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Racial Stat Block List (as it seems so far)
2 years ago  ::  Feb 29, 2008 - 10:15PM #1
Hebitsuikaza
Posts: 658
Date Joined: 04/23/05
Here is what I have figured out so far as far as the racial stat blocks are concerned. If someone can study the profiles a bit more and analyze then for exactly what bonuses they get to skills and what other abilities I missed, please reply and then I'll edit this.
I also lost the link to the elf info even though I know we had the whole set revealed to us already.

Human +2 to Any
Normal Vision
Speed: 6
Trained Skills: Any 1 extra
Bonus Feat: Example - Human Perserverance: Grants a +1 on all saving throws
Initiative +1?
+1 to all defenses?
One extra At-Will ability from the class list?

Dragonborn +2 Str, +2 ?
? Vision
Speed: 6
Bonus Skills: ?
?

Dwarf +2 Con, +2 Wis
Low Light Vision
Speed: 5 (Does not lose speed while wearing heavy armor)
Cast-Iron Stomach: +5 to saving throws vs. poison
Dwarven Resilience: Use Seond Wind as a minor action
Stand Your Ground: Move 1 square less when subject to a push, pull or slide; when knocked prone make an immediate saving throw to stay standing

Eladrin +2 Dex, +2 Int
Low Light Vision
Speed: 6
Bonus Skills: +2 History
Weapon Training: Longsword
Eldarin Will: +5 to saving throw vs. charm
Fey Origin: Considered a Fey creature
Trance: Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings
Fey Step: Once per an encounter teleport 6 squares

Elf +2 Dex, +2 Wis
Low Light Vision
Speed: 7
Bonus Skills: Nature +2, Perception +2
Weapon Training: Longbow and Shortbow
Elven Accuracy: Once per an encounter reroll an attack roll, keep the second roll even if it is lower
Wildstep: Ignore difficult terrain when you shift
Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks

Half-Elf +2 Cha, +2 Any
Low Light Vision
Speed: 6
Bonus Skill: Insight +2
Group Diplomacy: Grants allies within 10 squares a +1 bonus to Diplomacy
Gain one class skill from a different class

Halfling +2 Dex, +2 Cha
Normal Vision
Speed: 5
Small size
Bonus Skill Points: Acrobatics +2, +2 Thievery
Bold: +5 on Saving throws vs. fear
Nimble Reaction: +2 AC against Opportunities Attacks
Second Chance: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.

Tiefling +2 Int, +2 Cha
Low Light Vision
Speed: 6
Bonus Skills: Stealth +2, Bluff +2
Bloodhunt: +1 racial bonus to attacks vs. bloodied foes
Fire Resistance 5+ 1/2 level.
Infernal Wrath: Once per an encounter you gain a +1 power bonus to your next attak roll against an enemy that hit you since your last turn. If your attak hits and deals damage, do +1 extra damage.
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Goblins Dex +2, Int -2
Low Light Vision
Speed: 6
Bonus Skills: Stealth +4
Reflex Defense/AC +2
Goblin Tactics Whenever a Melee attack against it misses, can immediately shift away from attacker.

Gnoll +4 Str, -2 Wis
Low Light Vision
Speed: 7
Bonus Skills: Intimidate +4
Leader of the Pack: Area 5; allies in the aura gain a +1 bonus to attack rolls. While this creature is bloodied, the bonus increases to +2.
Pack Tactics: Gnolls deal an extra 5 damage to targets that have 2 or more allies adjacent to them.

Gnome
Animal Companion - Badger and possibly other choices.
Talk to Burrowing animals-- animal must be in earshot and it does not confer understanding upon the part of the animal.

Hobgoblin +2 Any
Low Light Vision
Speed: 6
Bonus Skill Points: Athletics +2 and Stealth +2
Hobgoblin Resistance: Once per an encounter when the Hobgoblin suffers an effect that a save can end, the Hobgoblin immediately makes a saving throw against the triggering effect
Phalanx Soldier: The Hobgoblin grants a +2 AC bonus to all allies in adjacent squares

Kobold -2 Str, +2 Dex, -2 Int, +4 Cha
Dark Vision
Speed: 6
Small Size
Trap Sense: Kobolds have a +2 bonus on defense against all traps
Shifty: May shift 1 square as a minor action
Mob Attack: The Kobold grants all allies a +1 to attak all targets they are adjecent to.

