Whereas previously it might not be possible to express a race like the drow as LA +0 without stripping away most of what makes it distinct, now it becomes much more feasible. There is a lot of benefit to circumventing level adjustment because of how bad a balancing factor it is; losing levels is so crippling to a character that a race would need to provide a vast amount of power to justify even LA +1. When a distinctive racial feature actually is powerful enough that it still need something to tip the scales (like the four arms of a Thri-Kreen), I will include an optional racial class to provide the feature (more on that below).
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{|border="3" align="center" style="text-align:left;"
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==On Templates==
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|+http://www.wizards.com/dnd/images/rod_gallery/86280.jpg
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|'''Type:'''||Humanoid (human)
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|'''Size:'''||Medium
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|'''Speed:'''||30 ft land
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|'''Special Senses:'''||None
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|'''Ability Adjustments:'''||+2 to the ability score of your choice
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|'''Primary Features:'''||<u>Quick to Learn:</u> At 1st level, a human may select an additional feat that they qualify for and take it as a bonus feat.
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|'''Secondary Features:'''||<u>Able Learner:</u> A human need only spend a single skill point to increase his ranks in a cross-class skill (rather than two).<br><u>Skillful:</u> At 6th level, a human may select any Skill Focus feat and gain it as a bonus feat. He gains another such bonus feat at level 12 and a third one at level 18.
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|-
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|'''Automatic Languages:'''||Common and any one of your choice
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|-
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|'''Favored Classes:'''||Any one of your choice
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|}
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Templates are provided to customize existing base races and to allow more options in character building. As with races, none of the templates presented have level adjustment. Instead, templates are made with a similar mechanic to the Dragonborn of Bahamut, where certain racial traits are swapped with others, though on a much less extreme scale. All of the existing racial traits are grouped as either primary or secondary so that templates can swap out abilities of a certain power level as necessary.
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===Dwarf===
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Generally, if a template requires swapping a set of features (such as primary or secondary racial traits), you may not take another template that swaps the same set of features, though you may take one that swaps a different set (so you can take a template that swaps primary traits and one that swaps secondary, but not two that swap primary traits).
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{|border="3" align="center" style="text-align:left;"
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==On Racial Classes==
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|+http://www.wizards.com/dnd/images/ros_gallery/83257.jpg
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|-
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|'''Type:'''||Humanoid (dwarf)
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|'''Size:'''||Medium
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|'''Speed:'''||20 ft land. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
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|-
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|'''Special Senses:'''||Darkvision 60 ft
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|-
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|'''Ability Adjustments:'''||+2 Constitution, +2 Wisdom, -2 Charisma
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|'''Primary Features:'''||<u>Dwarven Stamina:</u> Dwarves gain Endurance as a bonus feat at 1st level.<br><u>Dwarven Determination:</u> At 5th level, dwarves gain Diehard as a bonus feat. In addition, a 5th level or higher dwarf no longer dies when he reaches -10 hp; instead, he dies when his HP reaches negative (5 + Constitution score + character level). If he has the Diehard feat from another source (such as the crusader class), this becomes negative (5 + Constitution score + 2*character level) instead. (So an 8th level dwarf with 17 Con dies only when he reaches -30. If he has Diehard from another source, he only dies if he reaches -38 hp instead.)
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|'''Secondary Features:'''||<u>Iron Stomach:</u> At 1st level, dwarves have a +2 racial bonus on saves against poison. This increases to +4 at 4th level and +6 at 7th level. At 10th level, dwarves become completely immune to poison.<br><u>Stability:</u> A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
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|-
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|'''Automatic Languages:'''||Common and Dwarven
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|-
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|'''Favored Classes:'''||Cleric, crusader, knight
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|}
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As I've explained above, level adjustment is a rather poor way to balance a race because of the extraordinary amount of benefits a race must provide to even be worth LA +1. Racial classes are a better method for this type of power offset. They do still offset character power, since taking more levels in classes with progressing features (such as spellcasting and martial adept classes) is usually better than taking levels in racial classes, but they are much less crippling than not having those levels at all. I will generally try to make all races function so that they don't need such balancing offsets, but some features make it impossible (like Thri-Kreen's four arms). In those cases, I will use racial class in place of level adjustment as the lesser of two evils.
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===Elf===
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A racial class is like a base class that is only available to members of that particular race. If a creature of a certain race has a racial class, it can choose to take levels in that class at any time, but it does not have to; it can choose to never take any levels in its racial class, or only take a few levels in it and stop, or even sporadically switch between class levels and racial class levels (depending on level requirements for levels of the racial class, this may even be required). Every racial class level has a minimal character level requirement, so a character may only take that class level of the racial class if it is advancing to that character level (for example, if a 1st level half-dragon with one level in its racial class levels up, it cannot take another level in its racial class until it levels up again due to the 3rd level requirement there).
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/row_gallery/86613.jpg
 
