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1 year ago  ::  Jun 07, 2012 - 9:24AM #1
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567

SEE THE NEW THREAD FOR THE MOST RECENT UPDATES (2013 06/14 ONWARD).



Nonhuman Racial Ability Modifiers
Update 2013 03/20
Black: Suggested
Blue: Official in Races/Bestiary and works well
Amber: Official but problematic
Red: Official but highly problematic
Aqua: Suggested instead of official


+Primary +Secondary


−STR


−DEX


−CON


−INT


−WIS


−CHA


+STR +DEX




 


Bugbear Goblinkin


 


Skeleton Undead
Werewolf Were


+STR +CON



Treant Plant



Ogre Ogrekin
Orc Goblinkin
Hill Giant
Lizardfolk Beast


Cyclops Ogrekin


Zombie Undead


+STR +INT



 


 



Cyclops Ogrekin


 


+STR +WIS




 


Minotaur Beast



Goliath Giantkin


+STR +CHA



Dragonborn Dragon


Solar Angel


Mummy Undead


Rakshasa Devil
Oni Yukai



 


 


 


 


 


 


 


+DEX +STR




Noviere Eladrin


Gnoll Beast


Bralani Eladrin


Thri-Kreen Beast
Ghoul Undead


+DEX +CON


Stout Halfling
Wraith Shade




Harpy


Rakasta Beast
Bullywug Beast


 


+DEX +INT


Kobold Dragon
High Elf



Male Drow
Shiere Eladrin



 


Goblin Goblinkin


+DEX +WIS


Phantom Shade



Female Drow


Wood Elf



Githzerai Gith


+DEX +CHA


Lightfoot Halfling
Pixie Sprite
Dread Wraith Shade



Green Hag Ogrekin


Coure Eladrin


 



 


 


 


 


 


 


 


+CON +STR



 



Swamp Troll
Gargoyle Golem 
Troglodyte Beast


Revenant Undead


Hill Dwarf


+CON +DEX


 




Lizardfolk Beast


 


Duergar Dwarf 


+CON +INT


 


 




 


Warforged Golem


+CON +WIS


 


Mountain Dwarf



Wilden Plantfolk


 


 


+CON +CHA


 


Tiefling Planetouch



Yuan-Ti Beast


 



 


 


 


 


 


 


 


+Primary +Secondary


−STR


−DEX


−CON


−INT


−WIS


−CHA


+INT +STR



 


House Gnome 



 


 


+INT +DEX


Forest Gnome



 



Shadar-Kai


Svirfneblin Gnm


+INT +CON


Rock Gnome


 




Githyanki Gith


 


+INT +WIS


Forest Gnome
Mind Flayer


Shardmind Golem


 




 


+INT +CHA


Leprechaun Gnm
Blue Goblinkin 


Deva Angel


 



 



 


 


 


 


 


 


 


+WIS +STR



 


 


Longtooth Shifter



 


+WIS +DEX


 



 


Razorclaw Shifter



 


+WIS +CON


 


 



 



 


+WIS +INT


 


 


 




Dvergr Dwarf 


+WIS +CHA


Kalashtar Quori


Awsimar Planetouch


Doppelganger


Henge Yokai




 


 


 


 


 


 


 


+CHA +STR



Vampire Undead
Earth Genasi


Nixie Sprite


Witch Troll


Fire Genasi
Wight Undead 



+CHA +DEX


Ghost Shade
Medusa
Air Genasi



Water Genasi


 Wood Elf


Vryloka Vampire



+CHA +CON


Satyr Nymph


 



Ghoul Undead


Hob Goblinkin



+CHA +INT


High Elf 


 


 


 



Shade Shade



+CHA +WIS


Dryad Nymph


Hamadryad Nymph


Naiad Nymph


Maenad Nymph




+Primary +Secondary


−STR


−DEX


−CON


−INT


−WIS


−CHA






Nonhuman: +1 Specific, +1 Specific, −1 Specific

Human:
+1 Any

Rare Nonhuman (Adventurer): You can relocate one of the two racial ability score bonuses to one of the four other abilities, including the option to neutralize the racial penalty.



These three Nonhuman racial ability modifiers increases the statistical diversity and uniqueness among all races and subraces.