Orc +4 Str, -2 Int, +2 Wis, -2 Cha
Low Light Vision
Speed: 6
Bonus Skills: +4 Endurance
Bloody Opportunist: Once per an encounter when a bloodied enemy misses on an attack against the Orc, the Orc gets an attack against that enemy
Pain Rage: When Bloodied, -2 attack and defense, +5 damage
Rapid Charge: +2 Speed when charging

Shadar-kai +2 Str, +2 Wis
Low Light Vision
Speed: 6
Bonus Skills: Acrobatics +2, Stealth +2
Shadow Jaunt: Once per an an encounter the Shadar-kai may teleport 3 squares and become inubstantial until the start of his next turn
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2 years ago  ::  Feb 29, 2008 - 10:21PM #2
Viktor_Von_Doom
Posts: 1,969
Date Joined: 09/25/07
Damn you, I just posted something similar to this. This one is better though.
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2 years ago  ::  Feb 29, 2008 - 10:50PM #3
GreenKnight
Posts: 1,947
Date Joined: 03/16/01
Just two comments.

1) Elves move 7 squares, not 6.

2) I find it hard to believe that Humans and Dwarves have the same speed. The Cleric is wearing Chainmail, so that might be slowing him down (In 3.5, he'd move 4 Squares due to Chainmail). The same might be true of other characters, their speed being affected by their armor.
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2 years ago  ::  Feb 29, 2008 - 11:27PM #4
Crimson_Concerto
Posts: 4,660
Date Joined: 08/28/05
. . . Okay, maybe I'm out of the loop because I haven't been here like 2 days, but where exactly is this coming from?

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
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2 years ago  ::  Feb 29, 2008 - 11:42PM #5
Viktor_Von_Doom
Posts: 1,969
Date Joined: 09/25/07
I'm guessing partly from this and some monster info.
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2 years ago  ::  Mar 01, 2008 - 12:31AM #6
1SidedDice
Posts: 22
Date Joined: 03/01/08
I was just crunching some numbers myself and about to post something, so I'll weigh in here.

I'm not sure that I agree with you about races having automatically trained skills, except for humans getting a single bonus trained skill. I hadn't considered them having two bonus trained skills; it's certainly an interesting idea and adds a little more to the human's racial perks, but I think it's just one. I can't really back that up, though.

Here are some other things I've noticed, and comments about your musings:

Humans:
I think humans get +1 to Fort, Ref, and Will defenses, and to initiative. Their feat, human perseverance, boosts saves, which are apparently different from defenses.

And now some math: Initiative is easy. The human cleric has a +1 initiative modifier but a +0 Dex bonus, so he's obviously getting a bonus from somewhere. My bet is on a human racial bonus rather than a cleric class feature.

I noticed something interesting about defenses, which is that they appear to be based on attribute "groupings". If you look at the stats, you'll notice that they're listed in a different order than the 3.X way. Instead of Str, Dex, Con, Int, Wis, Cha, we have Str, Con, Dex, Int, Wis, Cha.

My theory is that the stats are organized that way for a reason: Fort defense is based on Str OR Con, AC and Ref are based on Dex OR Int, and Will is based on Wis OR Cha. I might make a more detailed post about this in the classes section, but I think I can back it up with math.

Anyway. The human cleric's defenses are 13/12/17, and assuming my theory is correct, his associated modifiers are 2/0/4. Add to the base 10 and you arrive at 12/10/14, but we need some help to get us to the numbers we see. If you add another +1 in, you get to 13/11/15, and if you assume a cleric's base defenses are +0 Fort +1 Ref + 2 Will, then we match.

Of course, it's possible I'm just completely off and a cleric's base defenses are +1 Fort +2 Ref + 3 Will, but based on the entry in Races & Classes about humans that mentions them being more resilient, I think +1 Fort, Ref, and Will is a good candidate for an ability that does that.

Eladrin:
Eladrin have a +2 on History checks. Assume History is an Int-based skill, for a +1 modifier from the ranger. Make it trained for +5 more, total of +6. That still leaves us +2 short, which is handled by a racial bonus to match the +8 on the ranger's character sheet.

Half-Elves:
I don't think half-elves get automatic trained skills, and I'm pretty sure prime shot is a warlock power, not a half-elf power. Do you have any justification for believing that all half-elves get Streetwise and Thievery as trained? I think they're just available for trained skill picks warlocks.

IIRC, one of the warlock powers gives you a bonus when you're the closest to an enemy, so that's why I think prime shot is a warlock power and not a half-elf power.

