Races to Ponder

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Rary
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Races to Ponder

Post by Rary »

I did some research on some races, in order to show you armor, shields, and stuff the person might not look like the specific race. Some are pretty wierd but I figured I'll post'm.

Orcs (Orc)
Attributes: +4 Strength, –2 Intelligence, -2 Wisdom, –2 Charisma.
Favored Class: Barbarian
Size: Medium
Special Abilities
Darkvision

Green Orcs (Orc)
Attributes: +4 Strength, +4 Constitution, –4 Intelligence, -2 Wisdom, –4 Charisma.
Favored Class: Barbarian
Size: Medium
Special Abilities
Darkvision
Light Sensitivity (Almost blind in light)
+2 bonus on Listen
+4 bonus on Perform
Weapon Proficiency: Simple weapons. They receive the Martial Weapon Proficiency feat as a bonus feat.
Natural armor bonus: +3.

Hobgoblin (Humanoid)
Attributes: +2 Strength, -2 Charisma
Favored Class: Fighter
Size: Medium
Special Abilities
Darkvision
Weapon Proficiency: Longsword
+2 racial bonus on Move Silently
+2 racial bonus on Intimidate
Great Fortitude as a bonus feat.

Aanan (Outsider)
Attributes: +3 Charisma
Favored Class: Bard
Size: Medium
Special Abilities
Permenantly Blind
+10 bonus on listen, +12 bonus on listen at 10th level.
+4 bonus on perform

Half-Undead (Undead)
Attributes: +2 Constitution, -4 Strength
Favored Class: None
Size: Medium
Special Abilities
Darkvision
+4 Bonus on saves against all mind-affecting effects.
Immune to fear
+4 Bonus on saves against poison, sleep, paralysis, stunning, disease, and death effects.
Great Fortitude Feat for free
25% chance to ignore a critical hit or sneak attack damage
50% resist turn undead
Immune to both Cure and Inflict Spells. Both of these are bitter-sweet flashes of pain that heals/damages an equal amount and therefore has no mechanical effect.
Spells that deal damage only to undead deal half damage to half-undead. Spells that deal double damage to undead deal 50% more damage to half-undead than to a normal creature.
Regeneration: +1 per 4 levels, max of +5

Minotaur
Attributes: +4 Strength, -2 Intelligence, -4 Charisma
Favored Class: Barbarian
Size: Medium
Special Abilities
Darkvision
+2 natural armor bonus to AC
Unarmed or uses 2-handed weapons only
+2 racial bonus on Search, Spot, Listen, and Intimidate

Gnoll
Attributes: +2 Constitution, -2 Wisdom, -2 Charisma
Favored Class: Harper Scout
Size: Medium
Special Abilities
Darkvision
+1 natural armor bonus to AC
Bonus Feat: Toughness

Sundered Dwarf (Dwarf)
Attributes: +2 Strength, +2 Constitution, -2 Charisma,-4 dexterity.
Favored Class: Rogue (Not sure why)
Size: Medium
Special Abilities
Darkvision
Stonecunning
Required to use axes
+2 racial bonus on saving throws against poison
+2 racial bonus on saving throws against spells and spell-like abilities
+1 racial bonus on attack rolls against orcs, half-orcs, and goblinoids
+4 dodge bonus to Armor Class against creatures of the giant type (Ignored, no giants)
+2 racial bonus on craft trap

Breach Gnome (Gnome)
Attributes: +2 Wisdom, +2 Constitution, -2 Strength, -2 Intelligence
Favored Class: Ranger
Size: Small
Special Abilities
LowLight Vision
+1 size bonus to attack rolls.
+1 size bonus to AC.
+4 size bonus to hide checks.
+2 racial bonus on saving throws against mind-affecting spells
+2 racial bonus to listen
+2 racial bonus to concentration
Spell Focus (Illusion)
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Terpeh
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Post by Terpeh »

I must admit, the Aanan race is very interesting and original. I would choose that, makes a good anti-sneak
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Rafael
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Post by Rafael »

hmmm not rly it's permablind :x And listen only gives you a chance if you fight a melee sneak not a ranged one.
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Rary
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Post by Rary »

I forgot Trolls in there. I didn't see them.
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Musekaze
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Post by Musekaze »

some of these sound interesting. but i think PMs should be treated as undead. if you wear armor they cant see ur arm so a clerics hamrs you, your hp goes ^^^
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Terpeh
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Post by Terpeh »

Soooooo....which one?
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LittleLostThief
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Post by LittleLostThief »

Palemasters of 10th level should be considered undead for the purpose of spells.
LittleLostThief
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Post by LittleLostThief »

Er... and I like the hobgoblins and aanans.
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Rary
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Post by Rary »

LittleLostThief wrote:Palemasters of 10th level should be considered undead for the purpose of spells.
Making PM's undead would be sexy.
Last edited by Rary on Mon Apr 16, 2007 10:13 am, edited 1 time in total.
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Terpeh
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Post by Terpeh »

Lol yes it is, any undead is sexy :D
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Rary
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Post by Rary »

Make PM's fail to turn undead. And any other spells that harm undead specifically.

They already get almost to what undead get now anyways.
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Post by Xianio »

You can't impliment half-undead unfortunately. While strength builds obviously won't use them they turn dex builds and casters into machines. 25% immunity to crits/sneaks is great, then you have the other increases to saves. The penalty being that they can be turned and some undead spells hurt them more. Basically clerics hurt them badly (searing light) but otherwise you're pretty safe. I mean with 50% turn resistance someone needs at least a 10+ modifier on there charisma score at level 20 to be able to turn them at equal level.
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Musekaze
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Post by Musekaze »

well technically, PMs are only 25% undead, as its only their skin and arm.
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Casas
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Post by Casas »

Turn goes by level only.. so their hit die vs the other hit die.. CHA mod only affects HOW many.

Jack: Skin and one arm is more than 25%.. considering your epidermis is your largest organ.
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Xianio
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Post by Xianio »

Not entirely true. This comes from turning PC's as outsiders (rak shape). If it works anything like that then cha. has some sort of roll in it....also SR on an outsider increases there difficulty in turning so that might come into play with druid half-undead. Anywho I'm not entirely sure how it works but if it works on PC's like it does with Outsider PC's then cha definately has some roll in it other then just number of.
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