PDA

View Full Version : Various racial fixes(3.5)



Jayngfet
2008-07-09, 01:43 AM
Some racial stats don't match fluff, crafty malicious races should get an int bonus, if not also a wis bonus, a race who's only redeeming quality is strength should get a better bonus there.

I'm making a campane setting where about a quarter of the world has a population almost exclusively goblinoid/orc so those races have to be playable .

Goblin
Goblin, 1st-Level Warrior
Size/Type:Small Humanoid (Goblinoid)
Hit Dice:1d8+1 (5 hp)
Initiative:+1
Speed:30 ft.(6 squares)

Armor Class:15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple:+1/-3
Attack:Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack:Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach:5 ft./5 ft.
Special Attacks:ó
Special Qualities:Darkvision 60 ft.
Saves:Fort +3, Ref +1, Will -1
Abilities:Str 11, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Skills:Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats:Alertness
Environment:Temperate plains
Organization:Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating:1/3
Treasure:Standard
Alignment:Usually neutral evil
Advancement:By character class
Level Adjustment:+0

A goblin stands 3 to 3Ĺ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblinís skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Skills

Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating

Goblins with levels in NPC classes have a CR equal to their character level -1.

Goblins As Characters

Goblin characters possess the following racial traits.

* -2 Strength, +2 Dexterity, -2 Charisma +2 intelligence
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ĺ those of Medium characters.
* A goblinís base land speed is 40 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently and Ride checks.
* Automatic Languages: Common, Goblin, Orc. Bonus Languages: Draconic, Elven, Giant, Gnoll.
* Favored Class: Rogue.

The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Orc
Orc, 1st-Level Warrior
Size/Type:Medium Humanoid (Orc)
Hit Dice:1d8+1 (5 hp)
Initiative:+0
Speed:30 ft. (6 squares)
Armor Class:13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack:Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack:Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach:5 ft./5 ft.
Special Attacks:ó
Special Qualities:Darkvision 60 ft., light sensitivity
Saves:Fort +3, Ref +0, Will -2
Abilities:Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills:Listen +1, Spot +1
Feats:Alertness
Environment:Temperate hills
Organization:Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and
3 7th-level captains)
Challenge Rating:Ĺ
Treasure:Standard
Alignment:Often chaotic evil
Advancement:By character class
Level Adjustment:+0

An orcís hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.
Combat

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.


Light Sensitivity (Ex)
Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Orcs As Characters
Orc Traits (Ex)

Orcs possess the following racial traits.

* +4 Strength, -2 Intelligence, -2 Charisma.
* An orcís base land speed is 30 feet.
* Darkvision out to 60 feet.
* Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
* Automatic Languages: Common, Orc, Goblin. Bonus Languages: Dwarven, Giant, Gnoll, Undercommon.
* Favored Class: Barbarian.

The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Half-Orcs

These orc-human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are slightly taller than as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.


Half-Orc Traits(Ex):
Half-orcs possess the following racial traits.

* +2 Strength, -2 Intelligence.
* Medium size.
* A half-orcís base land speed is 30 feet.
* Darkvision: Half-orcs can see in the dark up to 60 feet.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
* Human blood: For all effects related to race, a half orc is considered a human.
* Automatic Languages: Common, Orc, Goblin. Bonus Languages: Draconic, Giant, Gnoll, Abyssal.
* Favored Class: Barbarian.



After looking at the dwarf and hobgoblin entries(and some others to a lesser extent) should dwarves loose their bonuses against giants and goblinoids or should hobgoblins and goblins gains some for their respective enemies?

brian c
2008-07-09, 04:12 PM
Uh... your Orc and Half-Orc have the same ability score adjustments; is that intentional? Mechanically, they're exactly the same except for type (what race they can count as for feats/abilities) and light sensitivity.

Jayngfet
2008-07-09, 10:25 PM
Whoops, I got them a little mixed up, sorry.

Any objections? I wanted these new stats to reflect the direction I wanted to take the races in my campane, so half orcs aren't any more bumbling and uncouth than a human, orcs are much more religious so a WIS penalty would hurt that with more wise races around.

There was also the idea of making them more playable and make sense. Spot, Listen, and Search are important for a society like the generic orcish one, so the stat tied to that shouldn't be penalized.