Regarding the new Subrace system
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@SelfFulfillingProphecy:
With a new subrace system artiially implemented, the following are now available for application, albeit in a beta format. Many may require a outstanding app, due to rarity, or power levels, of course. (For soruce info on most, read the Forgotten Realms Campaign Setting, Races of Faerun, or Aasimar & Tiefling : Guide to the Planetouched)
Templates
Lycanthropes can now be applied to any race, and include werebat.
Half-dragons can be any color, and any race.Subraces
Air/Earth/Fire/Water Genasi
Shadowswyft (a plane-touched human of shadow plane ancestry)
Janni (Part djinni planetouched)Fey'ri (Elven/Demon crossbreeds)
Silvan (Astral planetouched elf)Arctic Dwarf
Urdunnir Dwarf (Quasi-elemental dwarves, highly related to stone)
Khazerkas (Azer planetouched dwarf)Fetch (Fiendish Halfling planetouched)
Jynx (Fiendish gnome planetouched)
Similem (Elemental half-elven planetouched)
Tanarukk (half-orc subrace. Fiendish Orcan planetouched.)
Other races (depending on complexity may also be more easily addable then before (stuff you can simulate on a "Creature Item"/Hide in the toolset is the easiest), but would also require an app.
coughs Ok, I have to admit that I do not have a clue what most of these new subraces are. Aswell as not having the books where I can read up on it. So.. asking the playerbase here on some feedback. Last time I played PnP was perhaps 10 years ago.. maybe 15 even. Played numerious of other roleplaying games for years.. just not DnD that much.
So, perhaps someone can enlighten me? And perhaps there are more in my situation who would be happy for any kind of information on these subraces.
Some of them sound really fun and more information on them would be much appriciated!!
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Lycanthropes can now be not just human, I imagine. You can have a werewolf halfling or gnome. Fairly easy to figure out from there.
Half-dragons like before but not limited to red/gold. You can be half-black dragon or half-copper dragon or whatever.
Genasi are elemental creatures of elemental planes.
The rest, the planetouched, are like tieflings and/or aasimar, but are the mix of an outsider or celestial and a race besides human. Basically, you can have a half-whatever race tiefling or aasimar.
Generally, they'll be very similar to aasimar/tiefling as we have them, but based on other than human race.
I don't have my fingers on the Genasi stats off-hand. And clearly the elemental creatures will likely be resistant to their element and take more damage from the opposing element.
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The templates are fairly self-explanatory, they can be applied to any race (excluding the other DM approved races, but including minor subraces like wood elf/strongheart halfling/etc).
@Genasi:
(All Genasi are ECL +1)
Air genasi see themselves as the inheritors of the sky, the wind and the very air of the world. Their emotions vary quickly between calm reserve and great intensity. Air genasi look human except for one or two distinguishing features: light blue or pale white skin or white or blue hair.
Racial Abilities: +2 Dex, +2 Int, -2 Cha, -2 Wis
Special Abilities: Darkvision, 10/Electrical Resistance, Breathless (Immune to Spells requiring Breathing or Inhalation)
Favored Class: FighterEarth genasi are patient, stubborn and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hand or feet, iron gray hair or metallic sheen to skin or hair.
Racial Abilities: +2 Str, +2 Con, -2 Cha, -2 Wis
Special Abilities: Darkvision, 10/Acid Resistance
Favored Class: FighterFire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud and often fearless, they are not content to sit and watch the world pass by them by. Fire genasi are obviously not human, having mostly human features except for one or two exceptional traits related to their elemental ancestors like: charcoal gray or deep red or skin, red or orange hair or large red teeth.
Racial Abilities: +2 Int, -2 Cha
Special Abilities: Darkvision, 10/Fire Resistance
Favored Class: FighterWater genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Water genasi look human except one distinguishing feature related to their elemental ancestor like: blue-green skin or hair, large black-blue eyes or clammy flesh.
Racial Abilities: +2 Con, -2 Cha
Special Abilities: Darkvision, 10/Cold Resistance, Water-Breathing (Immune to Drown)
Favored Class: Fighter@Shadowswyft:
Shadowswyft are planetouched beings with ancestry from the Plane of Shadow. They are mercurial in temperament and delight in living in the moment. As a result, they are poor planners and have little patience for strategy. Shadowswyfts bear little resemblance to other races, although they are lean with chiseled features, much like elves. The average male stands about 6 feet tall and weights 165 pounds. They have skin ranging from brown to black, with blackened, slanted eyes - a build perfectly suited for hiding amongst shadows. Unlike most species, shadowswyfts are amiable towards most other races, seeing individual actions as more important than blood lineage.
