Races: Difference between revisions

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Favored Alignment: Chaotic evil.
Favored Alignment: Chaotic evil.
Keywords: mountain orc.
Keywords: mountain orc.
====Deep Orc (Orog)====
Orogs are very similar in appearance to large mountain orcs, except for somewhat larger ears and huge, pale eyes adjusted to the luminosity of the Underdark. They average six and a half feet in height.
Over the years, orogs have become excellent at forging arms and armour from the many metals of the Underdark, equipment they will only rarely leave without
* Racial Type: Orc.
* Ability Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis, +2 Cha.
* Bonus Feats: Weapon Proficiency (Martial)
* Skills: Craft Armor +2, Craft Weapon +2, Lore +5.
* Bonus AC: +2 (natural).
* Other: Damage resistance cold 5/-, fire 5/-, light sensitivity.
* Favored Class: Fighter.
* Favored Alignment: Chaotic evil.
* Level Adjustment: 2.
* Keywords: deep orc, orog.
====Troglodyte====
Troglodytes are revolting, warmongering lizards who savour the taste of their enemies, humanoids in particular. Their ferocity and innate cunning more than compensate for their low intelligence. Fiercely territorial, and thoroughly evil, they often lead bloody raids against humanoid settlements or ambush caravans that get too close to their hunting grounds. Sometimes, they even expand their hunting grounds just to excuse a raid.
Racial Type: Reptilian.
Ability Adjustments: -2 Dex, +4 Con, -2 Int.
Skills: Hide +4.
Bonus AC: +6 (natural).
Other: Stinking cloud (5) 1/day.
Favored Class: Cleric.
Favored Alignment: Chaotic evil.
Level Adjustment: 2.
Keywords: troglodyte.
====Ogre====
Big, ugly, and greedy creatures, ogres survive by raiding and scavenging. They associate freely with giants and trolls to prey on the weak.
Ogres are notoriously bad-tempered, tending to solve problems by smashing them, or fleeing or ignoring them if that fails. They are not difficult neither when it comes to homes nor food; they will settle almost anywhere and eat nearly anything that can be caught, stolen, or slain.
An adult ogre reaches nine to ten feet in height and weighs in at 650 pounds, with skin colours ranging from dull yellow to dull brown.
* Racial Type: Giant.
* Ability Adjustments: +8 Str, -2 Dex, +4 Con, -2 Int, -2 Cha.
* Bonus Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
* Bonus AC: +5 (natural).
* Favored Class: Barbarian.
* Favored Alignment: Chaotic evil.
* Level Adjustment: 3.
* Keywords: ogre.
====Lizardfolk====
Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Their society is strictly patriarchal, the most powerful member ruling over the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.
Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. They survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves.
Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. Their tails, at 3 to 4 feet's length, are used for balance. Lizardfolk average between 200 and 250 pounds. Their patron deity is Semuanya, whose chief concern is the survival and propagation of its charges.
* Racial Type: Reptilian.
* Ability Adjustments: +2 Str, +2 Con, -2 Int.
* Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
* Bonus Feats: Shield Proficiency, Weapon Proficiency (Simple).
* Skills: Tumble +4.
* Saves: Reflex +3.
* Bonus AC: +5 (natural).
* Favored Class: Druid.
* Favored Alignment: Any neutral, any evil.
* Level Adjustment: 2.
* Keywords: lizardfolk.
===Base Race: Half-Elf===
====Half-Drow====
Half-drow have dusky skin, silver or white hair, and a broad range of eye colors. They are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. In human society, half-drow are distrusted nearly as much as their full-blooded cousins. Despite this, good half-drow are much less rare than good drow. Whether this has to do with the influence of their human blood, or the desire to rebel against the drow who treat them so poorly, is difficult to tell.
* Skills: Bluff +2. Note that all standard half-elf bonuses remain.
* Favored Alignment: Chaotic evil.
* Keywords: half-drow, half drow.
====Hobgoblin====
Hobgoblins are the larger cousins of goblins, and far more aggressive. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair and fur-covered hide. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents.
* Racial Type: Goblinoid.
* Ability Adjustments: +2 Dex, +2 Con.
* Bonus Feats: Darkvision.
* Skills: Move Silently +4.
* Favored Class: Fighter.
* Favored Alignment: Lawful evil.
* Level Adjustment: 1.
* Keywords: hobgoblin.
====Gnoll====
Gnolls appear as anthropomorphic hyenas. They are usually around seven feet tall and use armor made of horn, metal plates, and leather, and large weapons. Gnolls are generally depicted as savage, barbaric creatures that often practice cannibalism, and enjoy eating the flesh of other sentient species. Gnolls are not especially strong or intelligent, but they are cunning and, when pressed, will fight to the death.
* Racial Type: Goblinoid.
* Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha.
