Post by irishmagician on Sept 5, 2010 23:30:14 GMT -5
Hey all,
Here is the list of what races exist in the setting y'all will be coming into in Part 3. Some races listed in the PHB's may exist differently in the new setting, but functionally are the same:
PHB Races: Stats and abilities are the same, except where noted.
•Dragonborn: Half-Dragons, exist with the ability to change between human and dragon form (out of combat as at-will, as encounter power in combat as minor action. Talk with DM for more info). Are generally not accepted into dragon society nor recognized as being an actual dragon.
•Dwarf
•Eladrin: Beings with faerie ancestry, are small and have wings that can support short flights (Talk with DM for more info)
•Elf: Are short (small category), do not have the typical “pointed” ears, most live in a symbiotic relationship with certain trees
•Half-Elf: as normal, sans pointed ears and slightly shorter (still medium sized)
•Halfling: Individuals with goblin ancestry, dark-skinned but otherwise as noted
•Human
•Tiefling: Individuals with demon-ancestry, appear normal except they age more slowly and can change form slowly like demons (see demon entry, talk with DM)
•Deva: EDITED** Individuals who are half-goblin, half-harpy. The result is a goblin's body and angel-like wings (harpy wings). They appear much more handsome/pretty than their individual parts, as this race is exempt from the curses affecting their relatives. Additionally, they are accepted grudgingly by goblins and harpies, but there are only 1-2 in existence due to little cross-breeding between the species.
•Gnome: as noted, except male gnomes tend to be gnarled and slightly ugly while female gnomes are pretty. They actually have normal eyes (none of that lacking-pupils-thing) and slightly pointed ears with all other features being slightly rounded. They are extremely xenophobic.
•Goliath: Individuals with ogre-ancestry (see ogre entry for more background), can call upon ogrish qualities sometimes when angered. Appear normal, look like ogres when in aspect.
•Half-Orc
•Shifter: Were-animals, not very common. Either appear as human, animal or somewhere in-between
•Githzerai: EDIT*** An almost unknown race, derived from exiled humans banished to an island for lacking magic. Appear much like humans; except with a slanted skull, pointed ears and pale skin. Tend to have light-colored/reddish hair.
•Minotaur
•Shardmind: A sentient elemental, consisting wholly of an elemental type (air, fire, earth, water, void)
•Wilden: Individuals with nymphly or faunish ancestry that appear human but males have cloven feet, goat legs and small horns; while females have exceptional beauty and manifest one aspect of nature (leaves always in hair, skin like bark, ect)
•Drow: Do not exist in setting, speak with me if you would like this race
•Genasi: An individual with elemental-ancestry, not very common.
•Warforged: Golems, they have consciousness but lack a soul (and thus a conscience). Generally created to fulfill a duty or purpose.
Setting Specific Races: A brief summary is provided below. Contact DM if interested for complete stat block.
•Centaur: Live mostly on a small island off mainland, renowned for unparalleled intelligence and accuracy, as well as their fanatical belief that having magic is obscene and tainted; all centaurs with magic are exiled to the mainland. +2 INT, +2 DEX. Ability: Centaur Precision, reroll for any die roll and add INT or DEX mod as encounter power.
•Centaur, winged: as above, except with wings and inherent ability to “light-en” self to allow flight. Viewed as obscene by most full centaurs, though they still retain similar intelligence and dexterity. +2 INT, +2 DEX. Ability: Weight Reduction, can target self/ally or enemy as a melee attack (+DEX + ½ level), reduce weight of target to zero (save ends, if enemy; 10 minutes out of combat), can use as at will out of combat and encounter in combat. Can only fly if use this ability first.
•Ogres: strong, ugly, stupid and very proud of it. They are large, have strength that rivals most other creatures, and live to teach young dragons the meaning of fear. +4 STR, +2 CON, -4 INT, -2 CHA, -2 WIS. Ability: Utter Stupidity, encounter power, as an immediate reaction you can ignore forced movement/a condition/an effect that requires a save.
•Mer-folk: human with fish tails instead of lower appendages, many have the ability to change tail to legs when land transport is necessary. Live in colonies in sea around mainland and along some waterways. They love music, and are adept at some form of it. +2 CON, +2 CHA. Ability: Siren Song, as a daily power, burst (CHA mod), attack everyone of opposing gender within radius at + (CHA mod+1/2 level) vs. will, causes daze for 1 turn and automatic movement of individual’s speed towards your character.
•Harpy: Head and torso of a human, with wings and claws of a bird. Ratio of 1 male to 1000 female due to a curse placed upon them by goblins long ago. All harpies (with little exception) tend to be dirty and are known for their ability to unleash streams of foliage-wilting curses/fowl language. They absolutely despise goblins. +2 INT, +2 CON, -4 CHA. Their intimidate checks are based on intelligence instead of charisma. Ability: Barrage of Curses, encounter power, make an intimidate check with +(INT) versus a single target’s will, causes 1d6+INT fire/psychic damage and daze for 1 turn.
