dreaded_beast said:
Very nice, I like it.
I am really tired of the Orc stereotype being an unkempt brute.
It would be great for the Orcs to be a "warrior-scholar".
I agree... however, I don't think that orcs are fitting for the DPoNI setting, because they don't go far enough.
Here are the races that I propose (rather, that I plan on incorporating in my version of this setting):
Available Climate Types by Race:
- (Variant) Kobold: by sub-type
- (Variant) Ogres: Any Cold
- Humans: Any
- Dwarves: Any Hills or Mountains
- (Variant) Gnomes: Any Forest
... and here are the variant races mentioned above:
Gnome 2.1
Tiny size (+2 Attack & AC, +8 Hide checks, 50% carrying capacity)
Base Speed 20 ft.
Str -4, Cha +2
Weapon Familiarity: Gnomes may treat gnome hooked hammers as Martial rather then 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
+1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears)
+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants)
+2 racial bonus on Listen and Craft (alchemy) checks
Low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Language: Common.
Bonus Languages: Sylvan, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Auran and Terran. In addition, a gnome can speak with animals once per day. This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day -- Speak with Animals (duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 3/day -- Prestidigitation. Caster level 1st or Gnome's character level, whichever is higher; save DC 10 + gnome's Cha modifier.
Favored Class: Bard or Ranger
Special: Gnomes may take one of four 4-level Racial Prestige Class. (As PrCs, these levels cannot cause an XP penalty.)
Aeolian Gnome Racial PrC
Requirements: Speak Auran, no levels in other Gnome Racial PrC.
HD: d6
BAB: Half (as Sorcerer)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 6 + Int bonus
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Swim (Str).
Code:
[u]Level BAB Fort Ref Will Spellcasting Special Abilities[/u]
1 +0 +0 +2 +2 -- [i]Faerie Fire[/i], [i]Speak with Animals[/i] 3/day
2 +1 +0 +3 +3 +1 Level Bard Improved Illusion
3 +1 +1 +3 +3 -- Fey Sight
4 +2 +1 +4 +4 +1 Level Bard Fey Wings, +2 Charisma
Special Abilities:
- Faerie Fire (Special): The Gnome gains the spell Faerie Fire as an extra known 1st level Bard spell. If the Gnome cannot yet cast 1st-level Bard spells, he gains Faerie Fire as a spell-like ability usable once per day until he can cast 1st-level Bard spells.
- Speak with Animals (Sp): The Gnome can use his Speak with Animals spell-like ability thrice per day, and his caster level increases with his Gnome levels.
- Improved Illusion (Ex): The Gnome's racial bonus to Illusion spell DCs increases to +2.
- Fey Sight (Su): The Gnome perceives the world as though under a constant See Invisibility spell, which cannot be dispelled. Due to his improved visual acuity, he gains a +2 racial bonus to Spot and Search checks.
- Fey Wings (Ex): The Gnome gains faerie wings, which give him a fly speed of 40 ft., with Good maneuverability. He may choose dragonfly, butterfly or bird wings.
- Charisma Increase (Ex): This bonus is gained as though through level advancement.
Rock Gnome Racial PrC
Requirements: Speak Terran, no levels in other Gnome Racial PrC.
HD: d6
BAB: Half (as Sorcerer)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 6 + Int bonus
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis) and Swim (Str).
Code:
[u]Level BAB Fort Ref Will Spellcasting Special Abilities[/u]
1 +0 +0 +2 +2 -- Darkvision, [i]Speak with Animals[/i] 3/day
2 +1 +0 +3 +3 +1 Level Bard [i]Magic Stone[/i]
3 +1 +1 +3 +3 -- Stone Sight, Grounded
4 +2 +1 +4 +4 +1 Level Bard [i]Stone Shape[/i], +2 Charisma
Special Abilities:
- Darkvision (Ex): extends out to 60 ft., as described in the PHB.
- Speak with Animals (Sp): The Gnome can use his Speak with Animals spell-like ability thrice per day, and his caster level increases with his Gnome level.
- Magic Stone (Special): The Gnome gains the spell Magic Stone as an extra known 1st level Bard spell. If the Gnome cannot yet cast 1st-level Bard spells, he gains Magic Stone as a spell-like ability usable once per day until he can cast 1st-level Bard spells.
- Improved Illusion (Ex): The Gnome's racial bonus to Illusion spell DCs increases to +2.
- Stone Sight (Ex): This ability grants the Gnome a +2 racial bonus on Search checks to notice unusual stonework. A Gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. The Gnome can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- Grounded (Su): The Gnome's bond with the Earth is strong, and it's hard to separate him from it. The Gnome gains a +4 Luck bonus to avoid being tripped or bull rushed, and a +2 Racial bonus to all Balance and Climb checks involving earthen or stone surfaces.
- Stone Shape (Special): The Gnome gains the spell Stone Shape as an extra known 2nd level Bard spell. If the Gnome cannot yet cast 2nd-level Bard spells, he gains Stone Shape as a spell-like ability usable once per day until he can cast 2nd-level Bard spells.
- Charisma Increase (Ex): This bonus is gained as though through level advancement.
