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Subrace Surgestions [Archive] - TrogWorld

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Mescalino
11-11-2009, 04:16 AM
LAQ:

Human Subrace Ideas
So this is a list i have pulled from the handbooks and modified a little bit to fit nwn and daegard.

Race: Human

Subrace: Mongrefolk
+4 con -2 int -4 cha
favored class: rogue
Size: Medium
Subrace features: Low light vision, +4 Use magic device, +4 bluff, Immunity to sleep spells, 1sr/4 levels, +1 racial bonus to saves vs enchantment and illusion spells, +1 racial bonus vs poison, +1 racial bonus to appraise, listen, move silently, search and spot checks, +4 racial bonus to hide and pick pocket checks.
Description: Mongrefolk are rumored to be cross breeds of 100 different humaniod races, but one thing is for sure, they are very good at disguising their appearances. As such many do not even know when they have met one. Mongrefolk use this uncanny ability to go about their travels virtually unnoticed and can be found almost any where.

Subrace: Neanderthal
+2 str +2con -2dex -2 int
favored class barbarian
Size: Medium
Subrace Features: Primative Weapon Mastery (The Neanderthal is more proficient with simple weapons than usual) +1 to AB and damage when using a simple weapon, +2 listen, +2 spot, +2 search, Climate Tolerant: (Neanderthal can live in harsh climates easily) 15/- cold/fire resist
Description: The Neanderthal is a primative Humanoid found throughout the land usually in tribes on the outreaches of civilizations. Through the centuries these creatures have evolved in their own culture so much to even allow few to become literate and even more intellegent than imagined.

Subrace: Sharakim
+2 str +2 int -2 dex -2 cha
favored class: Wizard
Size: Medium
Subrace features: Darkvision, +1 Natural Armor bonus to AC, +2 racial bonus to hide, move silent, search, and spot checks.
Light sensitivity: -1 penalty to all actions when in sunlight.
+1 racial bonus on attacks vs Orcs and Half-Orc
Level adjustment +1 (open to opinion)
Description: he sharakim (the name means "the tainted" or "those with taint" in an old human dialect) were once human. At least, their forebears were. Legends claim that, long ago, all humans resided in the village of Desh. They lived peacefully until a hunter named Sharak killed a sacred stag, and all those who ate of the stag's flesh became ill. Many died, but others were transformed, twisted into hideous caricatures of humanity by the evil they had committed. The humans who escaped the curse scattered, leaving Desh to be lost forever. Those creatures who had once been human gathered together and fled as well, making their own way in the world but forever after hated by humans because they stood as a reminder of that sin. These became the Sharakim.

Subrace Skulk
+4 dex -2 wis -4 cha
Favored Class: Rogue
Size: Medium
Subrace Features: +8 racial bonus to move silently and hide checks (lost if Skulk is wearing medium armor or heavier.) Free feat: Hide in Plain Sight, +1 racial bonus on attacks vs Orc and Half-Orc
The Skulk receives 2 extra skill points per level
Level Adjustment+1
Description: Once members of an underprivileged caste of an ancient empire, the humans who would become skulks withdrew from the world through a magical ceremony that solidified their “untouchable” status. The ritual granted them natural camouflage, allowing skulks to blend in perfectly with their surroundings. Skulks gather in small bands within or near human communities. When night falls, they engage in raids that result in bloodshed as the skulks’ innate hatred for humans manifests itself in murderous rage. They use ambush, deception, and superior numbers to overwhelm their victims. Skulks are extremely adaptive and extremely recluse beings. Few are ever seen due to their innate ability to move in and out of the shadows at will. Often fully shrouded by winding bits of cloth and robe the skulk are amongst the most revered thieves and assassins.

Subrace: Underfolk
+1 STR +1 CON -3 CHA
Favored class: Any
Size Medium
Subrace features: Darkvision, 4 extra skill points at first level, 1 extra skill point per levels 2-40, +1 Natural AC, +2 racial bonus on listen checks, Weapon Familiarity: (Underfolk are akin to using Pick type tools of all kinds as weapons and as working tools) Free feat: Weapon Focus: Light Pick, Free Feat: Weapon focus: Heavy Pick. +4 racial bonus to hide checks, Light Sensitivity: -1 penalty to all actions in sunlight.
Description: The underfolk are descendants of bands of humans who
chose—or were forced—to live in the caves and twisting
passageways of the underground world. Over generations,
these humans adapted to this strange world, filled with
natural wonders and dangerous creatures. Some underfolk
societies have not ventured to the surface in generations,
and others have forgotten their true origins altogether.
However, those who live close to the caves that give entry
to the underground realms make occasional forays to the
surface and even engage in limited trade with surfacedwelling
humans.
Underfolk are a simple, clannish people dedicated to their
homes and the safety of their race. Because of the multitude
of evil and predatory races and creatures in the caves and
tunnels they call home, underfolk have become quick,
stealthy, and survival-oriented. Although rather primitive
and rustic when it comes to technology, underfolk make up
for this lack with a superior knowledge of how to survive
beneath ground, although even they avoid the deepest
depths of the subterranean realms.





Mescalino:

Did some research and found a description for skulks:

Once members of an underprivileged
caste of an ancient empire, the humans
who would become skulks withdrew
from the world through a magical ceremony
that solidified their “untouchable”
status. The ritual granted them natural
camouflage, allowing skulks to blend in
perfectly with their surroundings.
Skulks gather in small bands within or
near human communities. When night falls,
they engage in raids that result in bloodshed
as the skulks’ innate hatred for humans
manifests itself in murderous rage. They use
ambush, deception, and superior numbers
to overwhelm their victims.





Almuric:

Just a heads up that since the ECL wont really hurt people much I will approach all subraces with a balance instead. Meaning if you get "+" somewhere you're going to probably get a "-" somewhere else of equal value. This is why the subraces we have now are pretty mild. Take a look at what you've got there, those are some pretty powerful races, and see if you can balance them.

Also, anything that gets Str and Con bonuses (both) will get hit big time somewhere else.


Moved the discussion here!

Laq
11-11-2009, 09:22 AM
Hey thanks.. sorry about the trouble in the other forum.. Ill be posting more subrace things in here and just make reference for yall to look here in the WN forums.

Almuric
11-11-2009, 06:57 PM
OK, I'll say what I should have said earlier. These subraces are in general overpowered. Especially the Neanderthal.
Any ideas on how to make them more balanced.

Laq
11-12-2009, 07:58 AM
I can give it another minus in stat column i guess. maybe -2 cha.

Almuric
11-12-2009, 12:55 PM
Probably more like
Subrace: Neanderthal
+2 str +2con -4dex -2 int

I guess I could go through and decide which ones we might use and set some changes.

Laq
11-12-2009, 02:24 PM
Well minus 4 to dex works.. but it makes it purely a str race at that point where if it was still only minus two u could set up at 18 dex in creation to offset to 16 and work from there if u wanted to dex.. but for a str person now they have to put dex at 17 at -4dex just to get kd.

WNxZero Devil
01-28-2010, 11:33 PM
bump.

Hill dwarf with exotic weapons