Races For My Homebrew E6 Campaign

Jlord

First Post
Hey everyone!
I ran a campaign a few years ago that was quite successful, and i plan to use it again in the hopefully near future. I am currently in the process of tweaking a few things and adding some things i wanted to but didn't before.

I was wondering if these races are well balance with each other and wanted some of your opinions. As of right now this game is going to be E6.

A few notes about these races. they are structured a little differently from the standard races, partly for simplicity reasons and partly to try to give a slight spin on the standard 3.5 way of how they work. I am also aware that there are no stat penalties and understand that some people dislike having no penalties, but in this game i want the races to be a bit more attractive to any class.

The Racial Template
This the the template i used to make the races to give you an idea of how they are structured. If a race has less abilities, then other potential abilities were probably dropped for a more powerful ability for balancing issues.

Race Name
Racial Traits
Average Height:
Average Weight:

Ability Scores: +2 to an ability
Size: Medium or Small
Speed:
Vision:
Languages:
Skill Bonuses: (+2 to 3 skills)
Racial Weapon Proficiency: (2 weapons)
Fluff Ability: (Flavorful ability without large scale effects)
Tactical Ability: (Weak ability or blanket effect)
Defensive Ability: (Defensive Ability)
Power Ability: (Strong ability with a somewhat powerful effect)
Anyway Let Me Know What you think...

 
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Human

Human
Racial Traits

Average Height:5’6”-6’2”
Average Weight:135-220lbs
Ability Scores: +1 to any ability
Size: Medium
Speed: 30ft (6 squares)
Vision: Normal
Languages: Common (Bonus languages as 3.5)
Skill Bonuses: +1 to any four skills
Racial Weapon Proficiency: A human may chose one martial weapon proficiency of his choice.
Skillful: +1 skill point per level
Bonus Feat: You gain a bonus feat at first level, and must meet its prerequisites.
Human Defense Bonus: +1 to all saving throws
Power Ability: Once a day, a human can reroll and failed check.
 
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Elf

Elf
Racial Traits
Average Height:
4´ 10˝–5´ 6˝
Average Weight: 100–140 lb.
Ability Scores: +2 to Wisdom
Size: Medium
Speed: 30ft (6 squares)
Vision: Low-light
Languages: Elven, Common (Bonus languages as 3.5)
Skill Bonuses: +2 search, +2 Spot, +2 Listen
Racial Weapon Proficiency: Elves are proficient with the longbow and the longsword.
Wild Step: You can take a 5-foot step even when your movements are hampered from difficult terrain and darkness.
Group Awareness: All allies within 25 ft (5 squares) of you gain a +1 bonus to Spot and Listen.
Elven Will: An Elf gains a +2 on saving throws against enchantment spells and effects.
Elven Accuracy: As a free action, once per encounter, you may reroll an attack roll, but you must use this result even if it is worse.
 
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Half Elf

Half Elf
Racial Traits
Average Height:
5´ 2˝–5´ 10˝
Average Weight:120–180 lb.
Ability Scores: +2 Charisma
Size: Medium
Speed: 30ft (6 squares)
Vision: Low-light
Languages: Elven, Common (Bonus languages as 3.5)
Skill Bonuses: +2 Diplomacy, +2 Gather Information, +1 Listen, +1 Spot
Racial Weapon Proficiency: Rapier & Longbow
Dual Heritage: You may take feats, use magic items, and qualify for prestige classes with the human or elf prerequisite.
Group Diplomacy: All allies within 50 ft (10 squares) of you gain a +1 racial bonus to Diplomacy.
Half-Elven Will: A Half-Elf gains a +2 on saving throws against enchantment spells and effects.
Dilettante: Choose one class, that is not your class, and chose one 1st level ability from it, such as inspire courage or track. You gain this ability. If the ability has a limited amount of time it can be used per day, you may only use it once per day. If the abilities’ strength is dependent on the class level such as turn undead or animal companion, then you are treated as half level for determining the power. Any class restrictions that apply the ability or the class apply to you as well, or you suffer the appropriate consequences as well. For example, If smite evil is chosen, if the paladin’s code is broken, the use lose access of this power until you atone. If you multiclass into a class that you have this ability in, you choose a new ability in a different class.
 