Racial Abilities: +2 Dex, -2 Con
Special Abilities: Darkvision, Hide +4, Move Silently +4, Spot +4, Light Blindness
Favored Class: Rogue@Janjanni:
From time to time, humans ally themselves with the janni, genies that spend most of their days on the Material Plane. From these associations, half-breeds often result, who in turn have children of their own, the succeeding generations are the janjanni. The janjanni are carefree individuals unburdened by morality or allegiances to law or chaos. Most Janjanni have dark hair, swarthy coloration, and bright blue eyes. They have the build of other humans. Janjanni are often neutral.
Racial Abilities: None
Special Abilities: Darkvision, +2 Listen, +2 Spot, Fire Resist 5, Flight
Favored Class: RogueOf these, the Janjanni are the least likely to be approved (cormyr isn't really genie central by a long shot), they also will not have the flight power in coa.
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@Dwarveys:
Native from mountains at the heart of the great glacier and other northerly regions, arctic dwarves are little known to the outside world. Unlike other dwarves, arctic dwarves have little interest in mining or crafts, instead devoting themselves to hunting, raising children and leisure. Traditional dwarven strictures, such as those imposed by family and clan hold little weight in arctic dwarf society. Arctic Dwarves are squat and hardy, with blocky bodies, pinched faces and stubby legs. They rarely exceed 3 feet in height and are nearly as broad as they are tall. They eyes are bright blue and their skin white, almost bluish.
Racial Abilities: +4 Str, -2 Dex, +2 Con(covered by base race), -2 Cha(covered by base race)
Special Abilities: Cold Immunity
Favored Class: Ranger
Level Adjustment (ECL): +2Urdunnir, sometimes known as orecutter dwarves, are a long forgotten offshoot of dwarves who have become one with earth and stone. Urdunnir are taught to live in harmony with the environment that they see as great sea of earth and stone, ever changing and always beautiful. The skin of an urdunnir is light gray and their eyes always silver. Both genders wear their hair long; hair color is uniformly gray or brown, with varying degrees of silver and black highlights.
cial Abilities: +2 Con(covered by base race), -2 Cha(covered by base race)
Special Abilities: +2 Save vs Poison (plus Base +2 for +4), Stoneshape (Stoneskin, Spike Growth, Stonehold, 1/day each)
Favored Class: Rogue (nearest to Expert)
Level Adjustment (ECL): +4Wild dwarves are primitive inhabitant of the jungle. They have largely rejected the clan based craft- and smith-oriented culture of their dwarf cousins, choosing instead to live in hunting bands with ever shifting memberships. Wild dwarves are dark-skinned, short and stout, with dark brown eyes. Their heavenly tattooed bodies are covered with grease to ward off insects.
Racial Abilities: +2 Con(covered by base race), -2 Cha(covered by base race)
Special Abilities: Poison Use, Resist Fire 5, +1 Save vs Poison(stacks onto dwarf +2 for +3), +4 save vs Disease. -2 Craft Armor/Weapon/Appraise/-2 Search (Wild dwarves do not have smithing affinity or stonecunning)
Favored Class: BarbarianThe most likely of these is the Wild Dwarf, though none are particularly likely due to rarity/geographical plausibility issues.
@Khazerkas:
Occasionally, a discontented azer breaks free to breach the veil separating other dimensions from the Material Plane. Azers find dwarves suitable companions, they share many of the same interests. Sometimes the azer fully enters the dwarven society. It is from these displaced azers that the khazerkas originate. These dwarves have fiery red hair, golden eyes, and their skin is warm to the touch, but otherwise appear as normal dwarves. Dwarves always raise these characters, as they could not surivie the Plane of Fire. Most Khazerkas are lawful neutral.
Racial Abilities: +2 Con(covered by base race), -2 Cha(covered by base race)
Special Abilities: +3 Natural Armor, Burning Hands 1/day, Fire Resistance 5, Spell Resistance 5+level
Favored Class: Fighter
Level Adjustment (ECL): +3These are largely unlikely due to the sheer power involved (a dwarf with inherent armor, and magical resistance).
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@Elven:
The result of four noble houses of sun elves breeding with demons in an attempt to strengthen their bloodlines, fey'ri are a type of planetouched that breeds true among their kind. Marked by their fiendish blood, fey'ri are rare among most planetouched in that they have a self-sustaining community, so they are raised among their kind. In general form they resemble sun elves, although all have large bat-like wings. They have one or more unusual features: fiery red eyes, long pointed tail, bat-like ears or deep red skin.
