Revised Races

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(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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===On Templates===
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==On Races==
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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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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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===On Racial Classes===
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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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Forthcoming
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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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==On Templates==
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==Core Races==
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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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===Human===
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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/rod_gallery/86280.jpg
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|-
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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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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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===Dwarf===
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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/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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|'''Special Senses:'''||Darkvision 60 ft
 
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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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=<font color="darkred">'''Races'''</font>=
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===Elf===
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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/row_gallery/86613.jpg
 
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|-
 
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|'''Type:'''||Humanoid (elf)
 
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|-
 
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|'''Size:'''||Medium
 
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|-
 
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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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|-
 
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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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|-
 
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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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|'''Favored Classes:'''||Duskblade, warblade, wizard
 
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|}
 
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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)
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*[[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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===Gnome===
 
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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/ros_gallery/83269.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 (gnome)
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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:'''||Small
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*[[Revised_Planestouched#Frostborn|Frostborn]]
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|-
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:*[[Revised_Planestouched#The_Frostborn_Racial_Class|Frostborn Racial Class]]
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|'''Speed:'''||20 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 Constitution, +2 Charisma, -2 Strength
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*[[Revised_Planestouched#Tiefling|Tiefling]]
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|-
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:*[[Revised_Planestouched#The_Tiefling_Racial_Class|Tiefling Racial Class]]
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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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*[[Revised_Planestouched#Wildsoul|Wildsoul]] (Unfinished)
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:*[[Revised_Planestouched#The_Wildsoul_Racial_Class|Wildsoul Racial Class]] (Unfinished)
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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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*[[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 Gnome
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|'''Favored Classes:'''||Bard, beguiler, swashbuckler
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|}
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===Half-Elf===
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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/86290.jpg
 
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|-
 
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|'''Type:'''||Humanoid (elf, half-elf, human)
 
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|-
 
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|'''Size:'''||Medium
 
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|'''Speed:'''||30 ft land speed
 
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|'''Special Senses:'''||Low-light Vision
 
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|-
 
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|'''Ability Adjustments:'''||+2 Charisma
 
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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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|-
 
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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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|'''Automatic Languages:'''||Common and any one of your choice
 
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|-
 
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|'''Favored Classes:'''||Paladin, ranger, sorcerer
 
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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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===Half-Orc===
 
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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/rod_gallery/86288.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 (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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|-
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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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|-
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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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===Halfling===
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=<font color="darkred">'''Ungrouped Races'''</font>=
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{|border="3" align="center" style="text-align:left;"
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==Duergar==
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|+http://www.wizards.com/dnd/images/row_gallery/86619.jpg
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|-
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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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===Azure Template===
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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
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-
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===
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-
+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===
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-
+Wis, -Int
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-
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===
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-
+Dex, +Int, -Wis, -Cha
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-
FC: Artificer, factotum, scout
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-
===Werebeast Template===
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-
 
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-
==Planestouched Templates==
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-
(all function like dragonborn)
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-
 
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===Aasimar===
+
-
+Wis, +Cha, -Int
+
-
FC: +Crusader
+
-
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==
+
-
 
+
-
===Dragontouched Template===
+
{|border="3" align="center" style="text-align:left;"
{|border="3" align="center" style="text-align:left;"
-
|+http://www.wizards.com/dnd/images/dmag_gallery/100211.jpg
+
|+http://i56.tinypic.com/v7rwoy.jpg
|-
|-
-
|'''Description:'''||A dragontouched creature is a creature with a hint of dragon blood in its ancestry. Dragontouched races often have names based on the type of true dragon that they descended from.
+
|'''Type:'''||Humanoid (duergar, dwarf, psionic)
|-
|-
-
|'''Restrictions:'''||Dragontouched is an inherited template that can be applied to any living, corporeal creature that isn't already a dragon.
+
|'''Size:'''||Medium
|-
|-
-
|'''Type:'''||The base creature's type remains the same, but it gains the dragonblood subtype.
+
|'''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).
|-
|-
-
|'''Size:'''||The base creature's size remains the same.
+
|'''Special Senses:'''||Darkvision 120 ft
|-
|-
-
|'''Speed:'''||The base creature's speeds remain the same.
+
|'''Ability Adjustments:'''||+2 Constitution, -2 Charisma
|-
|-
-
|'''Special Senses:'''||The base creature does not gain or lose any special senses.
+
|'''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.  
|-
|-
-
|'''Ability Adjustments:'''||The base creature's ability scores are unchanged.
+
|'''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).
|-
|-
-
|'''Primary Features:'''||The base creature retains all of its primary features.
+
|'''Automatic Languages:'''||Undercommon and Dwarven
|-
|-
-
|'''Secondary Features:'''||The base creature loses its secondary features, and gains abilities based on the type of the true dragon that it descended from:
+
|'''Favored Classes:'''||Divine mind, monk, psychic warrior
-
 