For example:

High-Elf: +1 Int, +1 Cha, −1 Str
Wood-Elf: +1 Dex, +1 Wis, −1 Int
Drow-Elf: +1 Dex, +1 Wis, −1 Con


In Playtest 2, the subrace determines the Nonhuman racial ability score modifier, +1 to a single ability. Thus, in regard to the racial abilities above, only the first ability - the primary ability - becomes available mechanically. But the other two modifiers can still help to clarify the subrace archetypal concept, thus the distinctive flavor and appropriate traits.
  

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1 year ago  ::  Jun 07, 2012 - 9:24AM #2
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567

Racial Abilities


Human
Human: +Any

Halfling: Dexterity
Lightfoot: +Dex, +Cha, −Str
Stout: +Dex, +Con, −Str

D&D Next currently presents two Halfling subraces. The Stout, is apparently also called the Stoutheart referring to courageous Charisma. The Stout corresponds closely to the Hobbit of Tolkien. Tolkien also called the Hobbit a “Halfling”. Tolkien invented the term “Hobbit”, deriving it an Old English reconstruction holbytla, meaning hole-digger, but treating it as if developing into Middle English hobbit. Nevertheless, despite protest, Tolkien seems to coin this name under the influence of the name “Hob”, in the sense of a house spirit, here generally referred to by the term gnome. Interestingly, unlike nature spirits, Tolkien explains the Hobbit as a species of Human, a “variant” and separate evolutionary “branch”. Coincidentally, there is a reallife hominid of small size named Homo floriensis, but nicknamed the Hobbit after Tolkien. In this sense, in D&D terms, the Hobbit is part of the Human family, albeit a separate race.

The Lightfoot corresponds closely to the 4e Halfling, stealthy and daring, which itself continues the tradition of the Kender, but without its kleptomaniacal behavior. Interestingly, the 4e Halfling were nomadic river dwellers.

Elf: Charisma
High: +Cha, +Int, −Str
Wood: +Cha, +Dex, −Int (alternatively +Cha, +Dex, −Int)
Half-Elf: +Cha, +Any

Drow: Dexterity
Female: +Dex, +Wis, −Con (As Bestiary, for D&D tradition as Cleric, no +Cha?)
Male: +Dex, +Int, −Con (for D&D tradition as Wizard or Rogue)
Half-Drow: +Dex, +Any

The High-Elf continues the tradition of the Gray-Elf, including the 2e Tulani-Eladrin and the 4e Eladrin-Elf, as a race of high-Intelligence low-Strength wizards. They resemble the “bright elves” (Ljos-alf-ar) or Alfar, who exhibit “high” celestial flavor of daylight sky. The High Elf appears as a tall beautiful Human. The skin is usually the “milk white” of the solar corona or pale moon, but can vary from from the dusky blues of twilight to the red light of dawn. Sky-blue eyes (solid irises, without pupils or whites), sun-gold or cloud-white hair, or so on. In addition to a Feystep thru the mindscape, this luminous Elf can radiate a close-range aura of dim light (with options for bright light), instead of darkvision or shadowvision.


A subrace name for the Wood-Elf might be Vaettir, a Norse word for nature spirits, sometimes more specifically called Landvaettir, “the nature spirits of the land”. These personify the life and prophetic fate of forest nature spirits. Eyes are leaf-green, skin is earthtones and greens, hair is typically earthtone or greens, but sometimes the yellows and reds of autumn leaves or even the bright colors of flowers. Sometimes they even exhibit the characteristics of forest animals, such as the pointed ears like wolves, catlike pupils, rarely glossy black fur, or even a tail. Shadowvision is perfect.

The Drow is officially a Dexterity race. In addition, the class features continues the Wisdom for female Clerics. Unfortunately, the Halfling is already a Dexterity race, but it seems possible to differentiate the Drow from the Halfling by the subrace abilities.

Also see the Immortal/Outsider Eladrin subraces. 5e will probably return to the “classic Eladrin” as an Immortal/Outsider race. Since there are so many Elf subraces in the D&D tradition, Eladrin subraces can continue other elfish archetypes. For example, the Noviere-Eladrin already continues the tradition of the Aquatic Elf, and here the extraordinary Strength matches the folklore about aquatic spirits, whose surprising Strength personifies the dangerous watery undertow.

