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 Post subject: Player Races
PostPosted: Mon Feb 24, 2014 2:49 pm 
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Note there are changes to basic races. These are inspired by Pathfinder races. HUMANS GET +2 TO ANY ABILITY SCORE.

Human
Humans rule the fucking world. Seriously, humans are awesome. There are portions of civilization for other races, but it's all about being human. It's as good as being a white man in 1900. Nationality may cause you problems, sure, but let's say you're fighting the soldiers of an enemy state, and suddenly there's an elven wizard nearby... you and your human pal are now allies in the quest to get rid of this evil (even if you are evil). You can roam the lands mostly unhindered. You can enter tournaments. You will be able to stay in a nice inn. As a general rule, you will not be frequently accused of crimes in the absence of any evidence.

You have great versatility, and you are adapting nicely to the changing world. Human settlements are slowly growing, and some other races are not adapting so quickly.

Human Racial Traits
+2 to One Ability Score: Humans get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select an extra feat at 1st level.

Paragon Feat: The first feat a human earns in E6 advancement represents his status as a Paragon of humanity. He selects three feats. Each morning, he selects which of the three feats he will have for that day. This feat may not be used to qualify for any other feats. With one full day of study and practice in a location appropriate for a new feat (as determined by the DM), he may retrain one of the three feats, replacing it with any other feat he qualifies for.

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Bordenish (or, less likely, Sellatian). Humans with high intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Favored Class: Any


High Elf
There are two sorts of High Elves in this region.

Orinsard Elf
These High Elves call the nation of Orinsard (the Highlands of Orinsard) home, which is the only known nation of elves on the continent. These elves have a treaty with most human nations (see description of Orinsard for more about this), so they should be safe.

Orinsard elves are quite pretty, and they know it. They are typically well-educated and well equipped. They trade with humans easily, but it's obvious many of them wish they could avoid it. They generally feel their culture is superior to that of humans, and while they can go into the rest of the world, they rarely choose to do so. Still, Orinsard has embassies in major cities (NOT the Borden Empire or the East), so they will be encountered. And some Orinsard elves choose to travel for their own reasons.

Wild Elf
Genetically, Wild elves are the same as High elves. In fact, "wild" is only a term used in relation to Orinsard elves. However, wild elves are less concerned with how frequently they bathe, and they have no known major government. They primarily live in the wild lands, hence the name, but some "wild" elves have never been in the wild. Effectively, Wild Elf = High Elf who is not from Orinsard.

The humans consider them savages, but humans are pretty stupid. They simply fear the unknown. Most of these elves from the unsettled lands have little interest in humans, and they don't understand humans just as humans don't understand elves. Some places are "wild elf" friendly, and some are not. It may be necessary to have a disguise. Elves do not look like crazy little fey critters. They look close enough to humans that hiding ears, a little makeup, and a pompous swagger may do the trick. The second type of elf are still normal elves, but they are from a small country inside civilized lands called Orinsard. These elves have a treaty with most human nations (see description of Orinsard for more about this), so they should be safe. Elves of Orinsard typically do not want to walk among the unwashed humans. They are typically well-educated, and trade with humans isn't too bad. They do have embassies, so at least a few of the Orinsard elves will be seen here and there. Still, as far as racial descriptions go, both of these first groups are by-the-book High Elf.

High Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in mind and body, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunity: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of a magic item.

Keen Senses: Elves receive a +2 racial bonus on Spot, Listen, and Search checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), long swords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in the name as a martial weapon.

Languages: Elves begin play speaking Bordenish and Elven. Elves with high intelligence scores can choose from the following: Sellatian, Celestial, Draconic, Gnoll, Goblin, Orc, and Sylvan.

Favored Class: Wizard


Frost Elf
Frost Elves live on one of the Isles of Winter in the Frigid Sea. Their island is Illora. Little is known of these elves as they rarely travel. They really don't seem to care much for other races, even other elves.

Motionless in the gail wind, winter pelts draped about them for camouflage, they wait in the frigid wastes, preying upon dire beasts and arctic horrors that lurk in the deep washes of snow. Frost elves are around five feet tall, lean and trim, like a frozen corpse. Their skin is gaunt and pale with a tinge of blue on the tips of their extremities. Squinting in the bright sunlight of the snowy desert, their eyes are a chilly pale blue or even white. Their hair, left to flow freely in the wind, has tinges of blues and purples, but is so pale, that only frost elves, with their keen sight and pickiness, ever care to make a distinction other than white.