+
-
:''Black Dragon (Viletooth)'':
+
-
::<u>Acid Resistance:</u> A viletooth creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Stealthy:</u> Viletooth creatures get +1 to Hide and Move Silently checks. This improves to +2 at 4th level, +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
+
-
:''Blue Dragon (Sunscorch)'':
+
-
::<u>Electricity Resistance:</u> A sunscorch creature gains electricity resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Ventriloquist:</u> A sunscorch creature gains ''ventriloquism'' as an at will spell-like ability at 1st level. The caster level is equal to character level and the save DC is based on Charisma.
+
-
:''Brass Dragon (Sandscale)'':
+
-
::<u>Fire Resistance:</u> A sandscale creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Convincing:</u> Sandscale creatures get +1 to Bluff and Diplomacy checks. This improves to +2 at 4th level, +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
+
-
:''Bronze Dragon (Wavewrought)'':
+
-
::<u>Electricity Resistance:</u> A wavewrought creature gains electricity resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Water Breathing:</u> A wavewrought creature can always breathe in water.
+
-
:''Copper Dragon (Stonehunter)'':
+
-
::<u>Acid Resistance:</u> A stonehunter creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Adept Climber:</u> A stonehunger creature always acts as if under the effects of the ''spider climb'' spell
+
-
:''Deep Dragon (Deepwyrm)'':
+
-
::<u>Charm Resistance:</u> A deepwyrm creature gains +2 on saves vs charm effects. This improved to +4 at level 6, +6 at level 12, and +8 at level 18.
+
-
::<u>True Sight;</u> A deepwyrm creature can improve its vision. It gains ''detect magic'' as a 3/day SLA at 1st level. It gains ''see invisibility'' as a 3/day SLA at 7th level. ''Detect magic'' becomes an at will SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
+
-
:''Gold Dragon (Glimmerskin)'':
+
-
::<u>Fire Resistance:</u> A glimmerskin creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Fortunate:</u> Once per day, when rolling a saving throw, a glimmerskin creature can choose to get a +5 luck bonus to that save. This improves to 2/day at 7th level and 3/day at 13th level, and 4/day at 19th level.
+
-
:''Green Dragon (Forestlord)'':
+
-
::<u>Acid Resistance:</u> A forestlord creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Persuasive:</u> A forestlord creature gains ''suggestion'' as a 1/day spell-like ability at 3rd level. The caster level is equal to character level and the save DC is based on Charisma. This becomes 2/day at 7th level, 3/day at 13th level, and 4/day at 19th level.
+
-
:''Red Dragon (Fireblood)'':
+
-
::<u>Fire Resistance:</u> A fireblood creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Wreath in Flame:</u> Once per encounter, as a swift action, a fireblood creature can set its weapon aflame, causing it to deal 1d6 extra fire damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
+
-
:''Silver Dragon (Silverbrow)'':
+
-
::<u>Cold Resistance:</u> A silverbrow creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Wind Mastery;</u> A silverbrow creature has limited control over the wind. It gains ''feather fall'' as a 3/day SLA at 1st level. It gains ''fog cloud'' as a 2/day SLA at 7th level. It gains ''fly'' as a 1/day SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
+
-
:''White Dragon (Frostblood)'':
+
-
::<u>Cold Resistance:</u> A frostblood creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
+
-
::<u>Wreath in Frost:</u> Once per encounter, as a swift action, a frostblood creature can set its weapon aflame, causing it to deal 1d6 extra cold damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
+
-
|-
+
-
|'''Automatic Languages:'''||The base creature neither gains nor loses any automatic languages.
+
-
|-
+
-
|'''Favored Classes:'''||The base creature retains its favored classes, and gains sorcerer as a favored class.
+
|}
|}
-
 
-
 
-
===Half-Dragon Template===
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://www.wizards.com/dnd/images/dmag_gallery/100224.jpg
 
-
|-
 
-
|'''Description:'''||A half-dragon is a creature with a dragon forebear very recent in its bloodline (typically within one or two generations).
 