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Dwarf

Dwarf
Racial Traits
Average Height:
4’-4’6’’
Average Weight: 160-220 lb.
Ability Scores: +2 Constitution
Size: Medium
Speed: 20ft (4 squares)
Vision: Dark-Vision
Languages: Dwarven, Common (Bonus languages as 3.5)
Skill Bonuses: +2 Knowledge (Dungeoneering), +2 Balance, +2 Survival
Racial Weapon Proficiency: Dwarves are proficient with the warhammer and the throwing hammer.
Stonecunning: As 3.5 Stonecunning along with the 3.5 bonus to appraisal and craft checks involving stone.
Dwarven Balance: Your low center of gravity and physical build of your race allow you move at your normal speed when in medium or heavy armor or with a heavy load, and you gain a bonus to effects that effect your Stability. +4 versus various effects that move the dwarf.
Cast-Iron Stomach: +2 Racial Bonus on saving throws against poison.
Dwarven Resilience: Once a day, a dwarf can focus his constitution and stave off damage. The dwarf gains Damage reduction 3/- for 1 round per character level.
 
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Faery

Faery
Racial Traits
Average Height: 1´ 5˝-- 2’2’’
Average Weight: 15–35 lb
Ability Scores: +2 to Dexterity
Size: Small
Speed: 20ft (4 squares)
Vision: Normal
Languages: Fey, Common (Bonus languages TBD)
Skill Bonuses: +2 to Listen, +2 Hide, +2 Move Silently
Racial Weapon Proficiency: Faery are proficient with the Shortbow and the Kukri.
Telepathy: A Faery can communicate with other faery telepathically through antenna-like nerves at the tip of their ears. This range is 100 ft but they cannot send signals through any solid or liquid materials.
Faery Tatoo: When a Faery comes of age, they usually receive a magical Tattoo. These tatoos emulte abilities similar to a clerical domain's granted power. will add a few examples soon.
Faery Wings: Faery Wings:A Faery can use its wings to gain great advantages in aerial maneuverability. A faery receives a +30 Racial bonus to jump checks due to the ability to use their wings to gain altitude. A faery can always use it's wings to grant it a feather fall effect when falling. If a Faeries's wings are bound, severly damaged or removed, the faery loses these benefits.*
Faery Flutter: A faery can slip through folds in the dimension that most normal people cannot see. In essence they pop out of the dimension and back in. A faery cannot stay in this special pocket, and is forced out about as quickly as they enter, but it is just long enough to get out of harm’s way. Once an encounter, a faery can negate a physical attack with a reflex save (DC = damage dealt). If the save succeeds, the faery negates the attack completely.

*In the faery's home plane, they can fly with a speed of 30ft with average maneuverability, and all creatures gain a +30 planer bonus to jump checks, and are always treated as if under the effect of a feather fall spell, due to the plane's lower gravity. The faeries home plane is a small "pocket dimention within the material plane that holds a large metropolis of the Faery folk.
 
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Troll
Quick note on the troll, these guys are "similar" but not the same as the standard D&D Trolls. They are kind of like the half orcs of my world. They are Big humanoids who have elongated upper bodies (they almost look like big dwarves) they have horns that grow in meny different ways out of their bodies, and have mild regenerative abilities. For those of you how have played shadowrun, they look very much like the trolls from that game.

Racial Fluff

[sblock]Troll

“You can never look down on the Troll… Unless you have a very tall ladder… “

~Reginald G. Hornstalk
Bridge Construction Worker/Adventurer


Trolls resemble very large monstrous humans. Their skinis often ridged and lumpy due to natural dermal bone deposits, resulting in a natural armor effect. They are tall and strongly built, often standing close to 8½ feet in height and weighing 600 pounds or more. Most trolls have arms that are far longer in proportion to those of the other races.
A troll’s ears are pointed, and they have two extra teeth—for a total of 32—including prominent lower canines. Trolls also have a pair of horns that grow in all manner of ways—straight, curled, twisted, etc.
A typical Troll’s skin can be of any natural human color; however some troll skin color has shades of green as well. Trolls grow faster than human children do. They reach the size and development of a 10-year-old human child by the age of 5 and reach adulthood by 14.

STARTING AGE
Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 30 years
Old: 45 years
Venerable: 60 years
Maximum Age: +2d10
.

HEIGHT AND WEIGHT
Base Length: 6’7’’
Length Modifier: +2d12
Base Weight: 350
Weight Modifier:x(3d6lbs)

TROLL CHARACTERS
Born to fight, Trolls are a race of strong mercenaries, soldiers, and adventurers. Long ago, their savage ways caused them to be considered nothing more than monsters, but now these proud warriors have taken up the way of civility and have become a more respectable race.

Adventuring Race: Trolls adventure to gain respect and honor. Whether it is for the honor of his chief whom gave him the task of finding the tribe’s sacred relic, or his loyalty to his comrades at arms; a troll adventures to make himself a better man.

