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Racial Selection and Types

Page history last edited by Araes 14 years, 11 months ago

This page is at Gelling status. Ratings Guide

 

For races within this setting, we've gone pretty far outside the norm and decided that instead of creating a set block of races, we're instead going to allow players to create their own through a racial "history" system. The way it all works is you have 6 'choices' and each selection takes up one of these choices. To get choice 3 and 4 you need 1 and 2 respectively. Now I think that we actually could make a better system for more flexible creation, but I like this interbreeding system we have, even if it makes no scientific sense, a first for this campaign setting. Gawk everyone a scientific inaccuracy, look and be amazed because it won't happen often here. Scientifically none of the different races should be able to interbreed, unless we want to pull a star trek and say every race had a universal progenitor, also explaining why they all take humanoid shape. Thats up in the air right now.

 

Race Choices

 

  • Bear
    • Choice 1: +2 racial bonus to all swim / climb checks
    • Choice 2: Toughness
    • Choice 3: +4 Str, -2 Dex, +2 Con, -2 Int, -4 Cha
    • Choice 4: Rage 1/day
    • R. Feat: Improved Grab
  • Bat
    • Choice 1: +2 racial bonus to all spot / listen checks
    • Choice 2: Small
    • Choice 3: -2 Str, +2 Dex, +2 Int
    • Choice 4: Fly 30ft (average)
    • R. Feat: Blindsense
  • Cat
    • Choice 1: +2 racial bonus to all move silently / hide checks
    • Choice 2:
    • Choice 3: +2 Str, +2 Dex, -2 Con, +2 Int, -2 Wis, -2 Cha
    • Choice 4: Natural Weapons - 2 Claws (1d4 + 1/2 Str)
    • R. Feat: Pounce
  • Primate
    • Choice 1:
    • Choice 2:
    • Choice 3: +2 to Int, Wis, or Cha (Civilization or Layer Dependent)
    • Choice 4: +4 skill points at first level, +1 skill point there after
    • R. Feat: Feat of Choice
  • Mole
    • Choice 1: +2 racial bonus on all appraise checks, +4 racial bonus to all survival checks underground
    • Choice 2: Small
    • Choice 3: -2 Str, +2 Con, +2 Int
    • Choice 4: Burrow 10ft (stable tunnels)
    • R. Feat: +1 CL for all spells with the "Earth" descriptor, -2 racial minus to all spot / search checks
  • Rabbit
    • Choice 1: +2 racial bonus on all diplomacy / move silently checks
    • Choice 2: Small
    • Choice 3: -2 Str, +2 Int, +4 Cha
    • Choice 4: +20 land speed and +4 racial bonus to all jump checks
    • R. Feat: Cat's Grace (1 / day) (as a caster of your level)
  • Wolf
    • Choice 1: +2 racial bonus to all intimidate / handle animal checks
    • Choice 2:
    • Choice 3: +2 Str, +2 Int, -2 Wis, -2 Cha
    • Choice 4: Natural Weapon - Bite (1d6 + Str)
    • R. Feat: Scent
  • Horse
    • Choice 1: +2 racial bonus to all listen / spot checks.
    • Choice 2: Run
    • Choice 3: +2 Str, -2 Int
    • Choice 4: Four legs - Your form has four legs like a centaur, giving it the bonuses to balance, carrying capacity, ect...
    • R. Feat: Endurance
  • Rat
    • Choice 1: +2 racial bonus on all climb / balance checks
    • Choice 2: Escape Artist
    • Choice 3: +2 Dex, -2 Cha
    • Choice 4: Natural Weapons - 2 Claws (1d4 + 1/2 Str)
    • R. Feat: Natural Poison - Injury (DC 10 + 1/2 Con + 1/2 CL) , Natural Weapons Only, ID (1d4 Str), SD (1d4 Con)
  • Wolverine
    • Choice 1: +2 racial bonus to intimidate and Cold Resistance 2
    • Choice 2: Improved Unarmed Combat
    • Choice 3: +2 Con, -2 Cha, +2 Str, -4 Wis
    • Choice 4: Rage 1/day
    • R. Feat:
  • Badger
    • Choice 1:
    • Choice 2: Berserker (as Rage(Ex) from MM)
    • Choice 3: -2 Str, +4 Con, -2 Int
    • Choice 4: Burrow 10ft
    • R. Feat:
  • Owl
    • Choice 1: Low Light Vision
    • Choice 2: +2 racial bonus to any two knowledge skill checks of choice
    • Choice 3: -2 Str, +2 Dex, +2 Wis
    • Choice 4: Fly 30ft (average)
    • R. Feat: Spell Level Feat of choice
  • Hawk
    • Choice 1: +2 racial bonus to all Spot / Search checks
    • Choice 2: Natural Weapon - Beak (1d4 + 1/2 Str)