Racial Abilities: +2 Dex(base race), +2 Int, -2 Con(base race)
Special Abilities: Alter Self(appear as normal elf), +2 Bluff, +2 Hide, DR 10/+1, Fire Resist 10, +2 Saves vs electricity, +2 Saves vs Poison, Poor Flight(Long Delay, No Dive Attacks)
Favored Class: Sorcerer
Level Adjustment (ECL): +3Silvans are living proof that humanoids gain the characteristics of planes on which they reside. This somewhat lsot race of elves resisted the encroachment of human expansion and fled to the infinite reaches of the Astral Plane. Eventually, the hardships grew too severe, and the Silvans returned to the Material Plane. Silvans have builds similar to moon elves, but their skin sparkles as if dipped in glitter, with greatest concentrations being around their eyes, which in themselves are odd; Silvans have no pupils, just an almost metallic sheen. All silvans have platinum hair, which most wear long. Silvans are usually neutral.
Racial Abilities: +2 Dex(adds to base race for +4), +2 Wis, +2 Cha, -2 Con(covered by base race)
Special Abilities: Darkvision, Expeditous Retreat 1/day
Favored Class: Rogue
Level Adjustment (ECL): +1The similem are a rare and exotic breed of planetouched, whose colored history stretches back to a fusion of an invisible stalker with the innocuous half-elf. Originally the result of a mad wizard's experiment, the similem recently have begun to to enter the world of men once more, insinuating themselves into human and elven culture as best they can, struggling to contain the bloodthirsty tendency in their souls. Similem look like average half-elves. Most similem are neutral, but many have evil tendencies.
Racial Abilities: +2 Str, +2 Con
Special Abilities: Darkvision, +2 Persuade, Invisibilty 1/day, Flight(Poor)
Favored Class: Any
Level Adjustment (ECL): +3Additional Note - Drow in this new system have Faerie Fire (small area, illuminates enemies (makes them glow purple), removing invisiblity and applying a penalty to Hide) 1/day
Similem/Sylvan are both rare, and likely require exceptional apps. Fey'ri must be evil, and also would require a significant app, but may be slightly more likely to be approved.
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@Everyone:
Svirfneblin get the Change Self power 1/day, allowing them to appear as a standard gnome (NPC appearance).
Jinx are corrupted descendants of gnomes and fiends. Thoroughly evil, they mix their gnomish penchant for tricks and practical jokes with a sadistic twist. Jinxes do what they can to blend in with gnome society, at worst, dwelling on the fringes. Some jinxes are forced to leave, these characters are normally thugs, thieves, and tomb robbers. Jinxes resemble gnomes, always smile, regardless of actual mood. their grinds suggest something dangerously comical. Inside their wide mouths are rows of sharply pointed teeth. Their eyes are black and soulless. Jinxes are often neutral evil.
Racial Abilities: +2 Con(covered by base race), +2 Int, -2 Str(covered by base race), -2 Wis
Special Abilities: Darkvision, Acid Resist 5, Electric Resist 5
Favored Class: Rogue
Level Adjustment (ECL): +1Fetch are the twisted descendants of quasits and halflings. They thrive on sowing discord and confusion among mortals. Fetch are notoroious thieves. Sometimes exceptional fetch find employment with demonic lords, whom they serve as spies and assassins. Fetch appear as short halflings, with stringy black hair and features twisted with hate. they have dusky, scaly skin that sparkles in light. Their crimson eyes smolder with evil itnent. Almost all fetch are chaotic evil.
Racial Abilities: +2 Dex(covered by base race), -2 Str(covered by base race)
Special Abilities: Cause Fear 1/day, Regeneration +1, Fire Resist 5, +1 Natural Armor
Favored Class: Rogue
Level Adjustment (ECL): +3 -
On a similar note… I've been unable to find anywhere, at about the age a half-dragon physically matures.
So that information specifically would be great, but any other useful half-dragon information would be good too.
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Thanks alot for all the posts SFP!
Interesting stuff indeed..
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On a similar note… I've been unable to find anywhere, at about the age a half-dragon physically matures.
So that information specifically would be great, but any other useful half-dragon information would be good too.
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@CoA:Half-Dragon characters are always more formidable than their fellows, and their appearance betrays their nature- scales, elongated features, reptilian eyes, horns, and exaggerated teeth and claws. Sometimes they have wings.
Half Dragons- - +8 STR, +2 INT, WIS, CHA, +4 natural AC, immunity paralysis/sleep/fire, breath weapon (fire).
Favored class for all of them are the same as their base race
I also think that Half Dragons ages similar to their base race.
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This may be a silly question, but one I want to ask anyway. I know when playing with the regular subraces, it seems that you receive the stat adjustments as bouses. This means that, when leveling, they don't count, making you unable to take certain feats. In other words, if I had an elf with a +2 dex bonus that was applied this way, and it put me at a Dex of 16, I couldn't take a feat that requred a dex of 15, because before the adjustment, I'm only a 14 dex. Is this the way this new subrace script works as well?