Dwarf: Constitution
Mountain: +Con, +Wis, −Dex
Hill: +Con, +Str, −Cha
Duergar: +Con, +Dex, −Cha

Dvergar: Intelligence
Dvergr: +Int, +Wis, −Cha

The 4e Hill-Dwarf takes up the tradition of the 3e Deep-Dwarf as the “standard” typical subrace. Here the name “Dvergr” represents the archetypal Dwarf of Norse mythology. These dwarves are Humansize, pale, with black hair, famous for their powerful creations of magic items, their intelligence, their luck, and their deep subterranean realm. This archetype probably deserves a Cha penalty, being generally disliked, pushed around, and seemingly easily manipulated - despite being needed and powerful.

Gnome: Intelligence
Rock: +Int, +Con, −Str
Forest: +Int, +Dex, +Int, +Wis, −Str
House: +Int, +Str, −Con
Svirfneblin: +Int, +Dex, −Cha
Leprechaun:  +Int, +Cha, −Str

The House-Gnome is a nature spirit that accompanies Human activity. Typically, the spirit personifies the land where Humans have build a house, but also elsewhere Humans build, such as a mining shaft in a mountain, or even a ship. Usually, the house spirit lives just below ground somewhere in the land, often under the house or the barn. The spirit tends to be helpful, making sure the property is running smoothly, even profitably, but can become mischievious and even dangerous, if disrespected or accidentally injured. The house spirit is usually invisible, but appears small, standing about knee-high to a Human. Despite the size, the spirit is superhumanly strong. The house spirit appears to derive from Celtic folk belief, and appears across Late Medieval Europe, whose analogues include the Irish Leprechaun, German Kobold, Scandinavian Tomte also nicknamed Nisse (a diminutive of the name Nils), Scottish Brownie, and so on. The tiny “garden gnome” with the red hat and full white beard corresponds especially the Dutch Kabouter, which seems to influence much of the modern concept of gnomes, especially in pop culture. In earlier folklore, the house spirit usually appears as a young human tottler, but later came to also be viewed as a small elder, perhaps with even smaller children.

Sprite
Pixie: +Dex, +Cha, −Str
Nixie: +Cha, +Str, −Con

The Nixie (also called Nykr, Nøkk, Nix, Neck, or Nocker) is a water spirit of waters, especially the rapid freshwater rivers, ranging from benevolent to malevolent. They are of humansize, but individuals shapeshift between specific alternate forms. Most males are solitary appearing as a Human of great beauty and musical talent. Usually nude, but sometimes in finest clothing, at least partially wet. Some Nixie take the form of a “Kelpie”, namely a majestic horse of watery color - white, black, or green - physicalizing the ride of a dangerous undertow. Others take the form of a serpent, a monstrous merfolk form, even a floating item, or so on. Females, especially, appear as beautiful merfolk, Human from the waist up and a fish tail from the waist down, breathing air and water. Nixies of either gender might step out of the water fully formed, sometimes with “slit ears” forming subtle gills on each side of the neck, to live as Humans or Elves, especially if falling in love with one, but need to immerse in water, ideally daily, or else become dispondent. Alternatively, a Nixie might enchant a lover to breath water to dwell under the waves. Nixies are famous for their exquisite voices and mastery of instruments, whose music animates and controls waters, and similarly charms and compels Humans and other creatures. Their musical skills.

Altho wingless originally, and continuing to appear as such on occasion, by the 1800s Victorian Era, Celtic British folklore came to refer to the Pixie as an invisible tiny sprite with insect wings. Despite similarity with the British “fairy” of similar appearance - and sometimes using the words fairy and pixie synonymously - the two are traditionally two separate species. They inhabit the moors - the highland wilderness of treeless rolling hills and roiling fogs - and associate with healing and romance. They are endearingly childlike harmlessly mischievious and often friendly. Altho wild and playing with wildlife, they like humans. The 4e tradition emphasizes their Charisma, with options for Cha-Dex or Cha-Int, but the 3e tradition emphasizes their Dexterity, especially quick darting flights and stealth. Namely, Dex-Cha or Dex-Int. Their Strength takes the penalty due to their tiny size, followed by a human-like Constitution. Like the Celtic Sidhe, and thereby the French and British Fae, the Pixies live underground, just below the surface, in notable rock formations, such as mounds, monolithic stones, caves, and so on.

Nymph: Wisdom
Naiad: +Wis, +Cha, −Con
Satyr: +Wis, +Cha, −Str
Dryad: +Wis, +Cha, −Str
Hamadryad: +Wis, +Int, −Con
Maenad: +Wis, +Cha, −Int

The Greek Nymphe is a nature spirit, this Greek name especially referring to feminine spirits.