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|-
 
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|'''Type:'''||Humanoid (elf)
 
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|'''Size:'''||Medium
 
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|'''Speed:'''||35 ft land speed. Elves are light and lithe, allowing them to move a bit faster than a human.
 
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|'''Special Senses:'''||Low-light Vision
 
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|-
 
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Intelligence, -2 Constitution
 
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|'''Primary Features:'''||<u>Elven Training:</u> Due to their exceptional life span, elves have plenty of time to attend to specialized training. At 1st level, each elf chooses Exotic Weapon Proficiency (any one), Point Blank Shot, Spell Focus (any one), or Weapon Finesse and gains it as a bonus feat, regardless of whether or not that elf qualifies for the feat.<br><u>Weapon Proficiencies:</u> Elves automatically have martial weapon proficiency with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow).
 
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|'''Secondary Features:'''||<u>Elven Composure:</u> Elves are naturally immune to sleep effects and gain +2 to saves vs enchantment spells and effects. This increases to +4 at 7th level and +6 at 13th level. At 19th level, elves become completely immune to enchantment effects.<br><u>Superior Senses:</u> Elves get a +2 racial bonus to Listen and Spot checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
 
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|'''Automatic Languages:'''||Common and Elven
 
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|-
 
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|'''Favored Classes:'''||Duskblade, warblade, wizard
 
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|}
 
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=<font color="darkred">'''Races'''</font>=
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===Gnome===
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;[[Revised_Core_Races|Core Races]]
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*[[Revised_Core_Races#Human|Human]]
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*[[Revised_Core_Races#Dwarf|Dwarf]]
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*[[Revised_Core_Races#Elf|Elf]]
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*[[Revised_Core_Races#Gnome|Gnome]]
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*[[Revised_Core_Races#Half-Elf|Half-Elf]]
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*[[Revised_Core_Races#Half-Orc|Half-Orc]]
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*[[Revised_Core_Races#Halfling|Halfling]]
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/ros_gallery/83269.jpg
 
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|-
 
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|'''Type:'''||Humanoid (gnome)
 
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|'''Size:'''||Small
 
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|'''Speed:'''||20 ft land speed
 
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|-
 
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|'''Special Senses:'''||Low-light Vision
 
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|-
 
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|'''Ability Adjustments:'''||+2 Constitution, +2 Charisma, -2 Strength
 
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|-
 
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|'''Primary Features:'''||<u>Fight Underfoot:</u> Due to specialized training, gnomes gain Dodge as a bonus feat at 1st level. A gnome of 4th level or higher gets an additional +2 dodge bonus to AC against attacks made by his dodge target if that creature is of a larger size category than he is. This increases to +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
 
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|-
 
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|'''Secondary Features:'''||<u>Magical Talent:</u> At 1st level, a gnome chooses ''dancing lights'', ''ghost sound'', ''prestidigitation'', or ''summon instrument'' to have as a spell-like ability that they may use at will. The caster level is equal to your character level, and the save DC is equal to 10 + 1/2 character level + Charisma modifier. If Summon Instrument is chosen, only one instance of the spell-like ability may be active at one time (so summoning a second instrument dispels the first).<br><u>Illusion Sense:</u> Whenever gnomes see an illusionary image effect (such as from Silent Image, Minor Image, etc), they automatically get a save to disbelieve that image without having to interact with it. They receive a +4 racial bonus to such saves.
 
