Hello everyone.
I was wondering if anyone might contribute their thoughts on these two race variants for a campaign I am working on (which will probably be very long in coming to fruition).
First of all, I am using the Elder Scrolls world (Oblivion and Morrowind) very loosely as a setting for my campaign (mainly just the maps, with same geography but some of the details of specific locations changed).
The traditional drow doesn't fit into my campaign world, so I have attempted to create a dark elf very loosely based on Oblivion's dark elf, meant to be a character option playable from 1st level.
Dark Elf:
As Elf in PHB except as follows:
+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma
The barbaric Dark Elves have not overcome the frailty of their elven heritage, but adapting to their brutal, mountainous wilderness has made them strong and preserved their agility. Unfortunately, it has also had negative impact on their intellect and culture.
Darkvision up to 60’ (as well as Elven low light vision).
This ability originated during the centuries they were forced to spend in their underground refuge. The persistence of the cloud of volcanic ash shadowing their homeland has preserved this ability even after their return to the surface.
Light Sensitive: -1 to all attack rolls, saves, and checks while operating in direct bright light.
Fire Resistance of 25 + character level.
Long exposure to a volcanic environment has necessitated this adaptation.
Also, another alteration in this campaign is that magic has been dead in the world for over a millennium (little more than ancient folklore to the modern mind). It has only recently returned in the form of spell-like abilities and mutations.
As such, Gnomes as a race cannot have spell-like abilities (though individuals among them might). They have taken on more of a tinkerer/craftsman specialization.
Tinker Gnome:
As Gnome in PHB except as follows:
-2 Strength, +2 Int, +2 Wis.
Gnomes are not strong, but they are crafty and extremely good at many professions.
No bonus weapon familiarity, saving throws, DC, attacks vs. favored enemies, or dodge vs. favored enemies.
No spell-like abilities.
+4 to any one craft or alchemy. +2 to all other craft and/or alchemy skills in which they have at least 1 rank.
4 extra skill points at first level, +1 each additional level.
If y'all have any thoughts, I would greatly appreciate them.
Thanks,
Ryan
I was wondering if anyone might contribute their thoughts on these two race variants for a campaign I am working on (which will probably be very long in coming to fruition).
First of all, I am using the Elder Scrolls world (Oblivion and Morrowind) very loosely as a setting for my campaign (mainly just the maps, with same geography but some of the details of specific locations changed).
The traditional drow doesn't fit into my campaign world, so I have attempted to create a dark elf very loosely based on Oblivion's dark elf, meant to be a character option playable from 1st level.
Dark Elf:
As Elf in PHB except as follows:
+2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma
The barbaric Dark Elves have not overcome the frailty of their elven heritage, but adapting to their brutal, mountainous wilderness has made them strong and preserved their agility. Unfortunately, it has also had negative impact on their intellect and culture.
Darkvision up to 60’ (as well as Elven low light vision).
This ability originated during the centuries they were forced to spend in their underground refuge. The persistence of the cloud of volcanic ash shadowing their homeland has preserved this ability even after their return to the surface.
Light Sensitive: -1 to all attack rolls, saves, and checks while operating in direct bright light.
Fire Resistance of 25 + character level.
Long exposure to a volcanic environment has necessitated this adaptation.
Also, another alteration in this campaign is that magic has been dead in the world for over a millennium (little more than ancient folklore to the modern mind). It has only recently returned in the form of spell-like abilities and mutations.
As such, Gnomes as a race cannot have spell-like abilities (though individuals among them might). They have taken on more of a tinkerer/craftsman specialization.
Tinker Gnome:
As Gnome in PHB except as follows:
-2 Strength, +2 Int, +2 Wis.
Gnomes are not strong, but they are crafty and extremely good at many professions.
No bonus weapon familiarity, saving throws, DC, attacks vs. favored enemies, or dodge vs. favored enemies.
No spell-like abilities.
+4 to any one craft or alchemy. +2 to all other craft and/or alchemy skills in which they have at least 1 rank.
4 extra skill points at first level, +1 each additional level.
If y'all have any thoughts, I would greatly appreciate them.
Thanks,
Ryan