Naiad is “the” Nymph, the central archetype of the race and the progenitor of the other Nymph subraces. She is a female of stunning beauty the spirit that personifies the lifegiving freshwater of a specific spring, stream, or river tributary. The male Naiad is rarely called such, but is the spirit that personifies a specific main river. The Naiad tends toward frolic, playfulness, and sexual freedom, but sometimes becomes possessive of a lover. The Naiad also associates with divination.

In Ancient Greek lore, the Satyr appears as a Human, with a horse tail, with the legs of Human. Like the Nixie, the horselike appearance probably expresses the galloping currents of river rapids, from whose river spirit the Satyrs descend. But as a spirit of wild sex, the Satyr association with the horse also relates to ... another anatomical feature. Physically, the Satyr has pointed ears hinting at equine, a subtle flat nose, a solid physique, and wild hair. The Satyr often carries musical pipes, any other instrument, or a rod of authority, especially to preside over revelry. The Satyr often obsesses over all kinds of physical pleasures, especially the beauty of Nymph, and wine.

The appearance of the Satyr with goat legs actually comes from a hybridizing with another nature spirit, the carefree Faun (faunus) of Roman lore, whose legs and horns are those of a goat.

Notably the Greek name Dryas, plural Dryades, derives from the Greek name Drys, meaning an “oak” tree. But probably the Dryad personifies a specific forest, while the Hamadryad a specific tree. The name Maenad derives from the Greek nymph Mainad, who personifies alchohol, and by extension revelry and music.

Doppelganger
Doppelganger: +Wis, +Cha, −Con

In 4e Doppelgangers (aka Changelings) are Primal creatures of Nature. But in folklore they are otherworldly creatures, usually associating with fey, sometimes dwarves, elves, or trolls. As mimickers, it seems the Changeling needs Wisdom so perception can track many sensorial details, and needs Charisma to convince others.  

Goblinkin
Goblin: +Dex, +Int, −Wis, −Cha
Hob: +Cha, +Int, −Wis (Note Beastiary +Cha, +Con, −Wis)
Blue: +Int, +Wis, −Str
Bugbear: +Str, +Dex, −Int
Orc: +Str, +Con, −Int, −Cha (Note Beastiary +Str, +Con, −Int, same as Ogre)

The word Goblin itself derives from French gobelin, appearing in Latin as gobelinus, probably deriving from German Kobold. The German name Kobold refers to a child-size house spirit, here referred to as a gnome, being a benevolent nature spirit who accompanies human activities, even living in the mines and ships that humans build. However the French and English use the term goblin to refer exclusively to malevolent fae, who are generally small and grotesque, and evil, and responsible for deadly mischief. In British folklore, they belong to Unseelie Court. Some goblins inhabit human homes like gnomes, but other goblins inhabit the wilderness. The goblin of folkbelief seems to be a blend of the Celtic tiny house gnome (leprechaun) and the Norse wilderness troll (which itself blends giant, dwarf, and elf), and occurs in cultures that blend Celtic and Norse influences, especially Britain and Normandy. A curious characteristic of the goblin in reallife folklore is rhyming, poems, and songs repels them, driving them away. (Compare Turn Undead!) Also, the goblin has feet with no toes, and the sight of toes disgusts them, but provokes them rather than repel them. They are known for their use of magical rituals, and for their passion of destroying the Human in amusing ways. Alternatively, goblin increase their numbers by kidnapping children (and sometimes adults) and using magical rituals to transform them into goblins, to serve as spouses, servants, and soldiers. The stories describe the permanent transformation ritual as taking a period of time, and sometimes rescues before the completion of the ritual are possible.

In British folklore, the Hob is a kind of goblin that belongs to the Seelie Court - sotospeak the court of the good fay, who are generally at peace with humans, sometimes even helpful. Famous examples of Hobs are Puck from Shakespeares Midsummers Nights Dream and Robin Goodfellow from folklore. Sometimes the name is used in stories about a house spirit, namely a Gnome such as a brownie. The Hob is also called “Hob Goblin” or “Hobgoblin” to distinguish them from the other Goblins, mostly malevolent, that belong to the Unseelie Court. The Hob is exceptionally Charismatic and Intelligent, often functioning as rulers within the Seelie Court. In D&D tradition they are known for their sound - often brilliant - military tactics. With Puck and Robin in mind the best abilities seem to be +Cha +Int −Wis, but note, the bestiary of the Second Playtest has them as +Cha +Con −Wis. The difference between the secondary +Int or +Con, is whether the Hob is especially known for their knowledgeable leadership over the armies of the court, or serve as one of the warriors in these armies.