Character Development: A good way to get good character development with a troll, is to make him start from nothing, or in a dishonorable situation, and to bring him up to a respectable being in society.

Character Names: Trogg, Thand, Hulk, Lug, Raz, Goliath. Some Bridge Trolls take Human or other racial names.

ROLEPLAYING A TROLL
To a Troll, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion is key to a warrior’s survival, but fear is a disease and cowardice is a moral failing.

The drive to behave honorably extends into the rest of a Troll’s life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a Troll takes responsibility for his or her actions and their consequences.

A continual drive for self-improvement reveals an additional aspect of Troll honor. Trolls value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A Troll holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a Troll.

The Trolls dedication to honor and excellence sometimes leads others to view Troll as arrogant and proud. Most Troll share a great pride in their race’s past and present accomplishments, but they are also quick to admire the accomplishments of others. Even though the Trolls were enemies to humans, they recognize them as worthy companions or opponents, admiring their strength and tenacity as friends or enemies.

Though stereotyped as stupid, frightening, and savage, trolls are no less intelligent or well mannered than other races, though they do suffer from disproportionally high illiteracy and poverty rates in human cities. Perhaps because they still face a certain amount of prejudice in society—not to mention the daily size difficulties of living in a society primarily oriented towards smaller people—trolls often band together socially and culturally. Some trolls prefer to live simple isolated lifestyles in wilderness or remote urban settings. On the flipside, many trolls have found gainfully employment for the very traits that make them marginalized: size, strength, and intimidation. Trolls often work as manual laborers and are in high demand as mercenaries, bodyguards, and other security positions.

Trolls seek adventure for the chance to prove their worth, win renown, and perhaps become champions about whom stories will be told for generations. To win everlasting glory through mighty deeds, daring exploits, and supreme skill—that is the Troll dream.

Personality: Trolls tend to be to the point and often blunt. They would rather anger someone with the truth then deceive someone with a lie. Trolls would rather fight than argue, and would rather act than wait around for alternative solutions. Trolls love simple pleasures such as feasting, singing, wrestling, drumming, and dancing. In refined situations, a troll is not one to rush off and make a fool of himself. He realizes that he is an easy target in such situations and plays it cool to prevent a situation that could bring disgrace upon himself or his comrades.

Behaviors: When it comes down to a trolls behavior, the only real question the troll ever asks himself is “will I bring honor (or dishonor) to myself if I do this?” A troll’s sense of honor is his driving point, which makes him a loyal and devoted friend to his allies, and a deadly force to those whom have wronged him.

Language: The Troll Language has only recently adopted a written form that the Bridge Trolls often use. The Alphabet uses the common script. Most Hill Troll tribes seldom write with it. Trolls have a large tradition of oral history.

TROLL SOCIETY
Troll Society is divided up into two different types; Bridge Troll society, and Hill Troll society. Hill Trolls are plains men who move from location to location. They are Noble savages who live off the land that they have lived on for hundreds of years. Trolls are taught to fight and be strong warriors at a young age and the chief of each tribe usually wins his place by winning at tests that combine strength and wisdom to lead. Any one may choose become a chief at any time after the age of 14, but most do not unless they are totally sure that they can lead effectively. Hill Trolls are hunting and gathering societies, whom are more than willing to trade with visitors from the outside. However, no matter what quarrel the many tribes may have, an attack from outsiders is always retaliated with the entirety of the tribes.

Bridge Troll Society is a civilized troll society. Bridge Trolls were Hill Trolls that left the plains to live in the great human cities, usually enticed by the great difference in lifestyle from where they whence came. Bridge Trolls get there name from what all define as their home Cities, The Troll Bridges. These Two Monstrous City Bridges Connect The Three Continents of Midgaurd.

Alignment : Trolls are usually neutral. They usually follow laws, and their own sense of honor, but have a wildness about them that they can never truly shake.

Lands : Hill Trolls live in the Reus Plains. Bridge Trolls live in West or East Troll Bridge City, but you can usually find Bridge Trolls scattered in settlements with mixed races.

Beliefs :All Trolls Worship Thandrill, The Troll patron god of strength and longevity. However, Trolls have an ancestral Belief system and have huge respect for their elders.

Relations: Because of past as savage brutes, Trolls are usually “Tolerated.” Because of this a Troll can often have a rough time and feel ostracized from a group of non trolls. Some Trolls are reserved, trying to not draw attention to themselves. Some try to demonstrate piety and good heartedness as publicly as they can. Most trolls though bit their upper lip and wait for their chance to prove their worth of respect through action, whether it be on the battlefield or on the job.

