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    Default Humans, Dwarves and Jotun, oh my! [Ymaggion Races, PEACH]

    So as I am now making races for my campaign setting (for which I already got the angels up), which are made in the same way mechanically as Gnorman's E6 races, I asked him if I could borrow some of his to revamp them to fit my non-E6, 3.P-y purposes. He said yes.

    I went back to his old Race Compendium because the pictures were like dayyyum spiffy, son.

    Behold, GLORIOSITY. (Not really.)


    The Human

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    • Medium size
    • 30' movement.
    • Humanoid (human) type.
    • Bloodline: All humans select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Weapon Familiarity: Humans may select one martial weapon at 1st level, and gain proficiency with that weapon.
    • Adaptability: Humans gain one bonus feat at 1st level. They also gain 4 extra skill points at 1st level, and one extra skill point each level thereafter.
    • Versatility: Humans select two skills at 1st level. These two skills are always treated as class skills, and the human gains a +2 racial bonus to them.
    • Automatic Languages: One language from the continent they originate from. Bonus Languages: Any major languages, any minor languages spoken on their home continent.
    • Favored class: Any

    Bloodlines

    Soldier
    • +2 Strength
    • For the purposes of qualifying for feats, soldiers treat their BAB as equal to their hit dice and count as Fighters of their own level.

    Saltskin
    • +2 Dexterity
    • Saltskins may hold their breath for a number of rounds equal to four times their Constitution score before they risk drowning.

    Hinterlander
    • +2 Constitution
    • Hinterlanders may exist comfortably in environments ranging from -50 to 140 degrees Fahrenheit without having to make Fortitude saves.

    City-slicker
    • +2 Intelligence
    • City-slicker may select a third skill for their Versatility ability.

    Naturalist
    • +2 Wisdom
    • Naturalist may improve the attitudes of animals, as if using Wild Empathy as a druid of their own level. However, they add their Wisdom modifier rather than their Charisma modifier to the roll.

    Highborn
    • +2 Charisma
    • Highborn gain a 20% bonus to their starting wealth and a +2 bonus to all Charisma-related checks when dealing with royalty, nobility, or high society.

    Feats

    Half-Dwarf [Half, Human]
    Prerequisites: Human
    Benefits: You possess darkvision 60' and may move your full speed even while encumbered or wearing medium or heavy armor, and possess a +4 bonus to ability checks to avoid being tripped or bull rushed while standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    Special: This feat can only be taken at level 1. If you take this feat, you cannot take any other [Half] feats.

    Half-Elf [Half, Human]
    Prerequisites: Human
    Benefits: You are immune to sleep spells and similar magic effects and possess low-light vision and a +2 racial bonus to Will saves, which increases to +4 against enchantment spells or effects.
    Special: This feat can only be taken at level 1. If you take this feat, you cannot take any other [Half] feats.

    Half-Orc [Half, Human]
    Prerequisites: Human
    Benefits: You possess darkvision 60' and a +2 racial bonus to Fortitude saves, which increases to +4 against poison or disease.
    Special: This feat can only be taken at level 1. If you take this feat, you cannot take any other [Half] feats.

    It should be noted that half-breeds in the world of Ymaggion are infertile, with only very rare (5%) exceptions.



    The Dwarf

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    • +2 Strength, -2 Charisma - dwarves are hardy but gruff and belligerent
    • Small size
    • 20' movement. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations)
    • Humanoid (Dwarf) type.
    • Darkvision 60'.
    • Bloodline: All dwarves select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Stability: Dwarves gain a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    • Weapon Familiarity: Dwarves treat any weapon with "dwarven" or "dwarf" in the name as martial weapons, rather than exotic weapons. Dwarves are also always proficient with picks and warhammers.
    • Packing the Power: As long as a dwarf doesn't move more than 5 ft in a turn and remains in contact with the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground), they gain a +1 bonus to Strength checks and Strength-based skill checks that increases by 1 every round, to a maximum of half their HD (minimum 1). Furthermore, for each +1 bonus they acquire through this ability, their effective Strength for purposes of carrying capacity increases by 2, until they move more than 5 ft in one turn or lose contact with the ground.
    • Tough as Stone: Dwarves possess a +2 racial bonus on saves against spells and spell-like effects, as well as poison.
    • +2 racial bonus to all Appraise and Craft checks.
    • Automatic Languages: Dwarven. Bonus Starting Languages: Jotun, Komul, Roι-Allon, Stamarian, Tsumian.
    • Favored Classes: Shield Warrior and Warblade