They may tend slightly towards evil from other elves, but I wouldn't not say they are an evil race. Favored class is Ranger or Wizard. Playing a Frost Elf will be difficult. You might get lynched.

Frost Elf Racial Traits
+2 Dexterity, +2 Constitution, –2 Charisma: A frost elf possesses agility and is inured to the harsh lessons of the cold, but lacks inner reflection and social grace.

Medium: Frost Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Frost Elves have a base speed of 30 feet.

Low Light Vision: Elves can see twice as far as humans in conditions of dim light.

Resistance to Cold: A frost elf takes 5 less points of damage from every cold attack. It can exist comfortably at temperatures down to -50 degrees Fahrenheit without having to make fortitude saves.

Heat Vulnerability: A frost elf suffers a -2 penalty to any saves versus a spell or spell like ability with the fire descriptor. Heat is more dangerous for a frost elf: treat the temperature as 20 degrees warmer when determining the effects of heat dangers.

Frost Affinity: Frost Elves gain a +1 bonus to the DC of any saving throws against spells they cast with the Cold descriptor. Members of this race with a Charisma score of at least 11 or higher gain the following abilities: 1/day- Touch of Fatigue, Mending, Know Direction, Snare. The caster level for these is equal to the frost elf’s level. The DC for these spells is equal to 10 + the spell’s level + the frost elf’s charisma modifier.

Winterforged: Frost Elves receive a +2 racial bonus on Spot, Listen, and Survival checks.

Weapon Familiarity: Frost Elves are proficient with battleaxes and scimitars.

Languages: Frost Elves begin play speaking Bordenish and Elven. Frost Elves with high intelligence scores can choose from the following: Infernal, Draconic, Gnoll, Giant, Orc, and Aquan.

Favored Class: Ranger


Half-Elf
Some people will take pity on you, which is the best you can hope for. It's will almost always be assumed that a wild elf raped your mother. You cannot be half Frost Elf as their body temperature is colder. It just doesn't work.

Half-Elf Racial Traits
+2 to One Ability Score: Half-elves get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Spot, Listen, and Search checks.

Integrated: Half-elves gain a +1 bonus on Bluff, Disguise, and Knowledge (Local) checks.

Languages: Elves begin play speaking Bordenish and Elven. Half-elves with high intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Favored Class: Any


Dwarf
Dwarves may be seen all over the world. Humans accept them without much trouble, but they may often assume that dwarves have pockets full of gems. There are two major places where Dwarves may live. The first is the nation of Tyr in the North Eltin Mountains. They own this place absolutely. Very few humans will be seen here. Humans don't really know how deep the mines go, so they don't know how big the nation truly is. Other dwarves may live in the far west in the nation of Morven. Here, humans and dwarves have worked out a good system. The humans rule the flat lands and the surface, but the dwarves rule underground. The dwarves and humans both seem happy with this arrangement.

Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves are exceptionally stable on their feet. A dwarf has 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).

Stonecunning: Dwarves receive a +2 bonus on Spot and Search checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Favored Class: Fighter


Half-Orc
They'll just kill you. You're a frickin half-orc! I suppose if you want to max out your ranks of disguise you might be able to make it. Vaya con Dios.

Half-Orc Racial Traits
+2 to Strength, +2 Constitution, -2 to any two of Intelligence, Wisdom, and Charisma: Half-orcs are not as doomed to violence and brutality as their orcish fathers, but they share some of their physical prowess.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both orcs and humans for any effect related to race.

Crossblood Tattoo: Half-orcs decorate themselves with tattoos representing the strengths of their mixed lineage. These tattoos grant the half orc a +1 to saving throws.

Weapon Familiarity: Half orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in the name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Rapey Backstory: “Trigger warning!”

Favored Class: Barbarian


Treliman
The Treliman are a Small race that were once semi-nomadic, roaming the continent as they chose. They lived in tribes, and many of them still do. However, they have been incorporated into civilization. It is highly fashionable to have these small people as servants. They don't eat nearly as much as humans, and they can be easily packed into servants quarters. They are often seen running errands through city streets for the masters. In some places they are treated little better than slaves, and in others they do pretty well for themselves. They usually go unnoticed, which many consider appropriate for servants.

