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<blockquote data-quote="I'm A Banana" data-source="post: 5851823" data-attributes="member: 2067"><p>Part of the complex alchemy I mentioned above is that the more you make race matter, the more you are pigeonholing the race. This isn't inherently a bad thing -- a game with a lot of races and at least one "everything race" (humans) can avoid the pitfalls of that. But the mechanics I posted above, for instance, make it kind of silly to be a dwarf fighter who fights with a bastard sword -- you'd be throwing away your class bonus! How much you want to dictate that a race do something specific is pretty campaign-dependent: maybe dwarves who wield bastard swords is important to your campaign for some reason. In that case, you'd have to either ditch or change the racial mechanics, which isn't something we want to make everyone go through.</p><p></p><p>That said, here's some first-gloss ideas for other races with the Big Four classes (half-races get to pick from either a Human bonus feat, or the ability of their other race). </p><p></p><p>[sblock=elves]</p><p>Themes: Magic, Elegance, Forest</p><ul> <li data-xf-list-type="ul"> <strong>Wood Warder</strong> (Fighter): +1 bonus to attack and damage rolls with swords and bows.</li> <li data-xf-list-type="ul"> <strong>Acrobatic Rogue</strong> (Thief): +1 bonus to Acrobatics checks.</li> <li data-xf-list-type="ul"> <strong>Faerie Magician</strong> (Wizard): Cast Enchantment spells as if you're one level higher.</li> <li data-xf-list-type="ul"> <strong>Corellon's Magic</strong> (Cleric): Gain a free magic spell.</li> </ul><p>[/sblock]</p><p></p><p>[sblock=halflings]</p><p>Themes: Villages, Friendship, Rest</p><ul> <li data-xf-list-type="ul"> <strong>Village Sherrif</strong> (Fighter): +1 bonus to Intimidate checks.</li> <li data-xf-list-type="ul"> <strong>Unseen Burglar</strong> (Thief): +1 bonus to Stealth checks.</li> <li data-xf-list-type="ul"> <strong>Shire Warden</strong> (Wizard): Cast Abjuration spells as if you're one level higher.</li> <li data-xf-list-type="ul"> <strong>Best Cook In Town</strong> (Cleric): After having a full rest, your party gains a +1 to attacks and defenses. These bonuses last until the end of the first encounter.</li> </ul><p>[/sblock]</p><p></p><p>[sblock=gnomes]</p><p>Themes: Illusion, Trickery, Luck</p><ul> <li data-xf-list-type="ul"> <strong>Tricky Warrior</strong> (Fighter): Once per encounter, if you are missed by an attack, you gain advantage against the creature that missed you.</li> <li data-xf-list-type="ul"> <strong>The Invisible</strong> (Thief): Gain the Minor Invisibility spell for free.</li> <li data-xf-list-type="ul"> <strong>Illusionist</strong> (Wizard): Cast Illusion spells as if you're one level higher.</li> <li data-xf-list-type="ul"> <strong>Lucky Gem</strong> (Cleric): You create a lucky gem that, once per encounter, gives an ally a +1 bonus to AC as an immediate interrupt.</li> </ul><p>[/sblock]</p><p></p><p>[sblock=orcs]</p><p>Themes: Vengeance, Brutality, Rage</p><ul> <li data-xf-list-type="ul"> <strong>Bloodied But Unbroken</strong> (Fighter): +2 bonus to damage while bloodied.</li> <li data-xf-list-type="ul"> <strong>Merciless</strong> (Thief): +1 bonus to Intimidate checks.</li> <li data-xf-list-type="ul"> <strong>Secrets of Orcus</strong> (Wizard): Cast Necromancy spells as if you're one level higher.</li> <li data-xf-list-type="ul"> <strong>One-Eyed</strong> (Cleric): When an ally becomes bloodied, you can give them a +1 bonus to attack rolls, once per encounter. </li> </ul><p>[/sblock]</p><p></p><p>...or somesuch.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5851823, member: 2067"] Part of the complex alchemy I mentioned above is that the more you make race matter, the more you are pigeonholing the race. This isn't inherently a bad thing -- a game with a lot of races and at least one "everything race" (humans) can avoid the pitfalls of that. But the mechanics I posted above, for instance, make it kind of silly to be a dwarf fighter who fights with a bastard sword -- you'd be throwing away your class bonus! How much you want to dictate that a race do something specific is pretty campaign-dependent: maybe dwarves who wield bastard swords is important to your campaign for some reason. In that case, you'd have to either ditch or change the racial mechanics, which isn't something we want to make everyone go through. That said, here's some first-gloss ideas for other races with the Big Four classes (half-races get to pick from either a Human bonus feat, or the ability of their other race). [sblock=elves] Themes: Magic, Elegance, Forest [LIST] [*] [B]Wood Warder[/B] (Fighter): +1 bonus to attack and damage rolls with swords and bows. [*] [B]Acrobatic Rogue[/B] (Thief): +1 bonus to Acrobatics checks. [*] [B]Faerie Magician[/B] (Wizard): Cast Enchantment spells as if you're one level higher. [*] [B]Corellon's Magic[/B] (Cleric): Gain a free magic spell. [/list] [/sblock] [sblock=halflings] Themes: Villages, Friendship, Rest [LIST] [*] [B]Village Sherrif[/B] (Fighter): +1 bonus to Intimidate checks. [*] [B]Unseen Burglar[/B] (Thief): +1 bonus to Stealth checks. [*] [B]Shire Warden[/B] (Wizard): Cast Abjuration spells as if you're one level higher. [*] [B]Best Cook In Town[/B] (Cleric): After having a full rest, your party gains a +1 to attacks and defenses. These bonuses last until the end of the first encounter. [/LIST] [/sblock] [sblock=gnomes] Themes: Illusion, Trickery, Luck [LIST] [*] [B]Tricky Warrior[/B] (Fighter): Once per encounter, if you are missed by an attack, you gain advantage against the creature that missed you. [*] [B]The Invisible[/B] (Thief): Gain the Minor Invisibility spell for free. [*] [B]Illusionist[/B] (Wizard): Cast Illusion spells as if you're one level higher. [*] [B]Lucky Gem[/B] (Cleric): You create a lucky gem that, once per encounter, gives an ally a +1 bonus to AC as an immediate interrupt. [/LIST] [/sblock] [sblock=orcs] Themes: Vengeance, Brutality, Rage [LIST] [*] [B]Bloodied But Unbroken[/B] (Fighter): +2 bonus to damage while bloodied. [*] [B]Merciless[/B] (Thief): +1 bonus to Intimidate checks. [*] [B]Secrets of Orcus[/B] (Wizard): Cast Necromancy spells as if you're one level higher. [*] [B]One-Eyed[/B] (Cleric): When an ally becomes bloodied, you can give them a +1 bonus to attack rolls, once per encounter. [/LIST] [/sblock] ...or somesuch. [/QUOTE]
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