Forest Gnome Racial PrC
Requirements: Speak Sylvan, no levels in other Gnome Racial PrC.
HD: d8
BAB: Average (as Bard)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).
Code:
[u]Level BAB Fort Ref Will Spellcasting Special Abilities[/u]
1 +0 +0 +2 +2 -- Stealth, [i]Speak with Animals[/i] 3/day
2 +1 +0 +3 +3 +1 Level Bard [i]Pass Without Trace[/i]
3 +2 +1 +3 +3 -- Woodland Tracker, Improved Illusion
4 +3 +1 +4 +4 +1 Level Bard Foe Slayer, +2 Charisma
Special Abilities:
- Stealth (Ex): The Gnome gains a +2 Racial bonus to all Hide and Move Silently checks, which increases to +4 in wooded areas.
- Speak with Animals (Sp): The Gnome can use his Speak with Animals spell-like ability thrice per day, and his caster level increases with his Gnome level.
- Pass Without Trace (Special): The Gnome gains the spell Pass Without Trace as an extra known 1st level Bard spell. If the Gnome cannot yet cast 1st-level Bard spells, he gains Pass Without Trace as a spell-like ability usable once per day until he can cast 1st-level Bard spells.
- Woodland Tracker (Ex): The Gnome may use Survival to track as though he had the Track Feat in wooded areas. If he already has (or later gains) the Track Feat, he instead gains a +4 Racial bonus to all Survival checks in wooded areas.
- Improved Illusion (Ex): The Gnome's racial bonus to Illusion spell DCs increases to +2.
- Foe Slayer (Ex): The Gnome gains a +2 bonus to damage against Kobolds and Goblinoids. This functions like (and stacks with) a Ranger's Favored Enemy bonus.
- Charisma Increase (Ex): This bonus is gained as though through level advancement.
Kobold 2.0
Size: Small (+1 attack, +1 AC, +4 Hide, -4 Grapple, 3/4 carrying capacity)
Speed: 30 ft.
-4 Str, +2 Dex
Darkvision 60 ft.
Natural Armor bonus +1
Daylight Sensitiviy: Dazzled by
Daylight spell or natural sunlight, no save vs.
Flare spell
Draconic Heritage: Choose one chromatic Dragon type, which is your ancestor. Your scales are tinged with this color, and you have Energy Resistance 5 against damage of this energy type. (Your racial terrain type is listed parenthetically.)
- Red: Fire (any Warm)
- Green: Acid (any Forest)
- Blue: Electricity (any Desert)
- Black: Acid (any Coastal, River or Wetlands)
- White: Cold (any Cold)
Skill Bonuses: +2 Climb, +2 Jump, +2 Move Silently, +2 Spot, +2 Search, +2 Craft (Trapmaking), +2 Profession (Miner)
Favored Class: Sorcerer or Rogue
Special: Kobolds may take a 4-level Racial Prestige Class. (As a PrC, these levels cannot cause an XP penalty.)
Kobold PrC
HD: d6
BAB: Half (as Sorcerer)
Good Saves: Reflex, Will / Bad Save: Fortitude
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).
Code:
[u]Level BAB Fort Ref Will Spellcasting Special Abilities[/u]
1 +0 +0 +2 +2 -- Energy Resistance 10,
Elemental Spell Power +1
2 +1 +0 +3 +3 +1 Level Sorcerer Sneak Attack +1d6,
Natural Armor +2
3 +1 +1 +3 +3 -- Draconic Ability,
Elemental Spell Power +2
4 +2 +1 +4 +4 +1 Level Sorcerer Breath Weapon,
Natural Armor +3
Special Abilities:
- Energy Resistance 10 (Ex): This replaces (does not stack with) the racial energy resistance that the Kobold chose at character creation. His scales become more vibrant in color.
- Natural Armor (Ex): The specified value replaces the Kobold's racial Nagural Armor bonus.
- Elemental Spell Power (Su): When casting spells with the energy descriptor that matches the Kobold's energy resistance, the character's Caster Level gains the indicated bonus.
- Draconic Ability: The Kobold gains one ability based on its scale color as follows:
- Red: Extra +1 Natural Armor bonus (Ex)
- Green, Black: Water Breathing (Ex)
- Blue: Create Water (Sp): 3/day, caster level = character level
- White: Icewalking (Ex)
- Breath Weapon (Su): The Kobold may use this special attack up to 4/day as a standard action once every minute. The DC is 10 + 1/2 the Kobold's character level + Con bonus, and the breath weapon deals 4d8 damage in the type & shape indicated:
- Red: 15 ft. cone of Fire
- Green: 15 ft. cone of Acid gas
- Blue: 30 ft. line of Electricity
- Black: 30 ft. line of Acid
- White: 15 ft. cone of Cold
Ogre 2.0
Size: Large (-1 attack, -1 AC, -4 Hide, +4 Grapple, 2x carrying capacity)
Speed: 40 ft.
Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Craft (any), Climb, Intimidate, Jump, Listen, Profession (any), Spot, Survival and Swim.
Darkvision 60 ft.
Abilities: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Natural Armor bonus +2
Skill Bonuses: +4 Intimidate, +2 Survival
LA +1
Favored Class: Barbarian or Shaman
-- N