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Racial Abilities: What would you like to see?
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<blockquote data-quote="steeldragons" data-source="post: 5809449" data-attributes="member: 92511"><p>To revise/revive this with a few things I've been thinking and taking into account some of the other intriguing comments/ideas...</p><p></p><p><span style="font-size: 12px">Dwarf</span></p><p><em>(Except where noted, All Dwarf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Darkvision 60'</p><p>Resistance (Bonus to saves against): Toxins (which, yes [MENTION=5868]Olgar Shiverstone[/MENTION], would include alcohol <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Movement: 1 category slower than normal ("medium" creature) movement due to size. Ignore movement penalty for the use of Heavy armors. </p><p>Stonecunning: Always know direction and distance below ground; "Passive" detection involving stonework traps and stonework hidden doors within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.</p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/10th)</p><p><strong>Giant Hunter: </strong>Bonus to AC and "To Hit" against ogres, trolls & giantkind; +1 to all checks involving knowledge of giants and giantkin.</p><p><strong>Goblin Slayer:</strong> Bonus to "To hit" and Damage against goblins, hobgoblins & bugbears.</p><p><strong>Skilled Craftsman:</strong> Bonus to appraisal of items involving metals, gems, weaponry and armor. Bonus also applied using skills in the making of such items. Bonus to all interactions with other Dwarves. </p><p><strong>Clan Champion:</strong> Bonus to "To Hit" and "Damage" with Axes. "Active" Stonework detection searches increase to +4. Bonus to all interactions with other Dwarves. </p><p></p><p><span style="font-size: 12px">Elf</span></p><p><em>(Except where noted, All Elf Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Low-light vision 60'</p><p>Resistance (Bonus to saves against): Enchantment (Charm-based) magic</p><p>Woodcunning: Always know direction outdoors; "Passive" detection involving natural traps (pits, snares, etc.) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.</p><p>Elvin Senses: Danger sense (only surprised 1 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +2 bonus</p><p>Elvin Reflexes: Bonus to all "Reflex" saves and Dex. checks. </p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every 5th level- 5th/10th/15th)</p><p><strong>Nature Wanderer:</strong> Bonus to AC within wooded/forest areas. Bonus to reactions with other Elves, normal animals, sylvan and fey creatures (centaurs, satyrs, dryads, pixies, etc.). +1 to all checks involving tracking, animal/plant/fey lore and survival skills.</p><p><strong>Orc Hunter:</strong> Bonus to AC, "To hit" and Damage when fighting orcs, regardless of weapon or armor. Gain Orc as an understood/spoken language. +1 to checks involving knowledge of orcs (society, religion, combat styles, etc.) </p><p><strong>Arcane Affinity:</strong> Bonus to saves against all arcane magic effects (stacks with Enchantment Resistance). Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items. </p><p><strong>Woodland Champion:</strong> Bonus to "To Hit" and Damage with long or short bows, spears and staves. Bonus to AC within wooded/forest areas. Nature-trap detection searches increases to +4. Bonus to all interactions with other Elves, normal animals, sylvan & fey creatures.</p><p></p><p><span style="font-size: 12px">Gnome</span></p><p><em>(Except where noted, All Gnome Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Low-light vision 60'</p><p>Resistance (Bonus to saves against): Phantasmal (Illusion-based) magic</p><p>Size & Speed: Bonus to AC against all opponents larger than human-sized.</p><p>Gnome-cunning: Always know direction outdoors or underground; "Passive" detection involving traps (of any kind/design) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus.</p><p>Gnomish Nose: "Smell Danger" (surprised 1-2 in 6), "Smell Stones" Passive detection of gems or precious metals within 10', "Active" search receive +2 bonus.</p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/9th)</p><p><strong>Master Miner:</strong> Bonus to "To Hit" with picks or hammers. "Smell Stones" passive ability extends to 30', Active searches receives +4 bonus. Vocal Communication with burrowing mammals. Bonus to reactions with Gnomes and burrowing mammals. +1 to identification, appraisal of types and value and crafting of items of precious metals, gemstones and jewelry.