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|'''Automatic Languages:'''||Common and Gnome
 
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|-
 
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|'''Favored Classes:'''||Bard, beguiler, swashbuckler
 
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|}
 
 +
;[[Revised_Monstrous_Races|Monstrous Races]]
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*[[Revised_Monstrous_Races#Azure_Template|Azure Creature]]
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*[[Revised_Monstrous_Races#Bugbear|Bugbear]] (Unfinished)
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*[[Revised_Monstrous_Races#Centaur|Centaur]] (Unfinished)
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*[[Revised_Monstrous_Races#Drow|Drow]]
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*[[Revised_Monstrous_Races#Gnoll|Gnoll]] (Unfinished)
 +
*[[Revised_Monstrous_Races#Goblin|Goblin]]
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*[[Revised_Monstrous_Races#Hobgoblin|Hobgoblin]]
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*[[Revised_Monstrous_Races#Minotaur|Minotaur]]
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:*[[Revised_Monstrous_Races#The_Minotaur_Racial_Class|Minotaur Racial Class]]
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*[[Revised_Monstrous_Races#Orc|Orc]]
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*[[Revised_Monstrous_Races#Raptorian|Raptorian]]
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*[[Revised_Monstrous_Races#Svirfneblin|Svirfneblin]]
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*[[Revised_Monstrous_Races#Werebeast_Template|Werebeast]] (Unfinished)
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===Half-Elf===
 
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{|border="3" align="center" style="text-align:left;"
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;[[Revised_Planestouched|Planestouched Templates]]
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|+http://www.wizards.com/dnd/images/rod_gallery/86290.jpg
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*[[Revised_Planestouched#Aasimar|Aasimar]]
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|-
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:*[[Revised_Planestouched#The_Aasimar_Racial_Class|Aasimar Racial Class]]
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|'''Type:'''||Humanoid (elf, half-elf, human)
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*[[Revised_Planestouched#Flamekin|Flamekin]]
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|-
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:*[[Revised_Planestouched#The_Flamekin_Racial_Class|Flamekin Racial Class]]
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|'''Size:'''||Medium
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*[[Revised_Planestouched#Frostborn|Frostborn]]
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:*[[Revised_Planestouched#The_Frostborn_Racial_Class|Frostborn Racial Class]]
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|'''Speed:'''||30 ft land speed
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*[[Revised_Planestouched#Riverbred|Riverbred]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Riverbred_Racial_Class|Riverbred Racial Class]] (Unfinished)
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|'''Special Senses:'''||Low-light Vision
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*[[Revised_Planestouched#Stonehewn|Stonehewn]] (Unfinished)
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:*[[Revised_Planestouched#The_Stonehewn_Racial_Class|Stonehewn Racial Class]] (Unfinished)
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|'''Ability Adjustments:'''||+2 Charisma
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*[[Revised_Planestouched#Tiefling|Tiefling]]
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:*[[Revised_Planestouched#The_Tiefling_Racial_Class|Tiefling Racial Class]]
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|'''Primary Features:'''||<u>Varied Ancestry:</u> Due to his mixed blood, a half elf often has quite a number of interesting entries on his family tree. At 1st level, he may select any heritage feat he qualifies for and take it as a bonus feat. He gains a second bonus heritage feat at 7th level and a third one at 14th level.<br><u>Adaptable:</u> At 1st level, a half-elf chooses to take after his human heritage or his elven heritage. He gains either the Able Learner ability of the human (allowing him to only spend one skill point on cross-class skills rather than two) or the Weapon Proficiencies of the elf (granting him proficiency in rapier, longbow, shortbow, and their composite equivalents).
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*[[Revised_Planestouched#Wildsoul|Wildsoul]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Wildsoul_Racial_Class|Wildsoul Racial Class]] (Unfinished)
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|'''Secondary Features:'''||<u>Persuasive:</u> Half-elves gain a +2 racial bonus to Bluff and Diplomacy checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.<br><u>Superior Senses:</u> Half-elves get a +2 racial bonus to Listen and Spot checks. This increases to a +3 bonus at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.
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*[[Revised_Planestouched#Windwrought|Windwrought]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Windwrought_Racial_Class|Windwrought Racial Class]] (Unfinished)
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|'''Automatic Languages:'''||Common and any one of your choice
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|'''Favored Classes:'''||Paladin, ranger, sorcerer
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===Half-Orc===
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;[[Revised_Draconic_Races|Draconic Races]]
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*[[Revised_Draconic_Races#Dragonborn Template|Dragonborn]] (Unfinished)
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*[[Revised_Draconic_Races#Dragontouched Template|Dragontouched]]
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*[[Revised_Draconic_Races#Half-Dragon_Template|Half-Dragon]]
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:*[[Revised_Draconic_Races#The_Half-Dragon_Racial_Class|Half-Dragon Racial Class]]
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*[[Revised_Draconic_Races#Kobold|Kobold]]
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*[[Revised_Draconic_Races#Spellscale|Spellscale]]
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/rod_gallery/86288.jpg
 