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This may be a silly question, but one I want to ask anyway. I know when playing with the regular subraces, it seems that you receive the stat adjustments as bouses. This means that, when leveling, they don't count, making you unable to take certain feats. In other words, if I had an elf with a +2 dex bonus that was applied this way, and it put me at a Dex of 16, I couldn't take a feat that requred a dex of 15, because before the adjustment, I'm only a 14 dex. Is this the way this new subrace script works as well?
AFAIK, the adjusted stats should allow the feats.
Works for dwarves and epic dr.
Might be changed for here, though I can't imagine why. :D -
uhmmm… OK. Elves and a +2 Dex was a bad example, since that's hardcoded into the game engine. Instead, let's take, uhm...
Fey'ri
It says in the list they get a +2 Int bonus. If I were to make a Fey'ri Fighter with an 11 Int, in theory I would log in and the mod would change it to 13, right? Well, the way it presently works with Sun Elves (also +2 Int), you get one of those little stat bonus buffs as displayed on the top right of the screen. If my Fey'ri fighter then lvls from 1 to 2, I get an extra feat, right? Now, technically, my Intelligence is 13, so I should be eligible for Expertise, no? But the way I THINK it works is that, because the bonus is done through a "stat buff," it isn't figured into the character when leveling is done (for that matter, you won't get the extra +1 to your skill points for the bump in intelligence either). Therefore, you are actually seen by the game engine as only having an 11 Intelligence, and it won't let you select a feat like expertise, which requires a 13 or higher.Now, as a disclaimer, I remember this happening with a Sun Elf I played WAY back when. This is how I recall it working, but I haven't tried a subrace character in a while. Is this how the new subrace system works as well? If so, am I correct in assuming that, if you want to take feats that have stat requirements, you need to make sure the hard, character creation stats prior to the subrace bonus (or minus, as it could be an exploit, I suppose) are at the required lvl to get the feat?
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if your adjustments are put into place by a skin property the skin is not aquired and set till after logging in
therefore any skin adjustments wont be counting to feats or skill bonuses
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Yeah,this stuff is all lovely for RP and such but when it comes to character build and mechanics, racial intelligence bonus and sometimes dexterity can be a bit worthless and feel a bit lame.
On the bright side, strength, constitution, wisdom, charisma and in most respects Dexterity benefit you in the correct way.
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On a similar note… I've been unable to find anywhere, at about the age a half-dragon physically matures.
So that information specifically would be great, but any other useful half-dragon information would be good too.
@CoA:
((Stuff about Half-Dragons))
I also think that Half Dragons ages similar to their base race.
No, they do not age similar to their base non-draconic race. Instead, they age slower. A LOT slower.
Half Dragons are often shunned and targets racism due to the fact that their care-taking parent(s) (biological or otherwise) often die of old age before they reach maturity. Thus, when they would most need a parent's loving and guiding help, they are completely alone, and loneliness is one of their most defining quality (along with the fact that they look completely alien to others). They are often scarred (mentally, but also physically) by the fact that they get treated as a child and a burden (more demanding as a normal child due to slow physical and emotional growth) for longer than normal childs of the community. Slow growth might also lead to developing a truly draconic patience. I'm not entirely sure on the life span, but I think that a Half-Dragon would be adult in somewhere 80-200 years old depending on the variety of the dragon parent, but don't take my word for it. I've read a lot of stuff, but can't remember it all… I'll see if I can find the "Races of the Dragon" or Draconomicon and confirm those.
Of course, that's 3.5, but I don't think the races changed too much from 3.
EDIT: Now that I think of it, it might have very well been more like 200-450 years. Of course, white dragons live for 2500 years while gold dragons up to 6000 or even more, so... The numbers would depend heavily on the variety of the dragon parent.
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Don't now about anyone else but I've found the info Seth's posted quite helpful in planning out subrace(ed?) characters.. Maybe its worth a sticky?
Also did anyone find out if this is the case?
Now, technically, my Intelligence is 13, so I should be eligible for Expertise, no? But the way I THINK it works is that, because the bonus is done through a "stat buff," it isn't figured into the character when leveling is done (for that matter, you won't get the extra +1 to your skill points for the bump in intelligence either). Therefore, you are actually seen by the game engine as only having an 11 Intelligence, and it won't let you select a feat like expertise, which requires a 13 or higher.
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PnP it'd work. NWN, no. Only base scores are counted.
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I was wondering if there was some kind of way you could have a …
Half orc-dwarf?
I mean, Orcs rape and pilliage, and if they came across a dwarf woman, without killing her, and were to rape her.. sorry ladies for this idea, but i read about it in the quintisential half orc book i read, I could even post stats and stuff, Just an idea
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Theres a bit of a size difference.. I wouldn't think it'd be physically possible :?
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how about a dwarf raider who….. [shudders] never mind…....