Here, the Orc is both a goblinkin and a giantkin, partially descending from both. The Orc is strictly an invention of Tolkien with no counterpart in reallife folklore. The Old English name appearing in Beowulf, orcneas, probably means the “corpse of Orcus”, referring to the undead of the Roman spirit of the underworld. For Tolkien, the orc and the goblin are identical - two names for the same creature. Unfortunately, he misconstrued the name “hob goblin” as referring to a “large goblin”, whence the invention of the magically engineered goblin super-warrior, who seems more or less identical to the Half-Orc. Realizing the mistake in his interpretation of the hob, he renamed his creature Uruk-Hai. In any case, the Tolkien goblin and orc are the same thing. In D&D, they are two separate creatures. The D&D Orc follows the militaristic nature of the Tolkien orc-goblin, while the D&D Goblin follows more closely the malevolent fay of French and British folklore.


Ogrekin 
Ogre: +Str, +Con, −Int
Hag: +Wis, +Str, −Con
Cyclops: +Str, +Int, −Wis  
 
These giants - the Fey Ogrekin - compare to the ogres of fairytales and folklore. Contrast the Elemental Giantkin.

In Greek tradition, per Homer, the three cyclopes are the children of the sky titan Ouranos and the earth titan Gaia, thus are in some sense titans (titanes) themselves. However other traditions have nymphs as mothers, thus associating the Cyclops with the Fae in the medieval folklore. While Cyclops is known for its single eye, huge size and brute strength, this is an intelligent maker of magic of magic items, including the Helmet of Invisibility of Hades, the lightning of Zeus, the trident of Poseidon, and so on. The Cyclops is especially known for massive constructions.  

Troll
Witch: +Cha, +Str, −Int
Swamp: +Con, +Str, −Int

The Troll are also ogrekin.

In Scandinavian folk beilief, the word “Troll” literally means “enchanter”, witch. These Scandinavian nature spirits are Fae who dwell below the surface of the ground, relating especially to the Celtic nymph-like Sidhe, ogre-like Fomorian, and even sprite-like Leprechaun. The Troll seem a hybrid combining Jotnar stone-giants with Dvergar deep-dwarves and Álfr high elves, along with these Celtic nature spirits. Troll communites show extraordinary variation among individuals, from double the size of humans to half the size, from stunning beauty to terrifying monstrosity. While most Trolls tend to be naive, some extremely so, they still tend toward clever. Their Charisma usually achieves terrifying Intimidation, but some enchant Friendship. Shadow vision. Often brutish and burly, the Troll race is the classic Enchanter Witch, plus a dash of rage and envy.

There are many different kinds of Troll. The “Swamp Troll” is classic D&D Troll, the green, spindly, and rubbery inhabitant of swamps, famous for extreme regeneration, beastly intelligence, and appetite consuming all nearby creatures. Works well with occasional “mutant” themes, including one eye, two heads, or so on. These mutations are rare, but seem to occur when regeneration comes together wrong.


Yokai

Henge: +Wis, +Cha, −Int
Oni: +Str, +Cha, −Wis
  
Yokai are nature spirits of Japanese lore, ranging from malevolent to mischievious. As otherworldly spirits, the Yokai resemble the Fae of French and British folk belief. The Henge or Hengeyokai is the spirit of a specific animal, whose body can shapeshift  into human form, or into almost any blend of the animal and a human. The Henge resembles a Werebeast, or perhapse moreso the Selkie of Celtic lore, being a seal that can transform into a human. The Oni is the spirit of a mountain, and seems much like a kind of the Troll. The Oni is often invisible, but manifests a monstrous appearance.

Titan
Titan: +Str 25

Giant
Storm (Air): +Str 24
Cloud (Air): +Str 23
Fire (Fire):
+Str 22
Frost (Water): +Str 21
Stone (Earth): +Str 20
Hill (Earth): +Str 19
Goliath (Earth):
+Str, +Wis, −Dex

This giant - the Elemental Giant - compares to the giants of mythology, especially Norse Jotunns/Jotnar and Greek Titans/Titanes. Contrast the Fey Troll. Elemental Giants personify cosmic elements and cosmic features, especially skydome and landdisk, mountains, but also seas, winter blizzards, and so on. Contrast Fey Troll.