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|'''Type:'''||Humanoid (half-orc, human, orc)
 
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|'''Size:'''||Medium
 
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|'''Speed:'''||30 ft land speed
 
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|'''Special Senses:'''||Darkvision 60 ft
 
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|'''Ability Adjustments:'''||+2 Strength, -2 Charisma
 
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|'''Primary Features:'''||<u>Powerful Build:</u> The physical stature of half-orcs lets them function in many ways as if they were one size category larger. Whenever it is advantageous for him, a half-orc is considered one size category larger for the purposes of special abilities and combat maneuvers that depend on size (like Swallow Whole and determining who he can grapple) as well as checks that are subject to a size modifier (like grapple checks, bull rush attempts, and trip attempts). In addition, he may use weapons designed for creatures of a size category larger without penalty, though his size and reach remain that of his actual size. This trait stacks with effects that would change his size category.
 
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|'''Secondary Features:'''||<u>Menacing:</u> Half-orcs may use Strength in place of Charisma to determine their ability modifier to Intimidate checks. In addition, they gain a +2 racial bonus to Intimidate checks, which increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
 
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|'''Automatic Languages:'''||Common and any one of your choice
 
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|-
 
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|'''Favored Classes:'''||Barbarian, fighter, spirit shaman
 
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|}
 
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;[[Revised_Races_of_Eberron|Races of Eberron]]
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*[[Revised_Races_of_Eberron#Changeling|Changeling]]
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*[[Revised_Races_of_Eberron#Kalashtar|Kalashtar]]
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*[[Revised_Races_of_Eberron#Shifter|Shifter]]
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*[[Revised_Races_of_Eberron#Warforged|Warforged]]
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*[[Revised_Races_of_Eberron#Warforged_Scout|Warforged Scout]]
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===Halfling===
 