    Bloodlines

    Equrun Dwarf
    • +2 Dexterity
    • Instead of proficiency with picks, equrun dwarves are proficient with axes.
    • Equrun dwarves' base land speed is 30', and they may move over difficult terrain without having their movement hampered. While mounted, their mounts may also move over difficult terrain without having their movement hampered.
    • Additional Favored Class: Sagittarius

    Mountain Dwarf
    • +2 Constitution
    • Instead of proficiency with picks, mountain dwarves are proficient with axes.
    • Mountain dwarves receive a +4 dodge bonus to AC when fighting against creatures of the dragon type.
    • Additional Favored Class: Barbarian.

    City Dwarf
    • +2 Intelligence
    • A city dwarf gains the Stonecunning ability. This ability grants the city dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A city dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a city dwarf can use the Search skill to find stonework traps as a rogue can. A city dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
    • Additional Favored Class: Engineer

    Duergar
    • +2 Wisdom
    • Duergar are immune to paralysis, poison, and phantasms, and possess a natural spell point reserve of 3.
    • Additional Favored Class: Psychic Warrior.



    The Jotun

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    • +2 Strength, -2 Wisdom - All jotun are descended from giants and possess a fraction of their strength, but often act before they think and rarely put much value in formal education or logical ability.
    • Medium size
    • 30' movement.
    • Humanoid type.
    • Bloodline: All jotun select a bloodline from the list below, which offer them different bonuses and abilities. This choice is permanent.
    • Powerful Build: The physical stature of jotun lets them function in many ways as if they were one size category larger. Whenever a jotun is subject to a size modifier or special size modifier for an opposed check, the jotun is treated as one size larger if doing so is advantageous to him. A jotun is also considered to be one size larger when determining whether a creature’s special attacks based on size can affect him. A jotun can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
    • +2 racial bonus to Athletics and Knowledge (forbidden lore) checks. Jotun can also make Knowledge (forbidden lore) checks untrained.
    • Automatic Languages: Jotun and either Roι-Allon or Tsumian. Bonus Starting Languages: Dwarven, Gamilak, Komul, Roι-Allon, Stamarian, Tsumian.
    • Favored Classes: Crusader and Xenoalchemist

    Bloodlines

    Flameheart
    • +2 Charisma - Flameheart jotun are confident and possessed of a strong sense of self, prideful even to the point of arrogance.
    • Resistance to fire 5.
    • +2 racial bonus on saves against all fire spells and effects.
    • Additional Favored Class: Warrior-Poet

    Frostblood
    • +2 Intelligence - Frostblood jotun are keen, observant hunters and tend to be composed and well-controlled (at least, compared to other jotun).
    • Resistance to cold 5.
    • +2 racial bonus on saves against all cold spells and effects.
    • Additional Favored Class: Sagittarius

    Stonebound
    • +2 Constitution - Stonebound jotun are hardy and hale, and shrug off blows that would fell lesser beings as if they were mere nuisances.
    • Resistance to earth* 5.
    • +2 racial bonus on saves against all earth spells and effects.
    • Additional Favored Class: Olympian

    * Earth resistance refers to any damage caused by stone, dirt, mud, or sand, such as the Hail of Stones spell, a boulder thrown by a giant, a stone axe, or a falling rock trap.

    Stormsoul
    • +2 Dexterity - Stormsoul jotun are quick and energetic, positively vibrating with activity.
    • Resistance to electricity 5.
    • +2 racial bonus on saves against all electricity spells and effects.
    • Additional Favored Class: Gambler
    Last edited by Morph Bark; 2013-09-03 at 07:39 AM.
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