Genasi
Air: +Cha +Dex −Con
Water: +Cha +Dex −Str
Fire: +Cha +Dex −Wis
Earth: +Cha +Str −Dex

Genasi are species of elementals. Altho 4e stats the Genasi as Int-Str or Int-Con, their racial flavor emphasizes existential passion, strongly suggesting Charisma, especially in the sense of willpower, expressiveness, and innate magic. Note the common species of elementals, the Elemental proper, exhibit very-low animal-like Intelligence 4, albeit with human-like Charisma and Wisdom. Thus the Genasi that exhibits human-like Intelligence plus an extraordinary Charisma make them highly distinctive among the elemental populations.
 
Quori
Kalashtar: +Wis +Cha −Str

Speciating from the Human, the Kalashtar embodies the psychic spirit of Dream.

Gith
Githzerai: +Dex, +Wis, −Cha
Githyanki: +Int, +Con, −Wis 

Werebeast
Longtooth Shifter: +Wis, +Str, −Int
Razorclaw Shifter: +Wis, +Dex, −Int

The Shifter represents the lycanthrope archetype, where Primal spirit of nature transforms the mind and body into animal form. The canine Longtooth is Strong, while the feline Razorclaw is Dexterous. 

Beastfolk 
Minotaur (Bovine): +Str +Wis −Int
Gnoll (Hyena): +Str +Dex −Cha
Thri-Kreen (Preying Mantis): +Dex +Str −Cha
Kenku (Raven): +Dex +Cha −Con
Bullywug (Frog):

Draconic
Dragonborn: +Str, +Cha, −Dex
Kobold: +Dex, +Int, −Str

Here the Kobold seems both unintimidating and easily intimidated - aswell as lacking in diplomacy - thus unqualified for a Charisma bonus. Instead Intelligence kluges contraptions and traps. Traditionally, the Kobold suffers a Strength penalty, and to a lesser degree a Constitution penalty.
The name Kobold refers to a German nature spirit that accompanies Human activity, especially a gnome, usually a house spirit that personifies the land of the estate, but elsewhere too such the spirit of a mine. The French word Goblin (gobelin) is conjectured to derive from this German word.
 

Plantfolk
Treant: +Str, +Int, −2 Dex

As embodiments of the Primal spirit of trees, the Treant is incredibly Strong. Here Intelligence suggests extraordinary memories of an ancient life. 
  
Golem
Warforged: +Con, +Int, −Cha
Shardmind: +Int, +Wis, −Dex

The origin of the Warforged-Golem is Wizard invention that awakes to fight wars. Despite the artifice of it as a living statue of wood, it arguably physicalizes the Primal spirit of the Natural World. Alternatively, it could be a Fey creation weilding Arcane forces to animate objects. Even better, it is actually a Steel-Golem. A hollow suit of armor that comes to life.


Deathly Races


Deathborn
Shadar-Kai: +Int, +Dex, −Wis

Their deathly habitat pulls the Shadar-kai perpetually toward oblivion, numbing their senses and awareness. Their perceptiveness of Wisdom suffers accordingly. Indeed to maintain awareness at all, their culture self-inflicts extreme pain, by a variety of customs, including jewelry with painful piercings.

Undead Body
Zombie: +Str +Con −Dex (but Playtest 102912: +Cha +Str −Dex)
Skeleton: +Str +Con −Cha
Revenant: +Con, +Str, −Wis
Vryloka Vampire: +Cha, +Dex, −Wis

Undead Mind

Shade:
+Int, +Cha, −Wis

Deathly Elemental
Ghoul: +Cha +Con −Int (but Playtest 102912: +Dex +Str −Cha)



Immortal Races


Angel
Deva: +Int, +Cha, −Dex
Solar: +Str, +Cha, −Con

The Angel race first appears in 2e, under the entry name Aasimon (which presumably derives from the name Ás/Æsir). The Aasimon include the subraces, Deva and Solar. 3e calls their race Angel.

The 4e Deva is wingless and enjoys a Hindu-esque flavor, reincarnating as avatars − a nod to the Sanskrit origin of this Hindu celestial. Both Angels appear as tall stunningly beautiful humans. The Deva exhibits “uncanny stillness”, while the Intelligence suggests vast memories from previous lifetimes. The Solar flexes a muscular body, spanning white eagle wings from the back, gold eyes and a commanding voice, while Strength accomplishes the victory of a warrior.