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{|border="3" align="center" style="text-align:left;"
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;[[Revised_Psionic_Races|Psionic Races]] (Unfinished)
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|+http://www.wizards.com/dnd/images/row_gallery/86619.jpg
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*[[Revised_Psionic_Races#Duergar|Duergar]]
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|-
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*[[Revised_Psionic_Races#Elan|Elan]]
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|'''Type:'''||Humanoid (halfling)
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|-
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|'''Size:'''||Small
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|-
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|'''Speed:'''||30 ft land speed. Though halflings are Small, they are swift of foot and can move as quickly as a Medium character.
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|-
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|'''Special Senses:'''||Low-light Vision
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|-
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Intelligence, -2 Strength
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|-
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|'''Primary Features:'''||<u>Lucky:</u> Halflings tend to be luckier than most other races. At 1st level, a halfling selects any luck feat he qualifies for and receives it as a bonus feat. He receives another bonus luck feat at 8th level and a third one at 16th level.
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|-
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|'''Secondary Features:'''||<u>Courageous:</u> At 1st level, halflings have a +2 racial bonus on saves against fear. This increases to +4 at 4th level and +6 at 7th level. At 10th level, halflings become completely immune to fear.<br><u>Athletic:</u> Halflings gain a +2 racial bonus to Climb, Jump, and Swim checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
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-
|-
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|'''Automatic Languages:'''||Common and Halfling
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|-
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|'''Favored Classes:'''||Factotum, rogue, swordsage
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|}
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==Monstrous Races==
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=<font color="darkred">'''Ungrouped Races'''</font>=
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===Azure Template===
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==Duergar==
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FC: +Incarnate
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- grant essentia for stuff, makes azurin etc
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===Changeling===
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-
+Dex, +Cha, -Wis
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-
FC: Beguiler, lurk, rogue
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-
L: Common and any one other
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===Drow===
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-
+Dex, +Int or +Cha, -Con
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-
FC: Cleric, dread necromancer, wizard
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L: Undercommon and Elven
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===Gnoll===
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-
+Str, +Con, -Int, -Cha
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-
+NA
+
-
Withstand Pain
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-
Fast Movement
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-
FC: Dragon shaman, druid, ranger
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===Goblin===
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-
+Dex, +Con, -Str
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-
FC: Binder, rogue, spellthief
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===Hellbred Template===
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-
(like dragonborn)
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-
FC: +Paladin
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===Hobgoblin===
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-
+Dex, +Con, -Wis
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-
FC: Dragon shaman, knight, duskblade
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-
===Karsite===
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-
+2 Con, +2 Cha, -4 Wis
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-
Magic Draining Attack (Mage Slayer line?)
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-
Spell resistance, spell healing
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-
Spellcasting inability - can't cast spells
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-
FC: Binder, marshal, warlock
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-
===Orc===
+
-
+4 Str, +Con, -Int, -Wis, -Cha
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-
Light sensitivity
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-
FC: Barbarian, fighter, warblade
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-
===Raptorian===
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-
+Dex, +Wis, -Str
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-
FC: Druid, scout, spirit shaman
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-
===Shifter===
+
-
+Wis, -Int
+
-
FC: Barbarian, monk, totemist
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-
===Svirfneblin===
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-
+Dex, +Cha, -Str
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-
FC: Binder, hexblade, shadowcaster
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-
: Undercommon and Gnome
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-
===Warforged===
+
-
+Con, +Int, -Wis, -Cha
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-
FC: Archivist, artificer, warblade
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-
===Warforged Scout===
+
-
+Dex, +Int, -Wis, -Cha
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-
FC: Artificer, factotum, scout
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-
===Werebeast Template===
+
-
 
+
-
==Planestouched Templates==
+
-
(all function like dragonborn)
+
-
 
+
-
===Aasimar===
+
-
+Wis, +Cha, -Int
+
-
FC: +Crusader
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-
L: +Celestial
+
-
===Aquatic===
+
-
+Wis, -Cha
+
-
FC: +Monk
+
-
L: +Aquan
+
-
===Flamekin===
+
-
+Cha, -Wis
+
-
FC: +Wilder
+
-
L: +Ignan
+
-
===Stonebred===
+
-
+Con, -Dex
+
-
FC: +Soulborn
+
-
L: +Terran
+
-
===Tiefling===
+
-
+Int, +Cha, -Wis
+
-
FC: +Warlock
+
-
- like dragonborn
+
-
L: +Abyssal or Infernal
+
-
===Windborn===
+
-
+Dex, -Con
+
-
FC: +Spellthief
+
-
L: +Auran
+
-
 
+
-
 
+
-
==Draconic Races==
+
-
 
+
-
===Draconic Template===
+
-
- makes the silverbrow humans, etc
+
-
===Half-Dragon Template===
+
-
 
