Post by DMOverlord on Feb 4, 2008 20:28:52 GMT -5
HUMANS: I think everyone knows what humans look like.
In game features:
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
DWARVES: I assume everyone here has seen lord of the rings, so you know how dwarves act and what they look like.
In game features:
* +2 Constitution, -2 Charisma.
* 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.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: 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).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +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 checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
ELVES: (See Dwarves)
In game features:
* +2 Dexterity, -2 Constitution.
* Elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* 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 Proficiency: Elves receive 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. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
GNOMES: Gnomes are everywhere as technicians,alchemists,and inventors.Despite the demand for their skills,most gnomes prefer to remain among their own kind,living in comfortable burrows beneath rolling,wooded hills where animals live.They adore animals,beautiful gems,and jokes of all kinds.they are also inquisitive.They get along well with dwarves and halflings and are rarely hostile to other races.they stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds.Gnomes are most often of the good alignment.the chief gnome god is Garl Glittergold,the watchful protector.they speak gnome which is similar to dwarven.Gnomes are of a compulsive and curious nature and easy to get along with if you can stand a practical joke or two.
In game features:
* +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 may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +2 racial bonus on saving throws against illusions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
* +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 Listen checks.
* +2 racial bonus on Craft (alchemy) checks.
* 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.
HALF-ELVES: A mix between a human and an elf (see elves & humans).
In game features:
* Half-elf base land speed is 30 feet.
* Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
* 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.
* +1 racial bonus on Listen, Search, and Spot checks.
* +2 racial bonus on Diplomacy and Gather Information checks.
* Elven Blood: For all effects related to race, a half-elf is considered an elf.
HALF-ORCS: In the wild frontiers,tribes of human and orc barbarians live in uneasy balance,fighting in times of war and trading in times of peace.Half-orcs who are born in the frontier may live with either human or orc parents,but they are nevertheless exposed to both cultures.Some,for whatever reason,leave their homeland and travel to civilized lands,bringing with them the tenacity,courage,and combat prowess that they developed in the wilds.Half-orcs tend to be short-tempered or sullen in nature.They stand between 6 and 7 feet tall and usually weigh between 180 and 250. Orcs are the sworn enemies of dwarves and elves,the half-orcs will have a hard time with these races.Since they have both human and orc parents,they can be either good or evil.Like orcs,many half-orcs worship Gruumsh,the chief orc god.They can also follow human gods if they favor good.
*+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.
* Half-orc base land speed is 30 feet.
* Darkvision: Half-orcs (and 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.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
HALFLINGS: Halflings are clever,capable opportunists.Halfling individuals and clans find room for themselves wherever they can.Often they are strangers and wanderers,and others react to them with suspicion or curiosity.Depending on the clan,halflings might be reliable,hard-working(if clannish) citizens,or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.Regardless,halflings are cunning,resourceful survivors.Halflings prefer trouble to boredom,notoriously curious.Halflings stand about 3 feet and usually weigh between 30 and 35 pounds.Halflings try to get along with all the other races.Halflings tend to be neutral.The chief deity of halflings is Yondalla, the blessed one.They often set out on their own to make their way in the world.
In game features:
* +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.
* +2 racial bonus on Climb, Jump, and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons and slings.
* +2 racial bonus on Listen checks.
In game features:
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
DWARVES: I assume everyone here has seen lord of the rings, so you know how dwarves act and what they look like.
In game features:
* +2 Constitution, -2 Charisma.
* 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.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: 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).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +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 checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
ELVES: (See Dwarves)
In game features:
* +2 Dexterity, -2 Constitution.
* Elf base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* 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 Proficiency: Elves receive 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. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
GNOMES: Gnomes are everywhere as technicians,alchemists,and inventors.Despite the demand for their skills,most gnomes prefer to remain among their own kind,living in comfortable burrows beneath rolling,wooded hills where animals live.They adore animals,beautiful gems,and jokes of all kinds.they are also inquisitive.They get along well with dwarves and halflings and are rarely hostile to other races.they stand about 3 to 3 1/2 feet tall and weigh 40 to 45 pounds.Gnomes are most often of the good alignment.the chief gnome god is Garl Glittergold,the watchful protector.they speak gnome which is similar to dwarven.Gnomes are of a compulsive and curious nature and easy to get along with if you can stand a practical joke or two.
In game features:
* +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 may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +2 racial bonus on saving throws against illusions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
* +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 Listen checks.
* +2 racial bonus on Craft (alchemy) checks.
* 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.
HALF-ELVES: A mix between a human and an elf (see elves & humans).
In game features:
* Half-elf base land speed is 30 feet.
* Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
* 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.
* +1 racial bonus on Listen, Search, and Spot checks.
* +2 racial bonus on Diplomacy and Gather Information checks.
* Elven Blood: For all effects related to race, a half-elf is considered an elf.
HALF-ORCS: In the wild frontiers,tribes of human and orc barbarians live in uneasy balance,fighting in times of war and trading in times of peace.Half-orcs who are born in the frontier may live with either human or orc parents,but they are nevertheless exposed to both cultures.Some,for whatever reason,leave their homeland and travel to civilized lands,bringing with them the tenacity,courage,and combat prowess that they developed in the wilds.Half-orcs tend to be short-tempered or sullen in nature.They stand between 6 and 7 feet tall and usually weigh between 180 and 250. Orcs are the sworn enemies of dwarves and elves,the half-orcs will have a hard time with these races.Since they have both human and orc parents,they can be either good or evil.Like orcs,many half-orcs worship Gruumsh,the chief orc god.They can also follow human gods if they favor good.
*+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.
* Half-orc base land speed is 30 feet.
* Darkvision: Half-orcs (and 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.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
HALFLINGS: Halflings are clever,capable opportunists.Halfling individuals and clans find room for themselves wherever they can.Often they are strangers and wanderers,and others react to them with suspicion or curiosity.Depending on the clan,halflings might be reliable,hard-working(if clannish) citizens,or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night.Regardless,halflings are cunning,resourceful survivors.Halflings prefer trouble to boredom,notoriously curious.Halflings stand about 3 feet and usually weigh between 30 and 35 pounds.Halflings try to get along with all the other races.Halflings tend to be neutral.The chief deity of halflings is Yondalla, the blessed one.They often set out on their own to make their way in the world.
In game features:
* +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.
* +2 racial bonus on Climb, Jump, and Move Silently checks.
* +1 racial bonus on all saving throws.
* +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons and slings.
* +2 racial bonus on Listen checks.