</p><p><strong>Kobold Killer: </strong>Bonus to "To hit" and Damage when fighting kobolds, regardless of weapon or armor. +1 to innate trap detection, +1 to innate "Smell Danger" (surprised 1 in 6).</p><p><strong>Fey Affinity:</strong> Bonus to saves against all Enchantment and Illusion magic effects (stacks with Phantasmal Resistance). Bonus to interactions with Fey creatures. </p><p><strong>Warren Defender:</strong> Bonus to "To Hit" and Damage with short bows, pick-axes and hammers. Bonus to AC within wooded/forest and underground areas. Trap detection searches increases to +4. Bonus to all interactions with other Gnomes, burrowing mammals and woodland creatures.</p><p></p><p><span style="font-size: 12px">Halfling</span></p><p><em>(Except where noted, All Halfling Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Low-light vision 60'</p><p>Resistance (Bonus to saves against): Fear effects</p><p>Movement: Halflings may maintain their normal ("small" creature) movement rate regardless of their encumbrance. Halflings may also be Encumbered up to the same level as a Dwarf of the same strength without having their movement rate effected.</p><p>Size & Speed: Bonus to AC against all opponents larger than human-sized</p><p>Halfling Hiding: All halflings are uncanny in their ability to make themselves unnoticeable in any environment given a minimal amount of cover or objects/obstacles. "Hiding" Halflings will only be noticed on a 1 in 10 chance. Any movement or sound (such as to attack) will negate the Hiding </p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)</p><p><strong>Land Lover:</strong> Bonus to AC within wooded/forest, fields and rolling hill areas. Bonus to reactions with Halflings, Gnomes, Elves and Humans.</p><p><strong>Skilled Missileer:</strong> Bonus to "To hit" and Damage when using slings, short bows and other small thrown weapons (knives, darts, etc.). </p><p><strong>Talented Gardener:</strong> Bonus to checks (including saves vs. ingested plant-based poisons or effects) regarding the identification, use and proper growing of plants, herbs and plant/herb-based products, including potions.</p><p><strong>Dale Defender:</strong> Bonus to "To Hit" and Damage with short bows, short swords, hand axes and daggers. No movement penalty for heavy armor. Nature-trap detection "active searches" 1-2 in 6 chance. Bonus to all interactions with other Halflings and Gnomes.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5809449, member: 92511"] To revise/revive this with a few things I've been thinking and taking into account some of the other intriguing comments/ideas... [SIZE="3"]Dwarf[/SIZE] [I](Except where noted, All Dwarf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Darkvision 60' Resistance (Bonus to saves against): Toxins (which, yes [MENTION=5868]Olgar Shiverstone[/MENTION], would include alcohol ;) Movement: 1 category slower than normal ("medium" creature) movement due to size. Ignore movement penalty for the use of Heavy armors. Stonecunning: Always know direction and distance below ground; "Passive" detection involving stonework traps and stonework hidden doors within 10' (1 in 6 chance), "Active" searches receive a +2 bonus. [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/10th) [B]Giant Hunter: [/B]Bonus to AC and "To Hit" against ogres, trolls & giantkind; +1 to all checks involving knowledge of giants and giantkin. [B]Goblin Slayer:[/B] Bonus to "To hit" and Damage against goblins, hobgoblins & bugbears. [B]Skilled Craftsman:[/B] Bonus to appraisal of items involving metals, gems, weaponry and armor. Bonus also applied using skills in the making of such items. Bonus to all interactions with other Dwarves. [B]Clan Champion:[/B] Bonus to "To Hit" and "Damage" with Axes. "Active" Stonework detection searches increase to +4. Bonus to all interactions with other Dwarves. [SIZE="3"]Elf[/SIZE] [I](Except where noted, All Elf Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Low-light vision 60' Resistance (Bonus to saves against): Enchantment (Charm-based) magic Woodcunning: Always know direction outdoors; "Passive" detection involving natural traps (pits, snares, etc.) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus. Elvin Senses: Danger sense (only surprised 1 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +2 bonus Elvin Reflexes: Bonus to all "Reflex" saves and Dex. checks. [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every 5th level- 5th/10th/15th) [B]Nature Wanderer:[/B] Bonus to AC within wooded/forest areas. Bonus to reactions with other Elves, normal animals, sylvan and fey creatures (centaurs, satyrs, dryads, pixies, etc.). +1 to all checks involving tracking, animal/plant/fey lore and survival skills. [B]Orc Hunter:[/B] Bonus to AC, "To hit" and Damage when fighting orcs, regardless of weapon or armor. Gain Orc as an understood/spoken language. +1 to checks involving knowledge of orcs (society, religion, combat styles, etc.) [B]Arcane Affinity:[/B] Bonus to saves against all arcane magic effects (stacks with Enchantment Resistance). Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items. [B]Woodland Champion:[/B] Bonus to "To Hit" and Damage with long or short bows, spears and staves. Bonus to AC within wooded/forest areas. Nature-trap detection searches increases to +4. Bonus to all interactions with other Elves, normal animals, sylvan & fey creatures. [SIZE="3"]Gnome[/SIZE] [I](Except where noted, All Gnome Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 12th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Low-light vision 60' Resistance (Bonus to saves against): Phantasmal (Illusion-based) magic Size & Speed: Bonus to AC against all opponents larger than human-sized. Gnome-cunning: Always know direction outdoors or underground; "Passive" detection involving traps (of any kind/design) within 10' (1 in 6 chance), "Active" searches receive a +2 bonus. Gnomish Nose: "Smell Danger" (surprised 1-2 in 6), "Smell Stones" Passive detection of gems or precious metals within 10', "Active" search receive +2 bonus. [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every 3rd level- 4th/7th/9th) [B]Master Miner:[/B] Bonus to "To Hit" with picks or hammers. "Smell Stones" passive ability extends to 30', Active searches receives +4 bonus. Vocal Communication with burrowing mammals. Bonus to reactions with Gnomes and burrowing mammals. +1 to identification, appraisal of types and value and crafting of items of precious metals, gemstones and jewelry. [B]Kobold Killer: [/B]Bonus to "To hit" and Damage when fighting kobolds, regardless of weapon or armor. +1 to innate trap detection, +1 to innate "Smell Danger" (surprised 1 in 6). [B]Fey Affinity:[/B] Bonus to saves against all Enchantment and Illusion magic effects (stacks with Phantasmal Resistance). Bonus to interactions with Fey creatures. [B]Warren Defender:[/B] Bonus to "To Hit" and Damage with short bows, pick-axes and hammers. Bonus to AC within wooded/forest and underground areas. Trap detection searches increases to +4. Bonus to all interactions with other Gnomes, burrowing mammals and woodland creatures. [SIZE="3"]Halfling[/SIZE] [I](Except where noted, All Halfling Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Low-light vision 60' Resistance (Bonus to saves against): Fear effects Movement: Halflings may maintain their normal ("small" creature) movement rate regardless of their encumbrance. Halflings may also be Encumbered up to the same level as a Dwarf of the same strength without having their movement rate effected. Size & Speed: Bonus to AC against all opponents larger than human-sized Halfling Hiding: All halflings are uncanny in their ability to make themselves unnoticeable in any environment given a minimal amount of cover or objects/obstacles. "Hiding" Halflings will only be noticed on a 1 in 10 chance. Any movement or sound (such as to attack) will negate the Hiding [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th) [B]Land Lover:[/B] Bonus to AC within wooded/forest, fields and rolling hill areas. Bonus to reactions with Halflings, Gnomes, Elves and Humans. [B]Skilled Missileer:[/B] Bonus to "To hit" and Damage when using slings, short bows and other small thrown weapons (knives, darts, etc.). [B]Talented Gardener:[/B] Bonus to checks (including saves vs. ingested plant-based poisons or effects) regarding the identification, use and proper growing of plants, herbs and plant/herb-based products, including potions. [B]Dale Defender:[/B] Bonus to "To Hit" and Damage with short bows, short swords, hand axes and daggers. No movement penalty for heavy armor. Nature-trap detection "active searches" 1-2 in 6 chance. Bonus to all interactions with other Halflings and Gnomes. [/QUOTE]
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