* Bonus AC: +1 (natural).
* Favored Class: Ranger.
* Favored Alignment: Chaotic evil.
* Level Adjustment: 1.
* Keywords: gnoll.
===Base Race: Halfling===
====Goblin====
Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.
Goblins stand at 3 to 3-1/2 feet tall at 40 to 45 pounds, with dull and glazed eyes in colors ranging from red to yellow -- much like the color of their skin.
* Racial Type: Goblinoid.
* Ability Adjustments: -2 Str, -2 Cha.
* Removed Feats: Lucky.
* Skills: Move Silently +2, Listen -2.
* Saves: Fear -1.
* Favored Class: Rogue.
* Favored Alignment: Neutral evil.
* Keywords: goblin.
====Kobold====
Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.
Kobolds reach heights of only 2 to 2-1/2 feet, have scaly skin in dark rusty brown to near black shades, glowing red eyes, and nonprehensile tails.
* Racial Type: Reptilian.
* Ability Adjustments: -4 Str, -2 Con.
* Removed Feats: Lucky.
* Bonus Feats: Dodge.
* Skills: Search +2
* Bonus AC: +1 (natural).
* Favored Class: Sorcerer.
* Favored Alignment: Lawful evil.
* Keywords: kobold.
===Base Race: Any===
====Lycanthropes====
The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.
Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.
Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.
=====Wereboar=====
Base form:
* Racial Type: Shapechanger.
* Ability Adjustments: +2 Wis.
* Bonus Feats: Alertness, Iron Will, Low-light Vision, Toughness, Weapon Proficiency (Creature).
* Skills: Listen +7, Spot +5
* Saves: Fortitude +3, Reflex +3, Will +1.
* Bonus AC: +2 (natural).
* Favored Class: Any.
* Favored Alignment: Neutral evil.
* Level Adjustment: 3.
* Keywords: wereboar.
Animal/hybrid form:
* Ability Adjustments: +4 Str, +6 Con.
* Other: DR 10/+1 and 5/+2.
=====Werecat=====
Base form:
* Racial Type: Shapechanger.
* Ability Adjustments: +2 Wis.
* Bonus Feats: Iron Will, Low-light Vision, Stealthy, Toughness, Weapon Finesse, Weapon Proficiency (Creature).
* Skills: Hide +3, Listen +3, Move Silently +3, Spot +3, Tumble +4.
* Saves: Fortitude +2, Reflex +4, Will +1.
* Bonus AC: +2 (natural).
* Favored Class: Any.
* Favored Alignment: Chaotic evil.
* Level Adjustment: 3.
* Keywords: werecat.
Animal/hybrid form:
* Ability Adjustments: +6 Dex, +2 Con.
* Saves: Fortitude +4, Reflex -1, Will +1.
* Other: DR 10/+1 and 5/+2.
====Wererat====
Base form:
* Racial Type: Shapechanger.
* Ability Adjustments: +2 Wis.
* Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Finesse, Weapon Proficiency (Creature).
* Skills: Hide +8, Listen +4, Move Silently +4, Spot +4.
* Saves: Fortitude +3, Reflex +5, Will +3.
* Bonus AC: +2 (natural).
* Favored Class: Any.
* Favored Alignment: Lawful evil.
* Level Adjustment: 3.
* Keywords: wererat.
Animal/hybrid form:
* Ability Adjustments: +6 Dex, +2 Con.
* Saves: Fortitude +3, Reflex -2, Will -1.
* Other: DR 10/+1 and 5/+2.
=====Werewolf=====
Base form:
* Racial Type: Shapechanger.
* Ability Adjustments: +2 Wis.
* Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Focus (Creature), Weapon Proficiency (Creature).
* Skills: Hide +3, Listen +3, Move Silently +3, Spot +6.
* Saves: Fortitude +5, Reflex +5, Will +1.
* Bonus AC: +2 (natural).
* Favored Class: Any.
* Favored Alignment: Chaotic evil.
* Level Adjustment: 3.
* Keywords: werewolf.
Animal/hybrid form:
* Ability Adjustments: +4 Str, +4 Dex, +4 Con.
* Other: DR 10/+1 and 5/+2.
===Special Subraces===
The following Subraces exist technically and have been already scripted, however you probably shouldn't bother with applying for them as it is incredibly unlikely it will be approved if not part of a particular plot that a DM is running at the moment:
Minotaur, Githyanki, Githzerai, Sahuagin, Undead variants, Deep Imaskari, Yuan-ti, Satyr, Kuo-Tua, Ghostwise Halfling, Stargazer Halfling, Tree Genasi...
And many more not for public view!
Although difficult to get approved, remember: You Can App For Anything!
A very special thanks to SN, Vlaid, Tala, and Granny for helping compile & format this information! They have done the EFU Community a big service and deserve our thanks.
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