•Goblin: small, dark-skinned and very mean-spirited. A curse placed upon the goblins by the harpies long ago made female goblins prefer ugly/stupid/mean men, their race has degenerated over the past 1000 years. All goblins hate harpies. +2 CON, +2 DEX, -2 CHA. Ability: Dirty Fighting, encounter power, immediate interrupt when attacked, the attacker suffers a - (DEX) penalty to all attacks and checks until the end of your next turn.
•Demon: A being that completely lacks a soul, and as such completely lacks a conscience. They can change their form at will and are generally immortal, though they can be rendered unable to take a physical form. They cease to exist without magic. Male demons are typically ugly and take on monstrous characteristics (horns, fangs), while females typically appear as beautiful as they wish to be so as to tempt males. +2 to any two attributes. Ability: Mutability, at will power, minor action, you can change form to anything within 1 size category of you (a bluff check is necessary to determine the accuracy of your form).
•Gargoyle: A race of animated stone creatures whose purpose in life is to purify all bodies of water. There is only a handful currently in existence. +4 CON, -2 DEX, -2 CHA. Ability: Purification, encounter power, standard action, spray a jet of cleansing water within range (CON), grant target use of a healing surge and terminate 1 ongoing condition.
•Naga: Individuals that are part snake/part human (snake body with human head), can change between normal form, human and snake. Currently are at war with goblins for territorial purposes. +2 DEX, +2 CHA. Ability: Snake-shift, at will power, standard action, can switch between human/naga/snake form, provokes AOO, see below
oHuman: normal, no penalties or bonuses
oNaga: +2 squares of movement, +2 AC, -2 attack bonus, lacks hands
oSnake: changes to large size, +2 attack bonus, -2 AC, -1 square movement, lack hands
•Nightmare: EDIT** A race of black horses that live in the Realm of Dreams, where they deliver bad dreams to unsuspecting sleepers. All nightmares are female, ruled by the Night Stallion who rules the Realm of Dreams. Any stallions are born are either immediately exiled or hunted by the Night Stallion for dominance. Nightmares communicate via dreams projected into people’s minds. They appear solid in light, but become insubstantial in shadows. +2 WIS, (+2 CHA or +2 INT). Ability: Fleeting Terror, encounter power, minor action, range (WIS), attack target at + (CHA or INT + ½ level) versus will, target moves its speed away from you regardless of its safety.
You may also choose a race from the monster manual, but please consult the DM first. As always, let me know if you want more info!
Here is the list of what races exist in the setting y'all will be coming into in Part 3. Some races listed in the PHB's may exist differently in the new setting, but functionally are the same:
PHB Races: Stats and abilities are the same, except where noted.
•Dragonborn: Half-Dragons, exist with the ability to change between human and dragon form (out of combat as at-will, as encounter power in combat as minor action. Talk with DM for more info). Are generally not accepted into dragon society nor recognized as being an actual dragon.
•Dwarf
•Eladrin: Beings with faerie ancestry, are small and have wings that can support short flights (Talk with DM for more info)
•Elf: Are short (small category), do not have the typical “pointed” ears, most live in a symbiotic relationship with certain trees
•Half-Elf: as normal, sans pointed ears and slightly shorter (still medium sized)
•Halfling: Individuals with goblin ancestry, dark-skinned but otherwise as noted
•Human
•Tiefling: Individuals with demon-ancestry, appear normal except they age more slowly and can change form slowly like demons (see demon entry, talk with DM)
•Deva: EDITED** Individuals who are half-goblin, half-harpy. The result is a goblin's body and angel-like wings (harpy wings). They appear much more handsome/pretty than their individual parts, as this race is exempt from the curses affecting their relatives. Additionally, they are accepted grudgingly by goblins and harpies, but there are only 1-2 in existence due to little cross-breeding between the species.
•Gnome: as noted, except male gnomes tend to be gnarled and slightly ugly while female gnomes are pretty. They actually have normal eyes (none of that lacking-pupils-thing) and slightly pointed ears with all other features being slightly rounded. They are extremely xenophobic.
•Goliath: Individuals with ogre-ancestry (see ogre entry for more background), can call upon ogrish qualities sometimes when angered. Appear normal, look like ogres when in aspect.
•Half-Orc
•Shifter: Were-animals, not very common. Either appear as human, animal or somewhere in-between
•Githzerai: EDIT*** An almost unknown race, derived from exiled humans banished to an island for lacking magic. Appear much like humans; except with a slanted skull, pointed ears and pale skin. Tend to have light-colored/reddish hair.
•Minotaur
•Shardmind: A sentient elemental, consisting wholly of an elemental type (air, fire, earth, water, void)
•Wilden: Individuals with nymphly or faunish ancestry that appear human but males have cloven feet, goat legs and small horns; while females have exceptional beauty and manifest one aspect of nature (leaves always in hair, skin like bark, ect)
•Drow: Do not exist in setting, speak with me if you would like this race
•Genasi: An individual with elemental-ancestry, not very common.
