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Races
Jul 13, 2008 22:11:28 GMT -5
Post by streamofthesky on Jul 13, 2008 22:11:28 GMT -5
Racial feature variants
Weapon Familiarities may be changed at CHARACTER CREATION on a 1 for 1 basis. That is, a Gnome may choose any 1 weapon with "Gnomish" (or Gnome) in the name to be familiar with, while a dwarf may choose any 2 weapons with "Dwarven" (or Dwarf) in the name.
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Races
Jul 13, 2008 22:17:38 GMT -5
Post by streamofthesky on Jul 13, 2008 22:17:38 GMT -5
EDIT: These rules are still being tweaked, they are not valid currently.
These rules replace the core races' rules where designated.
Note on favored classes: For all races other than humans and half-elves, a single favored class is chosen upon character creation from a set list. Any race may choose Rogue or Cleric as a favored class in addition to the provided list. After choosing the favored class, it cannot be changed.
Gestalt game: Ignore favored class restrictions for this game.
Humans
Same as PHB, except: • Favored Class: Any. A human may choose any class to be favored, and may change this choice at will in whatever manner that will result in no XP penalty or the least possible XP penalty. Furthermore, humans may freely multiclass in paladin, monk, and any other class with such restrictions and still take levels in other classes.
Dwarves
Same as PHB, except: • +2 Constitution, -2 Dexterity, -2 Charisma • Typical Alignment: Lawful Neutral. While certainly more inclined towards good than evil, it is the dwarves’ rigid social structure, sense of honor, respect of the family, and rich traditions that truly define their outlook, thus they are lawful above all else, in general. • Favored Class: Artificer, Barbarian, Fighter, Hexblade, Samurai, Scout, or Wizard.
Elves
The following completely replaces the PHB traits: • +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma • Medium • Base land speed of 35 feet. Still reduced to 20 feet by medium or heavy armor/loads. • +2 racial bonus to enchantment saving throws, no special rules with regards to sleep. Elves in this setting sleep for eight hours, like all other races. • Low-Light Vision • Spellcasting Prodigy: If an elf casts spells, treat his casting ability score as two points higher with regards to determining bonus spells or spell slots. • +2 racial bonus on Listen, Search, Spot, and Spellcraft checks. Elves have a natural magical affinity and keen senses, but not so keen as to automatically notice hidden doors. • Weapon Familiarity: Elves are automatically proficient with the longsword, rapier, longbow, shortbow, and the composite versions of the latter. If the elf takes a level in a class proficient in any of these weapons, or takes the Martial Weapon Proficiency feat, the respective weapons instead gain a +1 competence bonus to attack rolls. • Languages: Same as PHB. • Typical Alignment: Good. No preference between law and chaos. • Favored Class: Bard, Druid, Ranger, Scout, Swashbuckler, Warmage, or Wizard. • Special: Elves may take the Improved Weapon Familiarity feat to gain proficiency with the Elven courtblade, thinblade, lightblade, and the greatbow.
Gnomes
Same as PHB, except: • Disable Device is always a class skill. Whether tricksters or tinkerers, all gnomes know a thing or two about machinery (or how to dismantle it). • Typical Alignment: Chaotic Good. • Favored Class: Artificer, Bard, Druid, Illusionist, Sorcerer, Spellthief, or Swashbuckler.
Half-elves
The following completely replaces the PHB traits: • +2 Dexterity, -2 Constitution • Medium • Base land speed of 30 feet. • +2 racial bonus on enchantment saving throws • +1 racial bonus to Listen, Search, and Spot checks • Low-Light Vision • Able Learner: Half-Elves may purchase cross-class skills at the class skill rate of 1 rank per skill point, but the maximum ranks is still limited to one-half the class skill limit. • Adaptable: The feat that the half-elf gains at first level (as all characters do, this is NOT a bonus feat) effectively becomes a “pseudo feat.” At the start of each day, the half-elf chooses what the feat will be for that day. He must meet all prerequisites for the feat he chooses, and the feat must be from the PHB only and cannot be an Item Creation feat. The “pseudo feat” cannot be used to meet prerequisites for other feats, unless the player chooses to make it a normal, static feat, in which case the decision is irreversible. • Elven and Human Blood • Languages: Same as PHB. • Typical Alignment: Any. • Favored Class: Any. A half-elf may choose any class to be favored, and may change this choice at will in whatever manner that will result in no XP penalty or the least possible XP penalty. Furthermore, half-elves may freely multiclass in paladin, monk, and any other class with such restrictions and still take levels in other classes. • Special: Half-elves may take the Improved Weapon Familiarity feat to gain proficiency with the Elven courtblade, thinblade, lightblade, and the greatbow.
Halflings
Note: While not actually nocturnal, halflings in this campaign setting are more active at night than at day, and in general are more disposed towards thievery and stealth than their PHB counterparts.
The following completely replaces the PHB traits: • +2 Dexterity, -2 Strength • Small • Base land speed of 20 feet, but see Special • +2 racial bonus on Bluff, Listen, and Move Silently checks • Speak Language is always a class skill • +1 Luck bonus on all saving throws • +1 racial bonus to attacks with thrown weapons and slings • Darkvision out to 60 feet • Run: Halflings automatically gain the Run feat in addition to any others they choose. • Languages: Same as PHB. • Typical Alignment: Chaotic Neutral • Favored Class: Ninja, Ranger, Sorcerer, Spellthief, Swashbuckler, or Warlock. • Special: Halflings may take the Scurry feat, which replaces the dash feat for them. This grants +10 feet to base speed, rather than the +5 feet Dash grants.
Half-Orcs
The following completely replaces the PHB traits: • +2 Strength, -2 Intelligence • Medium • Base land speed of 30 feet • -2 penalty on all charisma-based checks except for Intimidate • +2 racial bonus on Intimidate checks • Darkvision out to 60 feet • Weapon Familiarity: Half-orcs treat Orc double axes as martial weapons • Adaptable: The feat that the half-orc gains at first level (as all characters do, this is NOT a bonus feat) effectively becomes a “pseudo feat.” At the start of each day, the half-orc chooses what the feat will be for that day. He must meet all prerequisites for the feat he chooses, and the feat must be from the PHB only and cannot be an Item Creation feat. The “pseudo feat” cannot be used to meet prerequisites for other feats, unless the player chooses to make it a normal, static feat, in which case the decision is irreversible. • Orc and Human Blood • Languages: Same as PHB • Typical Alignment: Any chaotic • Favored Class: Barbarian, Fighter, Hexblade, Ranger, Sorcerer, or Warlock • Special: Half-orcs have access to the Scent feat
Orcs
The following completely replaces the Monster Manual traits: • +4 Strength, -2 Intelligence, -2 Wisdom • Medium • Base land speed of 30 feet • -2 penalty on all charisma-based checks except for Intimidate • +2 racial bonus on Intimidate checks • Darkvision out to 60 feet • Weapon Familiarity: Orcs treat Orc double axes as martial weapons • Light Sensitivity: As described in the MM • Languages: Same as MM • Typical Alignment: Chaotic Evil • Favored Class: Barbarian, Fighter, Hexblade, Ranger, Sorcerer, or Warlock • Special: Orcs have access to the Scent feat
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