The Treliman villages have found that national boundaries have made their nomadic lifestyle almost impossible. Some of them talk about going into the wild lands and living as their ancestors did, but they recognize that orcs, goblins, and other terrible creatures were part of the reason their ancestors moved around. Living without that sounds great. Instead, they primarily form several villages within a day or two walking of each other in the lesser populated regions of the human nations. They trade with the humans, and their fine work in crafting jewelry is particularly prized. Dwarves will often sell the Trelimar raw materials at a discount. With village life, of course the Treliman have taken to farming out of necessity, but they enjoy experimenting with their small gardens along with hunting as the nomadic sense has not left them entirely. They have been found in all sorts of climates, and they never seem bothered by the weather.

They stand on average 3'9", but maintain roughly human proportions, but their faces appear slightly large in proportion. Their skin is tinted lightly green (this coloring), and there are white spots except on their faces, hands, and feet. Think of a baby deer's spots. They are not stark white, but close enough to white. It's very cute. You'd love it if I had any ability to draw. Their hair is also white. Of course those in service to others wear livery of some sort, and those in Trelimar societies also wear human-style clothes, but typically less than humans would wear. The white hair freaks out a lot of nobles and other assholes, so they often have their servants dye it to a more human color.

This race has flamboyant members, malcontants, and heroes, just as all races. These reflect trends, not rules for the race.

Trelimen Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength: Trelimen are small but nimble, and have learned to adapt to a world larger than them.

Small: As a Small creature, a Treliman gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Slow Speed: Trelimen have a base speed of 20 feet.

Agile: Trelimen can accelerate their climbing from one quarter to one half speed without taking a -5 penalty, and receive a +2 racial bonus to Climb, Balance, and Tumble checks.

Cat's Luck: Once a day, when a Treliman has to make a Reflex saving throw, he can roll the saving throw twice and take the better result.

Endure Elements: Trelimen suffer no harm from being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.

Low-Light Vision: Trelimen can see twice as far as humans in conditions of dim light.

Naturebond: In a plains or forest environment, a Treliman gains a +1 to AC.

Silver Tongued: Trelimen gain a +2 bonus on Diplomacy and Bluff. When used to shift a creature's attitude, Trelimen can do so up to three steps rather than just two.

Lesser Scent: Trelimen have a keen sense of smell, and gain the Lesser Scent ability.

Weapon Familiarity: Trelimen are proficient with long bows and star knives.

Languages: Trelimen begin play speaking Bordenish and Trellish. Trelimen with high intelligence scores can choose from the following: Sellatian, Dwarven, Elven, Sylvan, Orc, Gnoll, Goblin.





Lesser Scent:

This extraordinary ability lets a creature recognize familiar scents, and even smell a hidden foe if it is close enough.

A creature with the lesser scent ability can detect opponents by sense of smell, generally within 10 feet. If the opponent is upwind, the range is 20 feet. If it is downwind, the range is 5 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

Creatures with the lesser scent ability can identify familiar odors just as humans do familiar sights.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures.



Ages
(Race) : (Life expectancy minus swords and stuff) : (Holy crap how can you still be alive?)
Human : 70 : 100
High Elf : 300 : 400
Frost Elf: 150 : 200
Dwarf: 250 : 320
Treliman: 60 : 90
Orc: 50 : 70



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 Post subject: Re: Player Races
PostPosted: Fri Mar 07, 2014 1:25 am 
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Your elves seem to have an odd stat modifier up in that. Is -3 intended?


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 Post subject: Re: Player Races
PostPosted: Fri Mar 07, 2014 3:17 pm 
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cfalcon wrote:
Your elves seem to have an odd stat modifier up in that. Is -3 intended?

It's more or less a placeholder for right now. You commented that +2 Dex -2 Cha was too a bit unbalanced. So... well, I need something to make it even. The real source of the Frost Elf has Immunity to Cold, Vulnerability to fire, and has a +1 level adjustment. I need to get rid of the level adjustment.



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 Post subject: Re: Player Races
PostPosted: Fri Mar 07, 2014 11:50 pm 
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You aren't "supposed" to use odd stat scores- officially, they don't have a weight.