+
-
===Kobold===
+
{|border="3" align="center" style="text-align:left;"
{|border="3" align="center" style="text-align:left;"
-
|+http://www.wizards.com/dnd/images/rodragon_gallery/94135.jpg
+
|+http://i56.tinypic.com/v7rwoy.jpg
|-
|-
-
|'''Type:'''||Humanoid (dragonblood, kobold, reptilian)
+
|'''Type:'''||Humanoid (duergar, dwarf, psionic)
|-
|-
-
|'''Size:'''||Small
+
|'''Size:'''||Medium
|-
|-
-
|'''Speed:'''||30 ft land speed. Though kobolds are Small, they can scurry about just as quickly as a Medium character.
+
|'''Speed:'''||20 ft land. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
|-
|-
-
|'''Special Senses:'''||Darkvision 60 ft
+
|'''Special Senses:'''||Darkvision 120 ft
|-
|-
-
|'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Strength
+
|'''Ability Adjustments:'''||+2 Constitution, -2 Charisma
|-
|-
-
|'''Primary Features:'''||<u>Natural Weapons:</u> Kobolds have a pair of primary natural claw attacks (1d4 + Strength for Small) as well as a secondary natural bite attack (1d3 + 1/2 Strength for Small).<br><u>Scaly Hide:</u> Kobolds have tough scales fortifying their skin, giving them a +1 natural armor bonus to AC. This bonus increases to +2 at level 6, +3 at level 12, and +4 at level 18.
+
|'''Primary Features:'''||<u>Naturally Psionic:</u> Duegar are naturally psionic, gaining 1 bonus power point per character level.<br><u>Psionic Gift:</u> At 1st level, a duergar gains ''conceal thoughts'' as a bonus power, which he can manifest using his character level as his manifester level, though it can only target himself. He must spend power points and may augment that power as usual. At 6th level, he similarly gains ''expansion'' as a bonus power, and at 11th level he gains ''strength of my enemy'' as well. All save DCs are based on his highest mental ability score.  
|-
|-
-
|'''Secondary Features:'''||<u>Sleight Build:</u> The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever it is advantageous for him, a kobold is considered one size category smaller for the purposes of special abilities and combat maneuvers that depend on size (like the ''mighty throw'' maneuver) as well as checks that are subject to a size modifier (like Hide checks). In addition, a kobold can also count as one size category smaller when "squeezing" through tight spaces. Finally, he may use weapons designed for creatures of a size category smaller without penalty, though his size and reach remain that of his actual size. This trait stacks with effects that would change his size category.<br><u>Trapsmith:</u> Kobolds get a +2 racial bonus to Craft (Trapmaking), Disable Device, and Search. This increases to +4 at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
+
|'''Secondary Features:'''||<u>Deep Constitution:</u> At 1st level, duergar have a +2 racial bonus on saves against paralysis and poison. This increases to +3 at 4th level, +4 at 8th, +5 at 12th, +6 at 16th, and +7 at 20th.<br><u>Stability:</u> A gray dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
|-
|-
-
|'''Automatic Languages:'''||Undercommon and Draconic
+
|'''Automatic Languages:'''||Undercommon and Dwarven
|-
|-
-
|'''Favored Classes:'''||Artificer, sorcerer, warmage
+
|'''Favored Classes:'''||Divine mind, monk, psychic warrior
|}
|}
-
 
-
 
-
===Spellscale===
 
-
+Cha, -Con
 
-
FC: Favored soul, dragonfire adept, sorcerer
 
-
 
-
 
-
==Psionic Races==
 
-
 
-
===Duergar===
 
-
+Str, +Con, -4 Cha
 
-
FC: Ardent, divine mind, psychic warrior
 
-
===Elan===
 
-
+Int, -Cha
 
-
FC: Archivist, psion, truenamer
 
-
===Half-Giant===
 
-
+Str, +Con, -Dex, -Cha
 
-
FC: Ardent, psychic warrior, totemist
 
-
===Kalashtar===
 
-
+Int
 
-
FC: Artificer, duskblade, psion
 
-
===Synad Template===
 
-
FC: +Psion
 
-
===Thri-Kreen===
 
-
+Dex, -Wis, -Cha
 
-
FC: Lurk, ranger, warblade
 
-
===Xeph===
 
-
+Dex, +Cha, -Str
 
-
FC: Bard, soulknife, wilder
 

Current revision as of 05:45, 9 April 2011

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