TROLL ADVENTURES
Bharash is a Troll barbarian who leads a group of adventurers in search of riches and glory. Inspired by tales of the ancient heroes of the rolling plains, he seeks his destiny in battle.

Harann is a fighter dedicated to the mastery of her chosen weapon, the bastard sword. She rises early every morning to practice combat maneuvers and constantly strives to master new techniques. Excellence with her weapon is symbolic to her; it represents excellence of character, the perfection of her spirit. When she has achieved perfect mastery of the bastard sword, she believes she will be perfect herself.

Donaar believes that the Troll race is destined to rise from the nature of its ancient tribal structure and to form a new nation carved from the innovation of the civilized races. And he intends to be instrumental in that process. As a reminder, he keeps a crossbow that was found at a sacked troll encampment as a sign that technology is the strength of the future.[/sblock]Racial Traits

Troll
Racial Traits
Average Height: 7´ 11˝–8´ 5”
Average Weight: 600–700 lb.
Ability Scores: +2 to Strength
Size: Medium
Speed: 30 ft
Vision: Normal
Languages: Common, Troll (Bonus languages TBD)
Skill Bonuses: +2 Knowledge Nature, +2 Intimidate, +2 Survival
Racial Weapon Proficiency: Throwing Axe and the Great Club
Troll War Paint: When Troll enters battle, they often don customary war paint. It takes 2 minutes to don Troll War Paint, and depending on how it is applied, grants the troll moral bonuses in combat for up to an hour after the paint is applied. When applied a Troll gains a morale bonus of one of the following; +1 to attack rolls, +1 to damage rolls, +1 to a single save, +1 to AC versus attacks of opportunity, +1 to grapple checks, or a +2 bonus to Intimidation checks when demoralizing an opponent. The Troll must have paint, mud, or some form of substance to make use of this ability, and anything that would cause a Troll to lose his paint causes him to lose his morale bonus.
Long Reach: Due to a trolls long arms, he can lean in to grant himself a +5 racial bonus to reach that is added at the end of all calculated reach factors. A troll only threatens a 5 ft space as a medium creature.
Tough Skin: Due to the trolls tough skin, and bones, a troll has a +1 natural armor rating.
Regeneration: Once a day, a troll can regenerate a small amount of hit points. He gains fast healing 3 for two rounds plus an additional round per two levels, at a max of 5 rounds at level 6.
Let me know what you think!
 
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Dragon Blooded
This race looks for the most part human, but they have horns that grow out of their head usually towards the back, and have patches of "dragon scale" like skin.

Dragon Blooded
Racial Traits
Average Height: 5’6”-6’2”
Average Weight: 140-230lbs
Ability Scores: +2 to Intelligence
Size: Medium
Speed: 30ft (6 squares)
Vision: Normal
Languages: Common Draconic
Skill Bonuses: +2 intimidate, +2 Knowledge History, +2 Handle Animal
Racial Weapon Proficiency: Dragon Blooded are Proficient with the Flail and Heavy Flail.
Dragon Roar: You can make a draconic roar that reaches the heavens. A Dragon Blooded can use their roar to effect more than one person when demoralizing opponents. He can effect a 15 ft cone of creatures when attempting to demoralizing foes.
Draco Form: Once a day you can take on a more draconic from. You can shift into a humanoid shaped dragon. In this form the effect from the dragon scales racial ability doubles (see Below) and you gain a +1 bonus to natural armor, a free extra use of the Dragon breath ability (see below) and you gain natural claw attacks (1d4 damage) and a bite attack (1d6 damage). Only one of these attacks can be made unless the multi attack feat is taken, in which case a Dragon blooded can make a bite attack and two claw attacks as secondary weapons. A Dragon Blooded can stay in their Draco Form for 1 round + constitution modifier rounds and it is a swift action to change into the form.
Dragon Scales: A Dragon Blooded has natural dragon scales scattered around their body although it is not enough to grant a natural armor bonus, these scales absorb elemental damage. The Dragon Blooded gain resistance of 5+1/2 character level to the same element as his dragon breath ability.
Dragon Breath: Once an encounter, a dragon blooded can blast a 15 foot cone of energy at his enemies. The damage is 1d6+con modifier damage. The Defender must make a reflex save DC check of 10+1/2 of the dragon blooded’s character level+ constitution modifier. In the Varient Rule of Player’s Roll the dice, the Dragon blooded makes a 1d20+ con modifier + ½ level check versus the defender’s Reflex Save. At character creation the player makes a choice of his elemental attack.
Let me know what you think!
 
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