-
|-
 
-
|'''Restrictions:'''||Half-dragon is an inherited template that can be applied to any living, corporeal creature.
 
-
|-
 
-
|'''Type:'''||The base creature changes its type to dragon, though it doesn't automatically gain the vision abilities, the immunities, and the proficiencies associated with that type (besides natural weapon proficiencies).
 
-
|-
 
-
|'''Size:'''||The base creature's size remains the same.
 
-
|-
 
-
|'''Speed:'''||The base creature's speeds remain the same.
 
-
|-
 
-
|'''Special Senses:'''||The base creature gains low-light vision and darkvision 60 in addition to its previous senses.
 
-
|-
 
-
|'''Ability Adjustments:'''||The base creature retains its previous ability score adjustments and also gets +2 Strength, -2 Dexterity.
 
-
|-
 
-
|'''Primary Features:'''||The base creature loses its primary features, and gains the following:
 
-
 
-
<u>Natural Weapons:</u> Half-dragons have a primary bite attack (1d6 + Strength for a Medium creature) and a pair of secondary natural claw attacks (1d4 + 1/2 Strength for a Medium creature). The damage of their bite and claw attacks increase by one effective size category at 8th level, and again at 16th level.
 
-
 
-
<u>Tough Scales:</u> Half-dragons get a +1 natural armor bonus to AC. This bonus increases to +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20.
 
-
 
-
<u>Dragonheart:</u> A half-dragon is immune to the frightful presence of dragons.
 
-
|-
 
-
|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
 
-
 
-
<u>Energy Resistance:</u> At 1st level, a half-dragon choose fire, cold, electricity, or acid. It gains energy resistance 10 of the chosen energy type. At 7th level, this improves to energy resistance 20, and at 13th level it becomes energy resistance 30. At 19th level, it becomes completely immune to his chosen energy type.
 
-
 
-
<u>Draconic Resistances:</u> Half-dragons have a +3 racial bonus on saves vs magical sleep and paralysis effects. This improves to +5 at level 6, +7 at level 12, and total immunity to those effects at level 18.
 
-
|-
 
-
|'''Automatic Languages:'''||The base creature gains Draconic as an additional automatic language.
 
-
|-
 
-
|'''Favored Classes:'''||The base creature retains all of its favored classes.
 
-
|}
 
-
 
-
 
-
'''<u>The Half-Dragon Racial Class</u>'''
 
-
 
-
'''Hit Die:''' d12
 
-
 
-
'''Skill Points:''' 4 per level (x4 at 1st level)
 
-
 
-
'''Class Skills:''' Appraise, Bluff, Concentration, Diplomacy, Intimidate, Knowledge (all skills; taken individually), Listen, Perform, Search, Spellcraft, and Spot.
 
-
 
-
{|border="3" align="center" style="text-align:center;"
 
-
|+'''Half-Dragon Racial Class Progression'''
 
-
|-
 
-
!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting
 
-
|-
 
-
|1st||1st||+1||+2||+0||+2||Abilities (+2 Str, +2 Int), Multiattack, Breath Weapon||None
 
-
|-
 
-
|2nd||3rd||+2||+3||+0||+3||Abilities (+2 Str, +2 Cha), Blindsense, Tail Slap||None
 
-
|-
 
-
|3rd||5th||+3||+3||+1||+3||Abilities (+2 Str, +2 Con), Wings, Flyby Attack||+1 level of sorcerer
 
-
|}
 
-
 
-
 
-
'''Proficiencies:''' Half-dragons gain proficiency with all simple weapons.
 
-
 
-
'''Abilities (Ex):''' Each time you take a level in half-dragon, your ability scores increase as indicated on the table.
 
-
 
-
'''Multiattack:''' At 1st level, you gain Multiattack as a bonus feat.
 