Planetouched
Aasimar: +Wis, +Cha, −Dex
Tiefling: +Con, +Cha, −Dex

Eladrin
Shiere: +Dex, +Int, −Con
Noviere: +Dex, +Str, −Con
Bralani: +Dex, +Str, −Wis
Coure: +Dex, +Cha, −Int

Also see Fey Elf for comments. The Immortal/Outsider Eladrin race continues some of the traditional Elf archetypes. Here, the Shiere-Eladrin continues the Int-Dex scholarly-and-agile warrior archetype that the 4e Eladrin sometimes represents. Likewise, the Noviere represents the Str-Dex warrior, in the tradition of the classic Wild Elf and Aquatic Elf. Similarly the Bralani-Eladrin continues the tradition of the passionate Str-Dex warrior of the 2e Bralani, who personifies dangerous forces of windswept deserts. The archetype of the tiny 2e Coure-Eladrin seems identical to the 4e Pixie. Even so, the Roguish Cha-Dex race with less Int, works well for both the 2e Coure and the humansize 4e Coure. The High-Elf continues the tradition of the Tulani-Eladrin as the Fey “faerie lord”.

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1 year ago  ::  Jun 07, 2012 - 8:31PM #3
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567
If you had to choose for abilities:

 +2, +1, +1, +1, +1, +1
OR
 +2, +2, +0, +0, +0, −1

Which would you prefer?



Probably the two +2s, but all those +1s are nice?
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1 year ago  ::  Jun 08, 2012 - 8:54PM #4
M.Coverdale
Date Joined: Jun 3, 2012
Posts: 300
Yeah, there's thread out entitled that is trying to address the off-balanced human stats and total lack of racial abilities.
Human Traits instead of Bonus's?  Here are some.
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1 year ago  ::  Jun 09, 2012 - 9:01AM #5
Darkwolf_Bloodsbane
Date Joined: Sep 19, 2008
Posts: 1,642
Where's the thumbs-down button?

We don't need racial penalties to come back.

They were a bad idea when they were first implemented, and they're a bad ida now.

Some sacred cows should die in a fire.
Ahh, so THIS is where I can add a sig.

Remember: Killing an ancient God inside of a pyramid IS a Special Occasion, and thus, ladies should be dipping into their Special Occasions underwear drawer.
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1 year ago  ::  Jun 09, 2012 - 9:29AM #6
Jancoran
Date Joined: Jun 23, 2002
Posts: 303

Jun 8, 2012 -- 8:54PM, M.Coverdale wrote:

Yeah, there's thread out entitled that is trying to address the off-balanced human stats and total lack of racial abilities.
Human Traits instead of Bonus's?  Here are some.




Yeah, I started that thread and its starting to see some fruit.

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1 year ago  ::  Jun 10, 2012 - 3:03AM #7
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 10,239

Jun 9, 2012 -- 9:01AM, Darkwolf_Bloodsbane wrote:

Where's the thumbs-down button?

We don't need racial penalties to come back.

They were a bad idea when they were first implemented, and they're a bad ida now.

Some sacred cows should die in a fire.


+1

Racial penalties are not necessary, let alone desirable.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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1 year ago  ::  Jun 10, 2012 - 9:57AM #8
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567
If you had to choose between:

 +3, +0, +0, +0, +0 +0
OR
 +2, +2, +2, +2, +2, +2

Which would you want more?
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1 year ago  ::  Jun 10, 2012 - 10:57AM #9
M.Coverdale
Date Joined: Jun 3, 2012
Posts: 300
That's a pretty unfair comparison...and all it does is stir up dissent. Keep in mind that racial abilities are, in and of themselves, bonuses that can't be properly quantified into a +1, +2, or whatever. Your argument is about the stat bonuses themselves...which is an unfair weigh-in.

Besides, having a race (especially the race that's supposed to be the highest overall population and the most prolific) that's quantified in simple stat bonuses...it's boring, and lazy. This issue has already been addressed in the thread I mentioned previously, and there are people that are trying to think of some other possibilites for the race...to make them more attractive for playability. 
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1 year ago  ::  Jun 10, 2012 - 11:24AM #10
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,567
I want the races to be equally appealing, so it is important to understand how to balance ability/stat/attribute bonuses.
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