    • Choice 3: +4 Dex, -2 Con, -2 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: Diving Charge
  • Raven
    • Choice 1: +1 DC for spells of the Illusion school
    • Choice 2: Comprehend Languages (1 / day) (as a caster of your level)
    • Choice 3: +2 Int, +2 Wis, -2 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: See Invisibility (1 / day) (as a caster of your level)
  • Eagle
    • Choice 1: +4 racial bonus to all spot checks
    • Choice 2: Natural Weapon - Beak (1d4 + 1/2 Str)
    • Choice 3: +2 Str, +2 Dex, -2 Wis, -4 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: Flyby Attack
  • Dove
    • Choice 1: Sanctuary (2 / day ) (as a caster of your level)
    • Choice 2: Small
    • Choice 3: +2 Dex, -2 Con, -2 Int, +4 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: Cure Moderate Wounds (1 / day) (as a caster of your level)
  • Frog
    • Choice 1: Jump (2 / day) (as a caster of your level)
    • Choice 2: Small
    • Choice 3: +2 Con, -2 Cha
    • Choice 4: Natural Weapons - Tongue Attack (1d6 + 1/2 Str) (10ft. reach)
    • R. Feat: Natural Poison - Contact (DC 10 + 1/2 Con + 1/2 CL), Skin Contact, ID (1d2 Con), SD (Paralysis)
  • Salamander
    • Choice 1:
    • Choice 2:
    • Choice 3: -2 Str, +2 Dex, -2 Con, +4 Int, +2 Cha
    • Choice 4: Fire Resistance 4
    • R. Feat: Scorching Ray (1 / day) (as a caster of your level)
  • Ant
    • Choice 1: Can carry loads as if one size category larger
    • Choice 2: Small
    • Choice 3: +4 Str, -2 Dex, +2 Con, -4 Int, -2 Cha
    • Choice 4: Burrow 10ft (stable tunnels)
    • R. Feat: Telepathy (40 ft, need common language)
  • Mantis
    • Choice 1: +2 racial bonus to all hide / concentration checks
    • Choice 2: True Strike (1 / day ) (self only) (as a caster of your level)
    • Choice 3: +4 Dex, -2 Con, +2 Int, -4 Wis
    • Choice 4: +4 racial bonus to all initiative checks
    • R. Feat: Pounce
  • Spider
    • Choice 1: +2 racial bonus to all climb / move silently checks
    • Choice 2:
    • Choice 3: -2 Int, +2 Wis
    • Choice 4: Web (1 / day) (as a caster of your level)
    • R. Feat: Spider Climb (1 / day) (as a caster of your level)
  • Wasp
    • Choice 1:
    • Choice 2: Small
    • Choice 3: +2 Str, -2 Dex, +2 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: Swarmfighting (No restriction on allies possessing Swarmfighting)
  • Beetle
    • Choice 1:
    • Choice 2: Natural Weapon - Horn (1d6 + 1/2 Str)
    • Choice 3: +2 Str, -4 Dex, +4 Con, -2 Int
    • Choice 4: +2 natural armor bonus, +4 when prone
    • R. Feat:
  • Scorpion
    • Choice 1: +2 racial bonus on all hide / intimidate checks
    • Choice 2: Natural Weapon - Stinger (1d4 + 1/2 Str) (10 ft reach)
    • Choice 3: +2 Con, -2 Int
    • Choice 4: +10 land speed
    • R. Feat: Natural Poison, Injury (DC 10 + 1/2 Con + 1/2 CL), Stinger Only, ID (1d2 Con), SD (Paralysis)
  • Centipeed
    • Choice 1: +2 racial bonus on all climb / balance checks
    • Choice 2:
    • Choice 3: +2 Dex, -4 Int, +2 Wis
    • Choice 4: Quadruple standary carrying capacity for your size and strength
    • R. Feat:
  • Fly
    • Choice 1: +2 racial bonus on all spot / search checks.
    • Choice 2: Small
    • Choice 3: +2 Dex, -2 Int, +2 Wis, -2 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: Iron Stomach (You possess a +2 racial bonus on all saves vs poison and may subsist on food which has become rotten with no penalty)
  • Moth
    • Choice 1:
    • Choice 2: Light sensitivity (-1 to all checks in bright light such as daylight, natural or the spell)
    • Choice 3: +2 Int, -2 Wis, +2 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat:
  • Snake
    • Choice 1: +2 racial bonus to all bluff / intimidate checks
    • Choice 2:
    • Choice 3: +4 Int, -2 Wis
    • Choice 4:
    • R. Feat:
  • Dragon
    • Choice 1:
    • Choice 2:
    • Choice 3: +2 Str, -2 Dex, -2 Con, +2 Int, +4 Cha
    • Choice 4:
    • R. Feat:
  • Chameleon
    • Choice 1: +2 racial bonus to all disguise / hide checks
    • Choice 2:
    • Choice 3: +2 Dex, -2 Con, +2 Wis