Also, I've seen this discussed elsewhere so I can't really take credit, but if you look at the list of the half-elf warlock's powers, you'll notice ray of frost from the wizard list in there. There's been speculation that half-elves get to pick one power from another class to add to their list to represent their versatility/skill at multiclassing. I think that might apply to skills as well, since Streetwise and Thievery seem kind of incongruous on the warlock list, but it would make sense if the half-elf could cherry-pick a wizard power and two trained skills from the list of another class.

Also, it seems that half-elves get a +2 Insight bonus. The warlock's Wis modifier is -1, and it seems that Insight is trained, bringing the total to +4. A +2 racial bonus gets us to the +6 on the warlock's sheet.

I can't figure out where one point of AC on the warlock is coming from, so there is a chance that half-elves get +1 AC, maybe to represent them learning to better defend themselves after living a rough life? That seems a little contrived, though; I'm leaning more toward warlocks who choose a fey pact gaining a +1 bonus to AC.

Halflings:
Again, I don't think halflings have Stealth as an automatic trained skill. In fact, it seems to me that Stealth isn't trained at all. I think it's just -3 for a +1 Dex modifier and a -4 armor check penalty from plate armor.

Similarly, I think halflings get a bonus on Acrobatics. It seems that plate is a -4 armor check penalty, and the halfling's Dex modifier brings that to a -3. It takes a +2 racial bonus to get us to the -1 on the paladin's sheet.

I think there's also a chance that small characters gain a +1 bonus to their Ref defense to represent them being more dodgy and nimble than bigger creatures. I have to admit that this is mostly just a case of trying to apply numbers because the character sheet says that the halfling's small size has "already been added in", which implies that something exists to add.

Tieflings:
I think tieflings get a +2 bonus on stealth. Assuming that the feat Skill Training literally gives you a bonus trained skill, the wizard's stealth bonus would be +7 (+2 for Dex and +5 for training). Slip a racial modifier in there and you get +9, which matches the sheet.

Also, here is your elf link.

What do you think?
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2 years ago  ::  Mar 01, 2008 - 1:05AM #7
Hebitsuikaza
Posts: 658
Date Joined: 04/23/05
Those are all good D1 and I've made the changes.

The one thing that concerns me about the armor is the halfling. I believe we have heard the Halfling base movement is only 5, right? But the Halfling Paladin wears heavy armor and does not get his movement reduced to 4.

Does this mean that the Halfling's base movement is really 6 (like the Kobold and assumably the Goblin) or does it have the ability to ignore armor penalties to movement like we can expect the Dwarf does?

I would be a bit surprised if every race doesn't get a +2 to two different skills, perhaps a closer look will reveal what the others are.

The humans are looking incredibly underpowered to me here, but as for the other races... just a few tweaks I think and we'll have balanced-looking forms.

If I translated the monster powers for the melee Kobolds and Hobgoblins correctly into PC racial powers, they look like good allies to have and well-balanced with the other races, but I really, really took liberties with the stats I saw assigned to them in order to get those attribute adjustments.

However... the one stat block we have for the Shadar-kai really doesn't give much like that.
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2 years ago  ::  Mar 01, 2008 - 3:35AM #8
runestar
Posts: 3,490
Date Joined: 07/24/04
What is up with all the racial cha bonuses...?:P
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2 years ago  ::  Mar 01, 2008 - 4:06AM #9
GreenKnight
Posts: 1,947
Date Joined: 03/16/01

Humans:
I think humans get +1 to Fort, Ref, and Will defenses, and to initiative. Their feat, human perseverance, boosts saves, which are apparently different from defenses.


It's from a Feat. That means it's not a permanent thing. Remember, every race will have a list of Racial Feats which they can choose from. That doesn't mean, though, that every human will have that ability.

Human Perserverance: Grants a +1 on all saving throws (Possibly exchangible for other feats)


You should take that out. It's a Feat, not a base racial trait.

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2 years ago  ::  Mar 01, 2008 - 5:57AM #10
AquaticSpaceChicken
Posts: 53
Date Joined: 12/21/05
Do we know that halflings and tieflings get +2 cha? Looking at the point buy options, I see other possibilities. Str or con instead of cha for the tiefling, and wisdom instead of cha for the halfling.

Edit: Okay, I see the reasoning for Halflings. If they had Wis they would have the same adjustments as Eladrin, a pointless repetition. So +2 Dex, +2 Cha is a good educated guess for Halflings. I'm not convinced about Tieflings, though.
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