Race Revisions and Additions

These entries use the Weapon Groups variant from UA.
Altered and added features are displayed in blue.


HALF-ORCS
  • +2 Strength, -2 Intelligence, -2 Charisma.
    A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on Intimidate checks.
  • Mixed Heritage: At first level, a half-orc must choose whether he is considered Human or Orc for all effects, prerequisites and abilities related to race.
  • Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his highest-level class does not count.

HALF-ELVES
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Exceptional Bond: Each specific companion, familiar, special mount or similar creature gained by a half-elf due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
  • Upbringing: Half-elves may choose to gain 3 extra skill points at first level. Alternatively, they may instead choose to gain proficiency with one of the following weapons groups: Bows, Heavy Blades or Light Blades.
  • +1 racial bonus on any skill check that benefits from one or more synergy bonuses.
  • +1 racial bonus on Concentration, Listen, Search and Spot checks.
  • +2 racial bonus on saving throws against all disease effects, including supernatural diseases.
  • +1 racial bonus on saving throws against paralysis and mind-affecting spells or effects.
  • Immunity to magic sleep effects.
  • Mixed Heritage: At first level, a half-elf must choose whether she is considered Elf or Human for all effects, prerequisites and abilities related to race.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

HUMAN
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Bonus feat at 1st level.
  • Automatic Languages: Common and any one other. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

MOON ELVES (standard elves)
  • +2 Dexterity, –2 Constitution.
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Group Proficiencies: Elves are proficient with Bows, as well as Light Blades or Heavy Blades.
  • +2 racial bonus on Concentration, Listen, Search, and Spot checks.
  • +4 racial bonus on saving throws against all disease effects, including supernatural diseases.
  • +2 racial bonus on saving throws against paralysis and mind-affecting spells or effects.
  • Immunity to magic sleep effects.
  • Reverie: Elves do not sleep. Elves that trance for 4 hours gain the same benefit a human does from 8 hours of sleep. A creature in trance may make Listen checks with half the penalty that sleeping creatures do (normally -10 for sleeping creatures).
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

ROCK GNOMES (standard gnomes)
  • +2 Constitution, –2 Strength.
  • Small: As a Small creature, a gnome 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.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome 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 Familiarity: Gnomes proficient with Picks and Hammers are automatically proficient with exotic picks and hammers as well.
  • +3 racial bonus on saving throws made to disbelieve spells or effects.
  • Add +1 to the Difficulty Class of saving throws made to disbelieve spells and effects produced by gnomes.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft (alchemy) and Listen checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
  • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

SHIELD DWARVES (standard dwarves)
  • +2 Constitution, –2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. 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).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • +2 racial bonus on Search checks made in areas of rocky, mountainous or underground terrain and in areas constructed of stone.
  • Weapon Familiarity: Dwarves proficient with Axes are automatically proficient with exotic axes as well.
  • Stability: A dwarf in his true form 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).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against any effect that allows spell resistance.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
  • +2 racial bonus on Knowledge (architecture and engineering) checks related to stone.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

LIGHTFOOT HALFLINGS (standard halfings)
  • +2 Dexterity, –2 Strength.
  • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • Weapon Familiarity: Halflings proficent with Slings and Thrown Weapons are automatically proficent with exotic slings and thrown weapons as well.
  • +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +3 racial bonus on saving throws against fear.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
  • Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

GHOSTWISE HALFLINGS
Ghostwise halfings gain all the traits of halflings in the PH as well as the following:
  • Ghostwise halfings do not gain the +1 racial bonus to all saving throws that lightfoot halfings do.
  • Naturally Psionic: Ghostwise halflings gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: At will—missive (EPH 121). Manifester level equal to Hit Dice.
  • Favored Class: Barbarian. A multiclass ghostwise halfling’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.

STAR ELVES
Star elves gain all the traits of elves in the PH as well as the following:
  • +2 Charisma, -2 Constitution.  These ability adjustments replace those gained by moon elves.
  • Star elves do not gain proficiency with any racial weapon groups.
  • Naturally Psionic: Star elves gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Otherworldly Touch (Su): By spending 1 power point as a free or immediate action, a star elf may bestow himself and all the gear he possesses with the ghost touch property for a number of rounds equal to 2 + his Hit Dice.
  • Favored Class: Wilder. A multiclass star elf's wilder class does not count when determining whether she takes an experience point penalty for multiclassing.

MOUNTAIN ORCS
  • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
    A mountain orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Medium: As Medium creatures, mountain orcs have no special bonuses or penalties due to their size.
  • Mountain orc base land speed is 30 feet.
  • Darkvision: Mountain orcs can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain orcs can function just fine with no light at all.
  • Light Sensitivity (Ex): Mountain orcs are dazzled in sunlight or within the radius of a daylight spell.
  • Weapon Group Proficiency: Mountain Orcs are proficient with any one group of weapons in addition to any others.
  • +2 racial bonus on Intimidate and Survival checks.
  • Automatic Languages: Common and Orc. Bonus Languages: Undercommon, Goblin, Giant, Dwarven, Gnoll.
  • Favored Class: Barbarian. A multiclass mountain orc’s barbarian class does not count when determining whether he takes an experience point penalty.

GOBLIN
  • Humanoid (Goblinoid)
  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits three-quarters of those of a Medium character.
  • A goblin’s base land speed is 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
  • +4 racial bonus on Climb, Move Silently and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue. A multiclass goblin’s rogue class does not count when determining whether he takes an experience point penalty.
Goblin Racial and Regional Feats:
Treetopper (PGtF 46)

BLUE
  • Humanoid (Goblinoid)
  • -2 Strength, +2 Intelligence, -2 Charisma.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits three-quarters of those of a Medium character.
  • A blue’s base land speed is 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and blues can function just fine with no light at all.
  • +4 racial bonus on Move Silently checks.
  • Naturally Psionic: Blue Goblins gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-like Ability: At will—empathy. Manifester level equals Hit Dice. Charisma-based save DC.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Psion. A multiclass blue’s psion class does not count when determining whether he takes an experience point penalty.

HOBGOBLIN
  • Humanoid (Goblinoid)
  • +2 Dexterity, +2 Constitution
  • Medium: As Medium creatures, hobgoblins have no special bonuses or penalties
  • Hobgoblin base land speed is 40 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just fine with no light at all.
  • Weapon Group Proficiency: Hobgoblins are proficient with any one group of weapons in addition to any others.
  • Bonus feat at first level from the list of fighter bonus feats.
  • +1 racial bonus to natural armor.
  • +4 racial bonus on Move Silently checks.
  • Automatic Languages: Common and Goblin.
  • Favored Class: Fighter. A multiclass hobgoblin’s fighter class does not count when determining whether he takes an experience point penalty.
  • Level Adjustment: +1.
Hobgoblin Racial and Regional Feats:
Battle Hardened (RoS 137)

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