    • Choice 4: Extra Appendage - Tongue (Does no damage, and may not be used for fine manipulation, but has a reach of 10ft, and may snatch inanimate objects up to a quarter of your light load carrying capacity and drag objects up to half your light load carrying capacity. May also grapple and trip at a distance, but with a -5 penalty.)
    • R. Feat: Independent Eyes (Your eyes may look in two different directions at the same time. You effectively possess 360 degree, spherical vision around your body. You, however, may still be flanked due to the lack of focusing ability while looking in two directions.)
  • Lizard
    • Choice 1:
    • Choice 2:
    • Choice 3: -2 Str, +2 Con, -2 Int, +4 Wis
    • Choice 4:
    • R. Feat:
  • Alligator
    • Choice 1:
    • Choice 2:
    • Choice 3: +4 Str, -4 Dex, +2 Int
    • Choice 4: Natural Weapon - Bite (1d6 + Str)
    • R. Feat:
  • Turtle
    • Choice 1:
    • Choice 2:
    • Choice 3: -2 Str, -2 Dex, +4 Con, +2 Wis
    • Choice 4: +2 natural armor bonus, +4 when prone.
    • R. Feat:
  • Shark
    • Choice 1:
    • Choice 2:
    • Choice 3: +2 Con, +2 Int, -2 Wis, -2 Cha
    • Choice 4:
    • R. Feat:
  • Octopus
    • Choice 1:
    • Choice 2: Hydration - Octopi need twice the amount of water normal characters do to survive.
    • Choice 3: +2 Dex, -2 Int, -2 Wis, +2 Cha
    • Choice 4: Long Reach - Your natural arms are flexible and long, giving you an extra +5 reach in combat.
    • R. Feat:
  • Ray
    • Choice 1: Shocking Grasp, 2/day (as a caster of your level)
    • Choice 2:
    • Choice 3: +2 Str, -2 Con, +2 Int
    • Choice 4:
    • R. Feat:
  • Eel
    • Choice 1:
    • Choice 2:
    • Choice 3: -2 Str, +2 Dex, -2 Con, +2 Int, +2 Wis, +2 Cha
    • Choice 4:
    • R. Feat:
  • Crab
    • Choice 1:
    • Choice 2: Shield (1 / day) (as a caster of your level)
    • Choice 3: -2 Dex, +4 Con, +2 Int, -4 Wis
    • Choice 4: +2 natural armor bonus, +4 when prone.
    • R. Feat: Damage Reduction 1/-
  • Dryad
    • Choice 1: +4 racial bonus to survival checks in forest / jungle
    • Choice 2: Tree Shape (1 / day) (as a caster of your level)
    • Choice 3: -2 Dex, +2 Int, +2 Wis, +2 Cha
    • Choice 4: Tree walk 100ft. 3/day
    • R. Feat: +1 Caster Level for all spells with the "Plant" descriptor
  • Nymph
    • Choice 1: +2 racial bonus on all diplomacy / handle animal checks
    • Choice 2: Wild Empathy
    • Choice 3: -2 Str, -2 Con, +2 Int, +2 Wis, +6 Cha
    • Choice 4: +2 DC for all mind affecting spells and abilities
    • R. Feat: Stunning Glance, 1/day (as the Nymph ability from the MM)
  • Pixie
    • Choice 1: +2 racial bonus to all sleight of hand / escape artist checks
    • Choice 2: Small
    • Choice 3: -2 Str, +4 Dex, -4 Con, +2 Int, +2 Wis, +2 Cha
    • Choice 4: Fly 30ft (average)
    • R. Feat: Glitterdust (1 / day) (as a caster of your level)
  • Treant
    • Choice 1: +4 racial bonus to all knowledge (nature) / survival in forest checks
    • Choice 2: -10 ft to movement speed, +2 natural armor bonus to AC
    • Choice 3: +2 Str, -4 Dex, +2 Con, +2 Cha
    • Choice 4: Double damage against objects
    • R. Feat: Photosynthesis (2 hours of sunlight = full 8 hours rest and food for one day, needs water)
  • Thorn
    • Choice 1: Sleep (2 / day) (as a caster of your level)
    • Choice 2: Small
    • Choice 3: -2 Str, +2 Dex, -2 Con, +4 Int, +2 Cha
    • Choice 4: Spiked skin (+2 natural armor bonus to AC, attackers takes 1 point of damage from hitting character with natural weapons)
    • R. Feat:
  • Satyr
    • Choice 1: +2 racial bonus on all perform / gather information checks
    • Choice 2:
    • Choice 3: +2 Str, -2 Con, -2 Int, +2 Wis, +2 Cha
    • Choice 4:
    • R. Feat:
  • Doppleganger
    • Choice 1: +2 to all disguise / escape artist checks
    • Choice 2:
    • Choice 3: -2 Str, +2 Dex, -2 Con, +4 Wis, +2 Cha
    • Choice 4: Disguise Self (3 / day)
    • R. Feat: Wild Shape (1 / day) as a racial feature
  • Lycanthrope
    • Special - Choose two full sets of racial types. Your body naturally switches between these two types based upon a preset cycle.

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