-
 
-
'''Breath Weapon (Su):''' As soon as you take a level in half-dragon, you gain the ability to make breath weapon attacks. The energy type of your breath weapon is that of your chosen energy resistance for half-dragon. If you chose fire, cold, or acid, your breath weapon comes as a 15 ft cone. If you chose electricity, your breath weapon comes as a 30 ft line. At character level 9, the area of your breath weapon doubles, making it a 30 ft cone or a 60 ft line.
 
-
 
-
The damage of your breath weapon starts at 1d8. At each even character level, the damage increases by an additional 1d8 (so it's 2d8 at 2nd, 3d8 at 4th, and so on). It allows a Reflex save for half damage at DC 10 + 1/2 character level + Constitution modifier, and it requires 1d4 rounds to recharge after each use. You are always immune to your own breath weapon.
 
-
 
-
'''Blindsense (Ex):''' At 2nd level, you gain some of the pinpoint senses of a true dragon, gaining blindsense to 15 ft. At character level 8, this improves to blindsense 30 ft, and it extends even further to 60 ft at character level 15.
 
-
 
-
'''Tail Slap (Ex):''' You dig deeper into your draconic heritage. At 2nd level, you grow a draconic tail and gain a secondary tail slap attack (1d8 + 3/2 Strength for a Medium character). The damage of this tail advances by one effective size category at 8th and 16th character levels.
 
-
 
-
'''Spellcasting:''' At 3rd level, you gain a level of effective sorcerer casting. This stacks with any other sources of sorcerer spellcasting you may have (such as from actual sorcerer levels), and grants you sorcerer casting even if you don't have levels in sorcerer. This feature only increases your sorcerer spellcasting ability; it doesn't provide any other benefits of the sorcerer class (like providing or advancing your familiar).
 
-
 
-
'''Wings (Ex):''' At 3rd level, you grow a pair of wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium armor or carrying a medium load, but you cannot fly at all with heavy armor/a heavy load. This also grants you a pair of secondary wing attacks (1d4 + 1/2 Strength for a Medium character) that you may use even while flying. The damage of your wings advance by one effective size category at 8th and 16th character levels.
 
-
 
-
'''Flyby Attack:''' At level 3, you gain Flyby Attack as a bonus feat.
 
-
 
-
 
-
===Kobold===
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://www.wizards.com/dnd/images/rodragon_gallery/94135.jpg
 
-
|-
 
-
|'''Type:'''||Humanoid (dragonblood, kobold, reptilian)
 
-
|-
 
-
|'''Size:'''||Small
 
-
|-
 
-
|'''Speed:'''||30 ft land speed. Though kobolds are Small, they can scurry about just as quickly as a Medium character.
 
-
|-
 
-
|'''Special Senses:'''||Darkvision 60 ft
 
-
|-
 
-
|'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Strength
 
-
|-
 
-
|'''Primary 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>Natural Weapons:</u> Kobolds have a pair of primary natural claw attacks (1d4 + Strength) as well as a secondary natural bite attack (1d3 + 1/2 Strength). At 6th level, he gains Multiattack as a bonus feat, allowing him to attack with his bite with only a -2 attack penalty. He gains Improved Multiattack at level 11, removing the penalty altogether. If he already has a feat from another source before he would gain that feat here, he instead gains a bonus feat of his choice. <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.
 
-
|-
 
-
|'''Secondary Features:'''||<u>Draconic Resistances:</u> Kobolds are indeed descended from dragons, so thus they gain some of the same resistances that dragons do. At 1st level, a kobold gains a +2 racial bonus on saves vs magical sleep and paralysis effects. This improves to +4 at level 7, +6 at level 13, and total immunity to those effects at level 19.<br><u>Mining Tools:</u> Kobolds automatically have Martial Weapon Proficiency with the light pick and the heavy pick.<br><u>Trapsmith:</u> Kobolds get a +2 racial bonus to Craft (Trapmaking), Disable Device, and Search. This increases to +3 at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.
 
-
|-
 
-
|'''Automatic Languages:'''||Undercommon and Draconic
 
-
|-
 
-
|'''Favored Classes:'''||Artificer, sorcerer, warmage
 
-
|}
 
-
 
-
 
-
===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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