So the source race is:
http://dndwiki.com/wiki/Elf,_Frost_(3.5e_Race)

I agree that LA is poor, but the stat block I can find for 3.5 frost elves actually has an LA of 0.

So, lets look to the flavor text to guide us:

The frost elves claim large swaths of territory in remote, frozen wastelands and high mountain peaks. The vast potential of earthen resources, such as gems and metals, often goes untapped in their territory. This occasionally leads to border intrusions by other races looking for resources to exploit. Incursions usually happen in the warmer months of summer on border lands and don't go contested until autumn or winter. Whole settlements that have hunkered down for winter have been shredded apart by frost elves re-establishing territorial borders.
Frost elves do not have many possessions, as living in such foreboding lands affords them few resources. Their possessions are often very old, handed down for generations and kept in prime order. Because of their dislike of warmth, frost elves primarily forge cold iron as it doesn't need the heat necessary when working with ordinary steel. What items they do make are of exceptional craftsmanship and enduring quality. Whatever else they happen to own is typically gained by looting the bodies of slain foes.[/quote]

These are fundamentally unlike normal forest elves, I would say. I don't know if you plan to run this exact description, but it seems odd that they have the full set of elfiness- it looks like the elf abilities were applied [i]as if it were a template
, and then the cold type was layered on top.

Here's the stat block I find on the net:

Racial Traits:
Stats: +2 Dexterity, −2 Charisma: A frost elf is nimble, but lacks inner reflection and social grace.
Type: Humanoid (Elf, Cold)
Size: Medium: As Medium-sized creatures, frost elves have no special bonuses or penalties due to their size.
Speed: Frost elf base land speed is 30 feet (6 squares).
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision (Ex): A frost elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Frost elves gain the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. A frost elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
Immunity to Cold (Ex): A frost elf suffers no harm from cold damage. This is from the Cold type
Vulnerability to Fire (Ex): A frost elf takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. This is from the Cold Type
Automatic Languages: Common and Elven.
Bonus Languages: Abyssal, Dwarven, Giant, Infernal, Orc, Undercommon.
Favored Class: Ranger
Level Adjustment: +0
Effective Character Level: 1


With the exception of the two I marked, the stats, and the languages, this is a clone from the elves. The default elf languages are Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Why these elves maintain both demon languages is kin of beyond me, and Undercommon is always a mean prank to play!




Here's my suggestion:

Stats: +2 Dexterity, −2 Charisma: A frost elf is nimble, but lacks inner reflection and social grace.
Type: Humanoid (Elf)
Size: Medium: As Medium-sized creatures, frost elves have no special bonuses or penalties due to their size.
Speed: Frost elf base land speed is 30 feet (6 squares).
Resistance to Cold: A frost elf takes 5 less point of damage from every Cold attack. It can exist comfortably at temperatures down to -50 degrees Fahrenheit without having to make fortitude saves (see http://www.d20srd.org/srd/spells/endureElements.htm for this phrasing).
Heat Vulnerability: A frost elf suffers a -2 penalty to any saves versus a spell or spell-like ability with the fire descriptor. Heat is more dangerous to a frost elf: treat the temperature as 20 degrees warmer when determining the effects of heat dangers ( http://www.d20srd.org/srd/environment.htm )
Low-Light Vision (Ex): A frost elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Frost elves gain the Martial Weapon Proficiency feats for the... weapons? Which weapons?
Skills: Frost elves gain a +2 racial bonus on Listen, Survival, and Spot checks.
Automatic Languages: Common and Elven.
Bonus Languages: (things near them)
Favored Class: Ranger
Level Adjustment: +0
Effective Character Level: 1

In this stat block, I weaken the elemental dependency, take away the sleep/charm stuff, and turn the searching stuff into survival. Should frost elves have the hidden door stuff that regular elves do? That's supposed to be because of their keen senses, which they have, so they could get that. The real thing is, having a -2 Cha is better than a -2 Con, and I was trying to get the rest of the stat block to line up with that. Should these guys have expertise with longbows and longswords and such, like real elves? Do they have a bunch of those, and practice swordsmanship and such, or should they be good at nets and whatever?


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 Post subject: Re: Player Races
PostPosted: Fri Apr 04, 2014 4:03 pm 
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First post completely changed. John has been putting a lot of work into this. More than me, honestly.



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