•Warforged: Golems, they have consciousness but lack a soul (and thus a conscience). Generally created to fulfill a duty or purpose.
Setting Specific Races: A brief summary is provided below. Contact DM if interested for complete stat block.
•Centaur: Live mostly on a small island off mainland, renowned for unparalleled intelligence and accuracy, as well as their fanatical belief that having magic is obscene and tainted; all centaurs with magic are exiled to the mainland. +2 INT, +2 DEX. Ability: Centaur Precision, reroll for any die roll and add INT or DEX mod as encounter power.
•Centaur, winged: as above, except with wings and inherent ability to “light-en” self to allow flight. Viewed as obscene by most full centaurs, though they still retain similar intelligence and dexterity. +2 INT, +2 DEX. Ability: Weight Reduction, can target self/ally or enemy as a melee attack (+DEX + ½ level), reduce weight of target to zero (save ends, if enemy; 10 minutes out of combat), can use as at will out of combat and encounter in combat. Can only fly if use this ability first.
•Ogres: strong, ugly, stupid and very proud of it. They are large, have strength that rivals most other creatures, and live to teach young dragons the meaning of fear. +4 STR, +2 CON, -4 INT, -2 CHA, -2 WIS. Ability: Utter Stupidity, encounter power, as an immediate reaction you can ignore forced movement/a condition/an effect that requires a save.
•Mer-folk: human with fish tails instead of lower appendages, many have the ability to change tail to legs when land transport is necessary. Live in colonies in sea around mainland and along some waterways. They love music, and are adept at some form of it. +2 CON, +2 CHA. Ability: Siren Song, as a daily power, burst (CHA mod), attack everyone of opposing gender within radius at + (CHA mod+1/2 level) vs. will, causes daze for 1 turn and automatic movement of individual’s speed towards your character.
•Harpy: Head and torso of a human, with wings and claws of a bird. Ratio of 1 male to 1000 female due to a curse placed upon them by goblins long ago. All harpies (with little exception) tend to be dirty and are known for their ability to unleash streams of foliage-wilting curses/fowl language. They absolutely despise goblins. +2 INT, +2 CON, -4 CHA. Their intimidate checks are based on intelligence instead of charisma. Ability: Barrage of Curses, encounter power, make an intimidate check with +(INT) versus a single target’s will, causes 1d6+INT fire/psychic damage and daze for 1 turn.
•Goblin: small, dark-skinned and very mean-spirited. A curse placed upon the goblins by the harpies long ago made female goblins prefer ugly/stupid/mean men, their race has degenerated over the past 1000 years. All goblins hate harpies. +2 CON, +2 DEX, -2 CHA. Ability: Dirty Fighting, encounter power, immediate interrupt when attacked, the attacker suffers a - (DEX) penalty to all attacks and checks until the end of your next turn.
•Demon: A being that completely lacks a soul, and as such completely lacks a conscience. They can change their form at will and are generally immortal, though they can be rendered unable to take a physical form. They cease to exist without magic. Male demons are typically ugly and take on monstrous characteristics (horns, fangs), while females typically appear as beautiful as they wish to be so as to tempt males. +2 to any two attributes. Ability: Mutability, at will power, minor action, you can change form to anything within 1 size category of you (a bluff check is necessary to determine the accuracy of your form).
•Gargoyle: A race of animated stone creatures whose purpose in life is to purify all bodies of water. There is only a handful currently in existence. +4 CON, -2 DEX, -2 CHA. Ability: Purification, encounter power, standard action, spray a jet of cleansing water within range (CON), grant target use of a healing surge and terminate 1 ongoing condition.
•Naga: Individuals that are part snake/part human (snake body with human head), can change between normal form, human and snake. Currently are at war with goblins for territorial purposes. +2 DEX, +2 CHA. Ability: Snake-shift, at will power, standard action, can switch between human/naga/snake form, provokes AOO, see below
oHuman: normal, no penalties or bonuses
oNaga: +2 squares of movement, +2 AC, -2 attack bonus, lacks hands
oSnake: changes to large size, +2 attack bonus, -2 AC, -1 square movement, lack hands
•Nightmare: EDIT** A race of black horses that live in the Realm of Dreams, where they deliver bad dreams to unsuspecting sleepers. All nightmares are female, ruled by the Night Stallion who rules the Realm of Dreams. Any stallions are born are either immediately exiled or hunted by the Night Stallion for dominance. Nightmares communicate via dreams projected into people’s minds. They appear solid in light, but become insubstantial in shadows. +2 WIS, (+2 CHA or +2 INT). Ability: Fleeting Terror, encounter power, minor action, range (WIS), attack target at + (CHA or INT + ½ level) versus will, target moves its speed away from you regardless of its safety.
You may also choose a race from the monster manual, but please consult the DM first. As always, let me know if you want more info!